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Bool processCommand(GameMessage *msg); ///< Whatever needs to be done as a result of this command, do it now.
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voidprocessFrameSynchronizedNetCommand(NetCommandRef *msg); ///< If there is a network command that needs to be executed at the same frame number on all clients, it happens here.
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voidprocessRunAheadCommand(NetRunAheadCommandMsg *msg); ///< Do what needs to be done when we get a new run ahead command.
//DEBUG_LOG(("Network::RelayCommandsToCommandList - appending command %d of type %s to command list on frame %d", msg->getCommand()->getID(), ((NetGameCommandMsg *)msg->getCommand())->constructGameMessage()->getCommandAsString(), TheGameLogic->getFrame()));
// TheSuperHackers @fix stephanmeesters 14/05/2026 Verify accepted type of incoming game messages
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if (isMessageTypeWithinNetworkRange(gmsg->getGameMessageType())) {
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//DEBUG_LOG(("Network::RelayCommandsToCommandList - appending command %d of type %s to command list on frame %d", msg->getCommand()->getID(), gmsg->getCommandAsString(), TheGameLogic->getFrame()));
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