there is now a player character and the world renders using a cammera
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/* =============================================================================
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* # Server Transactions.
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* Transactions in the contexts of a entity, is an action. This action could be
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* anything that my include moving, shooting, douging, etc.
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*
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* Transactions take an entity id, action id, argsize and user
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*
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*
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* =============================================================================
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* */
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#ifndef TRANSACTIONS_H
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#define ENTITY_ACTION_MOVE_UP 1
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#define ENTITY_ACTION_MOVE_DOWN 2
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#define ENTITY_ACTION_MOVE_LEFT 3
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#define ENTITY_ACTION_MOVE_RIGHT 4
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typedef struct {
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int packetTpye, size;
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void* packet;
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}packet;
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typedef struct {
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int id;
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int action;
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int argsize;
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void* userArg;
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}action;
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int CreateTransaction(action* act);
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int GetTransaction(action* act);
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int ProssesTransaction(action* act);
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#define TRANSACTIONS_H
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#endif
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