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send only the current wheel state, and prevent memory leak bug in Mirror
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@ -147,6 +147,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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m_net_angularVelocity = m_vehicle.RigidBody.angularVelocity;
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// wheels
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m_net_wheelsData.Flush(); // remove current list of changes - this ensures that only the current wheel state is sent, and prevents memory leak bug in Mirror
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m_net_wheelsData.Clear();
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foreach (var wheel in m_vehicle.Wheels) {
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m_net_wheelsData.Add(new WheelSyncData() {
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