Fixed camera going insane when dropping through hatches
TODO: make the game less rubberbandy
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@@ -141,7 +141,7 @@ namespace Barotrauma
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float rotation = msg.ReadFloat();
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int index = 0;
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if (GameMain.NetworkMember.Character == this && AllowInput)
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if (GameMain.NetworkMember.Character == this)
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{
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var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
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while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
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@@ -1339,17 +1339,33 @@ namespace Barotrauma
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}
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}
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Hull serverHull = Hull.FindHull(serverPos.Position, character.CurrentHull, false);
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Hull clientHull = Hull.FindHull(localPos.Position, serverHull, false);
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Vector2 positionError = serverPos.Position - localPos.Position;
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float rotationError = serverPos.Rotation - localPos.Rotation;
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for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
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if (serverHull!=clientHull && ((serverHull==null) || (clientHull==null) || (serverHull.Submarine != clientHull.Submarine)))
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{
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character.MemLocalState[i].Translate(positionError,rotationError);
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//hull subs don't match => just teleport the player to exactly this position to avoid mismatches,
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//since this would completely break the camera
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positionError = Collider.SimPosition - serverPos.Position;
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character.MemLocalState.Clear();
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}
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else
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{
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for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
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{
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Hull pointHull = Hull.FindHull(character.MemLocalState[i].Position, clientHull, false);
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if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break;
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character.MemLocalState[i].Translate(positionError, rotationError);
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}
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}
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Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation + rotationError);
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foreach (Limb limb in Limbs)
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{
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limb.body.SetTransform(limb.body.SimPosition + positionError, limb.body.Rotation + rotationError);
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limb.body.SetTransform(limb.body.SimPosition + positionError, limb.body.Rotation);
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}
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}
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