Made item syncing look slightly less erratic on client's side
Still kinda glitchy, we might need a more elaborate approach later
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@@ -2106,26 +2106,38 @@ namespace Barotrauma
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public void ClientReadPosition(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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body.TargetPosition = new Vector2(
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Vector2 newPosition = new Vector2(
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msg.ReadFloat(),
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msg.ReadFloat());
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body.FarseerBody.Rotation = msg.ReadRangedSingle(0.0f, MathHelper.TwoPi, 7);
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float newRotation = msg.ReadRangedSingle(0.0f, MathHelper.TwoPi, 7);
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body.FarseerBody.Awake = msg.ReadBoolean();
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Vector2 newVelocity = Vector2.Zero;
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//TODO: this code should take previous positions and velocities into account,
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//rather than use the current values for the comparisons.
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if (body.FarseerBody.Awake)
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{
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body.LinearVelocity = new Vector2(
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newVelocity = new Vector2(
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msg.ReadRangedSingle(-32.0f, 32.0f, 12),
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msg.ReadRangedSingle(-32.0f, 32.0f, 12));
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if ((newVelocity-body.LinearVelocity).Length()>8.0f) body.LinearVelocity = newVelocity;
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}
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else
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{
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body.FarseerBody.Enabled = false;
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}
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if (body.TargetPosition==null || (newPosition - (Vector2)body.TargetPosition).Length() > body.LinearVelocity.Length() * 3.0f)
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{
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body.TargetPosition = newPosition;
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body.FarseerBody.Rotation = newRotation;
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}
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DebugConsole.NewMessage("Received item pos, t: "+sendingTime+ " ("+Name+")", Color.LightGreen);
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/* //already interpolating with more up-to-date data -> ignore
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