diff --git a/dGame/dComponents/ControllablePhysicsComponent.cpp b/dGame/dComponents/ControllablePhysicsComponent.cpp index 13a9d60e..5aa6ad18 100644 --- a/dGame/dComponents/ControllablePhysicsComponent.cpp +++ b/dGame/dComponents/ControllablePhysicsComponent.cpp @@ -26,7 +26,6 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Phy m_SpeedMultiplier = 1; m_GravityScale = 1; m_DirtyCheats = false; - m_IgnoreMultipliers = false; m_DirtyEquippedItemInfo = true; m_PickupRadius = 0.0f; @@ -152,7 +151,8 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bo outBitStream.Write(m_AngularVelocity.z); } - outBitStream.Write0(); + outBitStream.Write0(); // local_space_info, always zero for now. + if (!bIsInitialUpdate) { m_DirtyPosition = false; outBitStream.Write(m_IsTeleporting); diff --git a/dGame/dComponents/ControllablePhysicsComponent.h b/dGame/dComponents/ControllablePhysicsComponent.h index a0cc6aef..8834128a 100644 --- a/dGame/dComponents/ControllablePhysicsComponent.h +++ b/dGame/dComponents/ControllablePhysicsComponent.h @@ -174,18 +174,6 @@ public: */ const float GetGravityScale() const { return m_GravityScale; } - /** - * Sets the ignore multipliers value, allowing you to skip the serialization of speed and gravity multipliers - * @param value whether or not to ignore multipliers - */ - void SetIgnoreMultipliers(bool value) { m_IgnoreMultipliers = value; } - - /** - * Returns the current ignore multipliers value - * @return the current ignore multipliers value - */ - const bool GetIgnoreMultipliers() const { return m_IgnoreMultipliers; } - /** * Can make an entity static, making it unable to move around * @param value whether or not the entity is static @@ -353,11 +341,6 @@ private: */ bool m_DirtyCheats; - /** - * Makes it so that the speed multiplier and gravity scale are no longer serialized if false - */ - bool m_IgnoreMultipliers; - /** * Whether this entity is static, making it unable to move */