Fixed ragdolling in multiplayer
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@@ -128,6 +128,12 @@ namespace Barotrauma
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if (!AllowInput)
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{
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AnimController.Frozen = false;
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if (memInput.Count > 0)
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{
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prevDequeuedInput = dequeuedInput;
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dequeuedInput = memInput[memInput.Count - 1].states;
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memInput.RemoveAt(memInput.Count - 1);
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}
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}
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else if (memInput.Count == 0)
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{
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@@ -289,20 +295,20 @@ namespace Barotrauma
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newInteract = msg.ReadUInt16();
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}
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if (AllowInput)
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//if (AllowInput)
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//{
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if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
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{
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if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
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{
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NetInputMem newMem = new NetInputMem();
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newMem.states = newInput;
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newMem.intAim = newAim;
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newMem.interact = newInteract;
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NetInputMem newMem = new NetInputMem();
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newMem.states = newInput;
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newMem.intAim = newAim;
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newMem.interact = newInteract;
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newMem.networkUpdateID = (ushort)(networkUpdateID - i);
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newMem.networkUpdateID = (ushort)(networkUpdateID - i);
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memInput.Insert(i, newMem);
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}
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memInput.Insert(i, newMem);
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}
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//}
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}
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if (NetIdUtils.IdMoreRecent(networkUpdateID, LastNetworkUpdateID))
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