glm::ivec3 base;
pack.ReadEntityCount(count);
pack.ReadChunkBase(base);
+ EntityState state;
for (uint32_t i = 0; i < count; ++i) {
uint32_t entity_id = 0;
}
if (world_iter->ID() == entity_id) {
if (UpdateEntity(entity_id, pack.Seq())) {
- pack.ReadEntityState(world_iter->GetState(), base, i);
+ pack.ReadEntityState(state, base, i);
+ world_iter->SetState(state);
}
}
}
pack.ReadPlayerID(player_id);
state.reset(new InteractiveState(*this, player_id));
- pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
- glm::vec3 orient(glm::eulerAngles(state->GetPlayer().GetEntity().Orientation()));
- state->GetPlayerController().TurnHead(orient.x, orient.y);
+ EntityState player_state;
+ pack.ReadPlayerState(player_state);
+ state->GetPlayer().GetEntity().SetState(player_state);
env.state.PopAfter(this);
env.state.Push(state.get());