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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@@ -133,7 +133,7 @@ namespace Barotrauma.Items.Components
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if (connection == connections[1]) connections[1] = null;
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}
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public bool Connect(Connection newConnection, bool addNode = true, bool loading = false)
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public bool Connect(Connection newConnection, bool addNode = true, bool sendNetworkEvent = false)
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{
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for (int i = 0; i < 2; i++)
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{
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@@ -196,7 +196,7 @@ namespace Barotrauma.Items.Components
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CleanNodes();
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}
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if (!loading)
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if (sendNetworkEvent)
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{
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if (GameMain.Server != null)
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{
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@@ -726,7 +726,7 @@ namespace Barotrauma.Items.Components
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}
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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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nodes.Clear();
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@@ -752,7 +752,7 @@ namespace Barotrauma.Items.Components
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ClientWrite(msg, extraData);
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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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nodes.Clear();
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