public:
explicit NetworkedInput(World &, Player &, Client &);
+ bool UpdateImportant() const noexcept;
void Update(Entity &, float dt) override;
void PushPlayerUpdate(int dt);
void MergePlayerCorrection(std::uint16_t, const EntityState &);
};
std::list<PlayerHistory> player_hist;
+ glm::vec3 old_movement;
+
+ std::uint8_t old_actions;
std::uint8_t actions;
};