void ClientConnection::CheckPlayerFix() {
// player_update_state's position holds the client's most recent prediction
glm::vec3 diff = player_update_state.Diff(PlayerEntity().GetState());
void ClientConnection::CheckPlayerFix() {
// player_update_state's position holds the client's most recent prediction
glm::vec3 diff = player_update_state.Diff(PlayerEntity().GetState());
// if client's prediction is off by more than 1cm, send
// our (authoritative) state back so it can fix it
// if client's prediction is off by more than 1cm, send
// our (authoritative) state back so it can fix it