Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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using System;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision
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{
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public interface IBroadPhase
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{
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int ProxyCount { get; }
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void UpdatePairs(BroadphaseDelegate callback);
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bool TestOverlap(int proxyIdA, int proxyIdB);
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int AddProxy(ref FixtureProxy proxy);
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void RemoveProxy(int proxyId);
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void MoveProxy(int proxyId, ref AABB aabb, Vector2 displacement);
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FixtureProxy GetProxy(int proxyId);
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void TouchProxy(int proxyId);
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void GetFatAABB(int proxyId, out AABB aabb);
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void Query(Func<int, bool> callback, ref AABB aabb);
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void RayCast(Func<RayCastInput, int, float> callback, ref RayCastInput input);
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void ShiftOrigin(Vector2 newOrigin);
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}
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}
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