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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@@ -147,7 +147,7 @@ namespace Barotrauma.Items.Components
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msg.Write(IsActive);
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}
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public void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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bool active = msg.ReadBoolean();
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@@ -164,7 +164,7 @@ namespace Barotrauma.Items.Components
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msg.Write(IsActive);
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}
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public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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SetActive(msg.ReadBoolean());
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}
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