Comment out position syncing in apply_self_sync

This commit is contained in:
Sofia 2026-07-25 01:23:10 +03:00
parent dd75677321
commit b13fa8d54a

View File

@ -1061,16 +1061,16 @@ 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 / 500.) // let max_distance = (self.data.ping as f32 / 500.)
* (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()