Server reads CHARACTER_INPUT messages even if the client isn't allowed to move (but ignores the inputs), otherwise it would fail to read the rest of the packet
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@@ -59,7 +59,7 @@ namespace Barotrauma
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ColliderIndex = Crouching ? 1 : 0;
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if (!Crouching && ColliderIndex == 1) Crouching = true;
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if (!character.AllowMovement)
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if (!character.AllowInput)
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{
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levitatingCollider = false;
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Collider.FarseerBody.FixedRotation = false;
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@@ -925,7 +925,7 @@ namespace Barotrauma
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target.AnimController.IgnorePlatforms = IgnorePlatforms;
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if (!target.AllowMovement)
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if (!target.AllowInput)
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{
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target.AnimController.TargetMovement = TargetMovement;
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}
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@@ -1223,7 +1223,7 @@ namespace Barotrauma
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}
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if (character != GameMain.NetworkMember.Character || !character.AllowMovement)
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if (character != GameMain.NetworkMember.Character || !character.AllowInput)
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{
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//use simple interpolation for other players' characters and characters that can't move
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if (character.MemPos.Count > 0)
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@@ -1233,7 +1233,7 @@ namespace Barotrauma
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowMovement)
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if (!character.AllowInput)
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{
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Collider.LinearVelocity = overrideTargetMovement;
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MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
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