auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
pack.WritePredictedState(prediction);
pack.WriteMovement(movement);
- pack.WritePitch(pitch);
- pack.WriteYaw(yaw);
pack.WriteActions(actions);
pack.WriteSlot(slot);
return conn.Send(client_pack, client_sock);
}
}
- 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() {