pub fn broadcast_entity_update<P>(&self, entity: Entity, packet: P, neq: Option<Entity>)
    where
        P: Packet + 'static,
    {
        self.broadcaster
            .broadcast_entity_update(entity, packet, neq);
    }
/// Broadcasts a packet to all players who
/// are able to see a given entity.
///
/// The packet is sent lazily in a separate system.
///
/// If `neq` is set to an entity, the packet
/// will not be sent to that player.
///
/// This function runs in linear time with
/// regard to the number of players able to see
/// the entity.
Broadcasts a packet to all players who
are able to see a given entity.

The packet is sent lazily in a separate system.

If `neq` is set to an entity, the packet
will not be sent to that player.

This function runs in linear time with
regard to the number of players able to see
the entity.
Broadcasts a packet to all players who are able to see a given entity . The packet is sent lazily in a separate system . If ` neq ` is set to an entity the packet will not be sent to that player . This function runs in linear time with regard to the number of players able to see the entity .
pub fn broadcast_entity_update<P>(&self, entity: Entity, packet: P, neq: Option<Entity>)
    where
        P: Packet + 'static,
    {
        self.broadcaster
            .broadcast_entity_update(entity, packet, neq);
    }
pub fn broadcast_entity_update < P > ( & self , entity : Entity , packet : P , neq : Option < Entity > ) where P : Packet + ' static , { self . broadcaster . broadcast_entity_update ( entity , packet , neq ) ; }
Broadcasts a packet to all players who
are able to see a given entity.
Broadcasts a packet to all players who are able to see a given entity .
&self
entity
Entity
packet
P
neq
Option<Entity>
&self
entity
Entity
packet
P
neq
Option<Entity>