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

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@ -1061,16 +1061,16 @@ impl Player {
pub fn apply_self_sync(&mut self, data: SyncPackage) {
if let Some(character) = &mut self.character {
let server_pos = character.get_global_position();
let client_pos: Vector3 = data.transform.location.into();
// let server_pos = character.get_global_position();
// let client_pos: Vector3 = data.transform.location.into();
let max_distance = (self.data.ping as f32 / 500.)
* (character.dyn_bind().get_move_speed() + character.dyn_bind().get_y_speed());
godot_print!("{}", max_distance);
// let max_distance = (self.data.ping as f32 / 500.)
// * (character.dyn_bind().get_move_speed() + character.dyn_bind().get_y_speed());
// godot_print!("{}", max_distance);
if client_pos.distance_to(server_pos) <= max_distance {
character.dyn_bind_mut().apply_position(client_pos);
}
// if client_pos.distance_to(server_pos) <= max_distance {
// character.dyn_bind_mut().apply_position(client_pos);
// }
character
.dyn_bind_mut()