Content fixes for timeoffsets (#15934)
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@@ -158,7 +158,7 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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// Define target coordinates relative to gun entity, so that network latency on moving grids doesn't fuck up the target location.
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var coordinates = EntityCoordinates.FromMap(entity, mousePos, Transform, EntityManager);
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var coordinates = EntityCoordinates.FromMap(entity, mousePos, TransformSystem, EntityManager);
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Sawmill.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}");
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@@ -175,7 +175,7 @@ public sealed partial class GunSystem : SharedGunSystem
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// Rather than splitting client / server for every ammo provider it's easier
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// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
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// This also means any ammo specific stuff can be grabbed as necessary.
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var direction = fromCoordinates.ToMapPos(EntityManager, Transform) - toCoordinates.ToMapPos(EntityManager, Transform);
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var direction = fromCoordinates.ToMapPos(EntityManager, TransformSystem) - toCoordinates.ToMapPos(EntityManager, TransformSystem);
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foreach (var (ent, shootable) in ammo)
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{
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