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preserve movement input

This commit is contained in:
in0finite 2019-07-12 03:49:05 +02:00
parent dc16ede651
commit b38bf70f8b

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@ -89,11 +89,19 @@ namespace SanAndreasUnity.Behaviours.Peds.States
protected override void UpdateMovement ()
{
// adjust movement input before updating movement
// because only server knows direction of rolling, we'll do this only on server
// because only server performs moving, we'll do this only on server
// also, we should preserve movement input - this is needed because, if we exit roll state,
// we could quickly switch back to it, because we overrided client's movement input
Vector3 originalMovementInput = m_ped.Movement;
if (m_isServer)
m_ped.Movement = m_rollLeft ? -m_ped.transform.right : m_ped.transform.right;
base.UpdateMovement();
m_ped.Movement = originalMovementInput;
}
protected override void UpdateAnims ()