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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@@ -83,6 +83,8 @@ namespace Barotrauma.Networking
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{
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private IClientSerializable serializable;
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public UInt16 CharacterStateID;
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public ClientEntityEvent(IClientSerializable entity, UInt32 id)
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: base(entity, id)
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{
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@@ -91,6 +93,7 @@ namespace Barotrauma.Networking
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public void Write(NetBuffer msg)
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{
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msg.Write(CharacterStateID);
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serializable.ClientWrite(msg, Data);
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}
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}
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