Fixed IsKeyHit (ladder climbing being inconsistent) + optimized interaction syncing
Instead of sending over mouse position as two floats (8 bytes total), the game will send the aim angle represented as a short (0 to 65535, so it's fairly precise) and the selected item ID (up to 4 bytes total, 2 bytes if it's only one of the inputs). The problem with IsKeyHit is that it checked when the player started a key press, when it should've been checking for the key being released.
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@@ -832,7 +832,7 @@ namespace Barotrauma
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trigger = character.SelectedConstruction.TransformTrigger(trigger);
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bool notClimbing = false;
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if (character.IsRemotePlayer)
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if (character.IsRemotePlayer && GameMain.Server == null)
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{
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notClimbing = character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right);
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}
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@@ -1285,7 +1285,6 @@ namespace Barotrauma
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Vector2 positionError = serverPos.Position - localPos.Position;
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float errorMagnitude = positionError.Length();
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DebugConsole.NewMessage(positionError.X.ToString()+" "+positionError.Y.ToString(),Color.Red);
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/*if (errorMagnitude > 8.0f)
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{
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