- a WIP attempt to correct the position of the controlled character based on updates from the server
- fixed server not being able to move character controllers - renamed IsNetworkPlayer -> IsRemotePlayer
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@@ -84,7 +84,7 @@ namespace Barotrauma
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}
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if (!character.IsNetworkPlayer || true)
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if (!character.IsRemotePlayer || true)
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{
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//re-enable collider
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if (!collider.FarseerBody.Enabled)
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@@ -215,7 +215,7 @@ namespace Barotrauma
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}
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aiming = false;
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if (character.IsNetworkPlayer) collider.LinearVelocity = Vector2.Zero;
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if (character.IsRemotePlayer && GameMain.Server == null) collider.LinearVelocity = Vector2.Zero;
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}
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@@ -312,7 +312,7 @@ namespace Barotrauma
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//if (LowestLimb == null) return;
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if (onGround && !character.IsNetworkPlayer)
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if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
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{
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collider.LinearVelocity = new Vector2(
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movement.X,
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@@ -535,7 +535,7 @@ namespace Barotrauma
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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if (!character.IsNetworkPlayer && !aiming)
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if (!character.IsRemotePlayer && !aiming)
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{
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if (rotation > 20 && rotation < 170)
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TargetDir = Direction.Left;
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@@ -608,7 +608,7 @@ namespace Barotrauma
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movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
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}
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if (!character.IsNetworkPlayer)
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if (!character.IsRemotePlayer || GameMain.Server != null)
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{
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collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement * swimSpeed, movementLerp);
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}
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@@ -730,7 +730,7 @@ namespace Barotrauma
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y+0.5f), 10.5f);
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, collider.SimPosition.Y+0.4f), 10.5f);
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if (!character.IsNetworkPlayer)
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if (!character.IsRemotePlayer)
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{
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collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, collider.SimPosition.Y), 10.5f);
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}
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@@ -802,7 +802,7 @@ namespace Barotrauma
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trigger = character.SelectedConstruction.TransformTrigger(trigger);
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bool notClimbing = false;
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if (character.IsNetworkPlayer)
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if (character.IsRemotePlayer)
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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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