ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
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@@ -121,13 +121,16 @@ namespace Barotrauma.Items.Components
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{
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if (dropper == null) return;
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picker = dropper;
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}
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if (picker.Inventory == null) return;
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item.Submarine = picker.Submarine;
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//item.Unequip();
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if (item.body != null)
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{
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item.body.ResetDynamics();
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item.SetTransform(picker.SimPosition, 0.0f);
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}
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picker.DeselectItem(item);
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picker.Inventory.RemoveItem(item);
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@@ -191,21 +191,15 @@ namespace Barotrauma.Items.Components
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DropConnectedWires(picker);
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item.Submarine = picker.Submarine;
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Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
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bodyDropPos = rightHand.SimPosition;
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if (item.body != null)
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{
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item.body.ResetDynamics();
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}
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bodyDropPos = picker.SimPosition;
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picker.Inventory.RemoveItem(item);
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picker = null;
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}
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if (item.body != null && !item.body.Enabled)
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{
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item.body.ResetDynamics();
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item.SetTransform(bodyDropPos, 0.0f);
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item.body.Enabled = true;
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}
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