Fix heads desyncing off bodies
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Assets/Scripts/Networking/Packets/PlayerActionPckt.cs.meta
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11
Assets/Scripts/Networking/Packets/PlayerActionPckt.cs.meta
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@ -3,21 +3,22 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace NeonTea.Quakeball.Util {
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namespace NeonTea.Quakeball.Util {
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/// <summary>Used to offset visual parts of violently re-synced objects, so they can be smoothly lerped back to reality.</summary>
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/// <summary>Used to offset visual parts of violently re-synced objects, so they can be smoothly lerped back to reality. This depends on the original localPosition staying the same.</summary>
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public class DesyncLerper : MonoBehaviour {
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public class DesyncLerper : MonoBehaviour {
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public float Speed = 1;
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public float Speed = 1;
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private Vector3 OffsetLeft;
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private Vector3 OriginalLocalPosition;
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public void Offset(Vector3 offset) {
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public void Offset(Vector3 offset) {
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transform.position += offset;
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transform.position += offset;
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OffsetLeft += offset;
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}
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private void Awake() {
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OriginalLocalPosition = transform.localPosition;
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}
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}
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private void Update() {
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private void Update() {
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Vector3 NewPosition = Vector3.Lerp(transform.position, transform.position - OffsetLeft, Speed * Time.deltaTime);
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transform.localPosition = Vector3.Lerp(transform.localPosition, OriginalLocalPosition, Speed * Time.deltaTime);
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OffsetLeft += NewPosition - transform.position;
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transform.position = NewPosition;
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}
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}
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}
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}
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}
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}
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