Entity Interpolation (#197)

* Frame interpolation kinda works.

* Added null CurState check because it can be null now.

* Merge remote-tracking branch 'upstream/master' into dev-GameState
This commit is contained in:
Acruid
2019-04-13 00:46:27 -07:00
committed by Pieter-Jan Briers
parent 52af7d27da
commit b1c81ed6e6
6 changed files with 30 additions and 23 deletions

View File

@@ -69,9 +69,12 @@ namespace Content.Client.GameObjects
return null;
}
public override void HandleComponentState(ComponentState state)
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
var cast = (HandsComponentState) state;
if (curState == null)
return;
var cast = (HandsComponentState) curState;
foreach (var (slot, uid) in cast.Hands)
{
IEntity entity = null;