Fixed far-away AI characters staying disabled when switching control to them + minor optimization
This commit is contained in:
@@ -842,7 +842,7 @@ namespace Barotrauma.Networking
|
||||
if (!character.Enabled) continue;
|
||||
if (c.Character != null &&
|
||||
Vector2.DistanceSquared(character.WorldPosition, c.Character.WorldPosition) >=
|
||||
NetConfig.CharacterIgnoreDistance * NetConfig.CharacterIgnoreDistance)
|
||||
NetConfig.CharacterIgnoreDistanceSqr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -1876,6 +1876,7 @@ namespace Barotrauma.Networking
|
||||
newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
|
||||
|
||||
newCharacter.IsRemotePlayer = true;
|
||||
newCharacter.Enabled = true;
|
||||
client.Character = newCharacter;
|
||||
CreateEntityEvent(newCharacter, new object[] { NetEntityEvent.Type.Control, client });
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user