void ClientSystem::connect(std::string host, int port)
{
//    // Tell scripting there is no player entity until we finish logging in
//    ScriptEngineManager::getGlobal()->call("setPlayerUniqueId", ScriptEngineManager::getNull());


    editingAlone = false;

    currHost = host;
    currPort = port;

    connectserv((char *)host.c_str(), port, "");
}
void ClientSystem::connect(const char *host, int port)
{
    editingAlone = false;

    connectserv((char *)host, port, "");
}