Comment self_sync position again

This commit is contained in:
Sofia 2026-07-25 01:29:13 +03:00
parent fcda202c49
commit 4afee426d8

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@ -1057,16 +1057,16 @@ impl Player {
pub fn apply_self_sync(&mut self, data: SyncPackage) { pub fn apply_self_sync(&mut self, data: SyncPackage) {
if let Some(character) = &mut self.character { if let Some(character) = &mut self.character {
let server_pos = character.get_global_position(); // let server_pos = character.get_global_position();
let client_pos: Vector3 = data.transform.location.into(); // let client_pos: Vector3 = data.transform.location.into();
let max_distance = (self.data.ping as f32 / 1000.) // let max_distance = (self.data.ping as f32 / 1000.)
* (character.dyn_bind().get_move_speed() + character.dyn_bind().get_y_speed()); // * (character.dyn_bind().get_move_speed() + character.dyn_bind().get_y_speed());
godot_print!("{}", max_distance); // godot_print!("{}", max_distance);
if client_pos.distance_to(server_pos) <= max_distance { // if client_pos.distance_to(server_pos) <= max_distance {
character.dyn_bind_mut().apply_position(client_pos); // character.dyn_bind_mut().apply_position(client_pos);
} // }
character character
.dyn_bind_mut() .dyn_bind_mut()