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Character flipping enhancements #14673
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TheNinjaScout
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Sep 21, 2024
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Made changes to networking to properly sync characters' flipped state in a multiplayer server Made player controlled monsters not turn in the direction of the mouse or turn instantly in multiplayer, instead they will need to walk in the opposite direction and wait for the animation's flip timers before turning around. Added "flipcharacter" status effect command to make a character flip. Mainly only useful for non-humanoids, for example, to make them spawn already flipped through some conditions. Made "spawncharacter" status effect command and husk infection spawn the new characters already flipped if the target character is also flipped.
Very coolio PR |
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I think the fix here is flawed, see comments
Barotrauma/BarotraumaClient/ClientSource/Characters/CharacterNetworking.cs
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I went ahead an implemented a fix to the flipping syncing bug in our private repo.
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Can I reduce the contents of this PR to just the additions rather than fixes then? Namely, making a spawned character spawn already flipped if the character triggering the status effect or husk infection transformation is also flipped, as well as a status effect command to manually flip a character, in case we want to flip them in certain occasions, such as when spawning in. |
That sounds good, those seem like useful additions and I can't see any major problems in those changes. |