diff --git a/Assets/Scripts/Behaviours/Weapon.cs b/Assets/Scripts/Behaviours/Weapon.cs index d1420f61..0d1fb1ed 100644 --- a/Assets/Scripts/Behaviours/Weapon.cs +++ b/Assets/Scripts/Behaviours/Weapon.cs @@ -244,7 +244,7 @@ namespace SanAndreasUnity.Behaviours return weapon; } - internal static void OnCreatedByServer(int modelId) + internal static void OnWeaponCreatedByServer(int modelId) { WeaponDef def; diff --git a/Assets/Scripts/Behaviours/Weapons/NetworkedWeapon.cs b/Assets/Scripts/Behaviours/Weapons/NetworkedWeapon.cs index b9bc1c34..fa793e57 100644 --- a/Assets/Scripts/Behaviours/Weapons/NetworkedWeapon.cs +++ b/Assets/Scripts/Behaviours/Weapons/NetworkedWeapon.cs @@ -28,7 +28,7 @@ namespace SanAndreasUnity.Behaviours.Weapons return; // create weapon - F.RunExceptionSafe( () => Weapon.OnCreatedByServer(m_net_modelId) ); + F.RunExceptionSafe( () => Weapon.OnWeaponCreatedByServer(m_net_modelId) ); } void Start() diff --git a/Docs/Multiplayer.md b/Docs/Multiplayer.md index 99b1585d..95e12d6e 100644 --- a/Docs/Multiplayer.md +++ b/Docs/Multiplayer.md @@ -17,6 +17,9 @@ - port the whole UI to multiplayer +- sync aim direction + + - **vehicle is bumping on clients** - disable (or destroy) wheel colliders, and sync them - this should not be done on local player, see below - when exit vehicle anim is finished on client, it is repeated - change wrap mode