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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@@ -1286,7 +1286,7 @@ namespace Barotrauma
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msg.Write(PhysicsBody.SimPosition.Y);
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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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var newTargetPosition = new Vector2(
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msg.ReadFloat(),
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