Fixed ragdolling in multiplayer

This commit is contained in:
juanjp600
2017-12-06 14:48:47 -03:00
parent d34c783c30
commit 0d8d0d62ec
2 changed files with 20 additions and 14 deletions
@@ -128,6 +128,12 @@ namespace Barotrauma
if (!AllowInput)
{
AnimController.Frozen = false;
if (memInput.Count > 0)
{
prevDequeuedInput = dequeuedInput;
dequeuedInput = memInput[memInput.Count - 1].states;
memInput.RemoveAt(memInput.Count - 1);
}
}
else if (memInput.Count == 0)
{
@@ -289,20 +295,20 @@ namespace Barotrauma
newInteract = msg.ReadUInt16();
}
if (AllowInput)
//if (AllowInput)
//{
if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
{
if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
{
NetInputMem newMem = new NetInputMem();
newMem.states = newInput;
newMem.intAim = newAim;
newMem.interact = newInteract;
NetInputMem newMem = new NetInputMem();
newMem.states = newInput;
newMem.intAim = newAim;
newMem.interact = newInteract;
newMem.networkUpdateID = (ushort)(networkUpdateID - i);
newMem.networkUpdateID = (ushort)(networkUpdateID - i);
memInput.Insert(i, newMem);
}
memInput.Insert(i, newMem);
}
//}
}
if (NetIdUtils.IdMoreRecent(networkUpdateID, LastNetworkUpdateID))