Put Character on CConnectedPlayer finally to use
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				| @ -168,7 +168,10 @@ namespace Cyber.Networking.Clientside { | ||||
|                     // Change it into a PC instead. | ||||
|                     EntityType = EntityType.PC; | ||||
|                 } | ||||
|                 Spawner.Spawn(EntityType, SpawnPkt.Position, SpawnPkt.SyncBaseIDList); | ||||
|                 GameObject Obj = Spawner.Spawn(EntityType, SpawnPkt.Position, SpawnPkt.SyncBaseIDList); | ||||
|                 if (SpawnPkt.OwnerID > -1) { | ||||
|                     Players[SpawnPkt.OwnerID].Character = Obj.GetComponent<Character>(); | ||||
|                 } | ||||
|                 break; | ||||
|             case (PktType.MoveCreature): | ||||
|                 MoveCreaturePkt MoveCreature = new MoveCreaturePkt(); | ||||
|  | ||||
| @ -33,7 +33,6 @@ namespace Cyber.Networking.Clientside { | ||||
|             if (LatestSyncID < SyncPacket.SyncPacketID) { | ||||
|                 LatestSyncID = SyncPacket.SyncPacketID; | ||||
|                 SyncPacket.ApplySync(message.reader); | ||||
|                 Debug.Log("Applied Sync " + LatestSyncID); | ||||
|             } | ||||
|             // Otherwise disregard the sync. | ||||
| 
 | ||||
|  | ||||
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