Various sync fixes
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@@ -548,10 +548,16 @@ public class NetServer implements ApplicationListener{
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connection.viewWidth = viewWidth;
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connection.viewHeight = viewHeight;
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//disable shooting when a mech flies
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if(!player.dead() && player.unit().isFlying() && !player.unit().type().flying){
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shooting = false;
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}
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player.mouseX(pointerX);
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player.mouseY(pointerY);
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player.typing(chatting);
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player.shooting(shooting);
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player.boosting(boosting);
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player.unit().controlWeapons(shooting, shooting);
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player.unit().aim(pointerX, pointerY);
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@@ -593,8 +599,6 @@ public class NetServer implements ApplicationListener{
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connection.rejectedRequests.clear();
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if(!player.dead()){
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player.unit().elevation(!player.unit().type().flying && boosting && player.unit().type().canBoost ? 1f : 0f);
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Unitc unit = player.unit();
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long elapsed = Time.timeSinceMillis(connection.lastRecievedClientTime);
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float maxSpeed = player.dead() ? Float.MAX_VALUE : player.unit().type().speed;
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@@ -645,8 +649,9 @@ public class NetServer implements ApplicationListener{
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//read sync data so it can be used for interpolation for the server
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unit.readSyncManual(fbuffer);
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//TODO fix
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unit.vel().set(xVelocity, yVelocity); //only for visual calculation purposes, doesn't actually update the player (TODO or does it?)
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//TODO clients shouldn't care about velocities, so should it always just get set to 0? why even save it?
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//[[ignore sent velocity values, set it to the delta movement vector instead]]
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//unit.vel().set(vector);
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}else{
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player.x(x);
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player.y(y);
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