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
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committed by
Pieter-Jan Briers
parent
52af7d27da
commit
b1c81ed6e6
@@ -69,9 +69,12 @@ namespace Content.Client.GameObjects
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return null;
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}
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public override void HandleComponentState(ComponentState state)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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var cast = (HandsComponentState) state;
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if (curState == null)
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return;
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var cast = (HandsComponentState) curState;
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foreach (var (slot, uid) in cast.Hands)
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{
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IEntity entity = null;
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