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fix sync for detached vehicle parts
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@ -130,6 +130,19 @@ namespace SanAndreasUnity.Net
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var rb = this.GetComponentInChildren<Rigidbody>();
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// Because first sync will send position/rotation for this transform, we need to assign it's
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// position/rotation to the child's transform, which is the transform that will be synced from
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// now on. We do this to maintain same behaviour as on server.
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if (rb != null)
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{
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rb.transform.localPosition = this.transform.localPosition;
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rb.transform.localRotation = this.transform.localRotation;
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}
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this.transform.localPosition = Vector3.zero;
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this.transform.localRotation = Quaternion.identity;
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this.NetworkTransform.ChangeSyncedTransform(rb != null ? rb.transform : null);
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if (rb != null)
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