func (c *Client) BioticUpdated(id game.EntityId, biotic game.Biotic) { c.SendLossy(&proto.MsgEntityState{ Id: id, Kind: game.EntityKindBiotic, State: biotic.State(), }) }
func (c *Client) BioticCreated(id game.EntityId, biotic game.Biotic) { c.Send(makePlayerEntityCreatedMessage(id, biotic.State())) }