Networking bugfixes & improvements:
- fixed server not sending kill-events when a monster dies - some interpolation when correcting character positions - physicsbody position lerping improvements - sending AICharacter Dir instead of TargetDir
This commit is contained in:
@@ -108,7 +108,7 @@ namespace Barotrauma
|
||||
return true;
|
||||
case NetworkEventType.EntityUpdate:
|
||||
|
||||
message.Write(AnimController.TargetDir == Direction.Right);
|
||||
message.Write(AnimController.Dir > 0.0f);
|
||||
message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 8);
|
||||
message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.Y, -1.0f, 1.0f), -1.0f, 1.0f, 8);
|
||||
|
||||
@@ -216,8 +216,8 @@ namespace Barotrauma
|
||||
AnimController.TargetDir = (targetDir) ? Direction.Right : Direction.Left;
|
||||
AnimController.TargetMovement = targetMovement;
|
||||
|
||||
AnimController.RefLimb.body.TargetPosition =
|
||||
AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
|
||||
AnimController.RefLimb.body.TargetPosition = pos;
|
||||
//AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
|
||||
|
||||
if (inSub)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user