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Predict inflatable barriers verb #32420
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Predict inflatable barriers verb #32420
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Content.Shared/Engineering/Components/DisassembleOnAltVerbComponent.cs
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} | ||
_handsSystem.TryPickup(args.User, spawnedEnt); | ||
// Only reason this is in server is because this isn't predicted. | ||
EntityManager.DeleteEntity(entity.Owner); |
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Ok, it took me a while to look this up, but appearently the way it is done elsewhere is to simply do if (_net.IsServer)
in Shared, so do that and get rid of the whole server part. Also use QueueDel(entity.Owner)
for deleting
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What is really odd is after doing this it looks MORE laggy! I don't understand it at all 😢
Also see my message in discord, apparently spawning something and picking it up also has warnings...
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Just updated this so I could do the Voice Mask stuff... Right now its "working" but still spitting out warnings and having issues! What I'm trying to say, DONT merge it 😆
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OK I've tried experimenting, basically any prediction makes it somehow look worse and or error out so I just made it not predicted!
The way I did it is a little odd so if you want me to just directly move it to server let me know (It does work though and its nice that it's all in one files instead of two!)
About the PR
Moved the verb system and stuff into shared so you wouldn't get the annoying lag. Also cleaned up the old version of the do-after system and made it nice.
Technical details
See above! Nothing too crazy.
Media
2024-09-23.13-26-14.mp4
Breaking changes
If you have a
DisassembleOnAltVerb
the fields have been renamed:prototype
->prototypeToSpawn
doAfter
->disassembleTime
If you just change the names everything else works exactly the same!
Changelog
🆑 Beck Thompson