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
This commit is contained in:
Regalis
2017-02-09 18:56:28 +02:00
parent 1f16bef01c
commit 52bf73722f
29 changed files with 959 additions and 827 deletions
@@ -121,13 +121,16 @@ namespace Barotrauma.Items.Components
{
if (dropper == null) return;
picker = dropper;
}
if (picker.Inventory == null) return;
item.Submarine = picker.Submarine;
//item.Unequip();
if (item.body != null)
{
item.body.ResetDynamics();
item.SetTransform(picker.SimPosition, 0.0f);
}
picker.DeselectItem(item);
picker.Inventory.RemoveItem(item);