}
}
- EntityState &player_state = GetPlayer().GetEntity().GetState();
+ EntityState player_state = GetPlayer().GetEntity().GetState();
Entity replay(GetPlayer().GetEntity());
replay.SetState(corrected_state);
displacement *= 0.01f / sqrt(disp_squared);
player_state.block_pos += displacement;
}
+ GetPlayer().GetEntity().SetState(player_state);
}
void NetworkedInput::StartPrimaryAction() {