Put Character on CConnectedPlayer finally to use
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parent
87e3f31f9f
commit
2357aa2da5
@ -168,7 +168,10 @@ namespace Cyber.Networking.Clientside {
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// Change it into a PC instead.
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// Change it into a PC instead.
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EntityType = EntityType.PC;
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EntityType = EntityType.PC;
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}
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}
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Spawner.Spawn(EntityType, SpawnPkt.Position, SpawnPkt.SyncBaseIDList);
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GameObject Obj = Spawner.Spawn(EntityType, SpawnPkt.Position, SpawnPkt.SyncBaseIDList);
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if (SpawnPkt.OwnerID > -1) {
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Players[SpawnPkt.OwnerID].Character = Obj.GetComponent<Character>();
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}
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break;
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break;
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case (PktType.MoveCreature):
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case (PktType.MoveCreature):
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MoveCreaturePkt MoveCreature = new MoveCreaturePkt();
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MoveCreaturePkt MoveCreature = new MoveCreaturePkt();
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@ -33,7 +33,6 @@ namespace Cyber.Networking.Clientside {
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if (LatestSyncID < SyncPacket.SyncPacketID) {
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if (LatestSyncID < SyncPacket.SyncPacketID) {
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LatestSyncID = SyncPacket.SyncPacketID;
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LatestSyncID = SyncPacket.SyncPacketID;
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SyncPacket.ApplySync(message.reader);
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SyncPacket.ApplySync(message.reader);
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Debug.Log("Applied Sync " + LatestSyncID);
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}
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}
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// Otherwise disregard the sync.
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// Otherwise disregard the sync.
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