Unstable 0.15.15.0 (and the one before it I forgor)
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@@ -36,7 +36,7 @@ namespace Barotrauma
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CharacterStateInfo serverPos = character.MemState.Last();
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if (!character.isSynced)
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{
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SetPosition(serverPos.Position, false);
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SetPosition(serverPos.Position, lerp: false);
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Collider.LinearVelocity = Vector2.Zero;
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character.MemLocalState.Clear();
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character.LastNetworkUpdateID = serverPos.ID;
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@@ -159,7 +159,7 @@ namespace Barotrauma
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if (!character.isSynced)
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{
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SetPosition(serverPos.Position, false);
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SetPosition(serverPos.Position, lerp: false);
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Collider.LinearVelocity = Vector2.Zero;
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character.MemLocalState.Clear();
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character.LastNetworkUpdateID = serverPos.ID;
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@@ -581,10 +581,10 @@ namespace Barotrauma
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if (this is HumanoidAnimController humanoid)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(humanoid.RightHandIKPos);
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if (humanoid.character.Submarine != null) { pos += humanoid.character.Submarine.Position; }
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if (humanoid.character.Submarine != null) { pos += humanoid.character.Submarine.DrawPosition; }
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), GUI.Style.Green, true);
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pos = ConvertUnits.ToDisplayUnits(humanoid.LeftHandIKPos);
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if (humanoid.character.Submarine != null) { pos += humanoid.character.Submarine.Position; }
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if (humanoid.character.Submarine != null) { pos += humanoid.character.Submarine.DrawPosition; }
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), GUI.Style.Green, true);
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Vector2 aimPos = humanoid.AimSourceWorldPos;
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