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fix: respawn rotation (#1323)
* fixed respawn rotation * even though the condensed calls work, splitting em
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@ -944,14 +944,7 @@ void GameMessages::SendResurrect(Entity* entity) {
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destroyableComponent->SetImagination(imaginationToRestore);
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}
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}
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});
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auto cont = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
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if (cont && entity->GetLOT() == 1) {
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cont->SetPosition(entity->GetRespawnPosition());
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cont->SetRotation(entity->GetRespawnRotation());
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}
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});
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CBITSTREAM;
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CMSGHEADER;
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@ -1144,18 +1137,16 @@ void GameMessages::SendPlayerReachedRespawnCheckpoint(Entity* entity, const NiPo
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bitStream.Write(position.y);
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bitStream.Write(position.z);
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auto con = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
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if (con) {
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auto rot = con->GetRotation();
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bitStream.Write(rot.x);
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bitStream.Write(rot.y);
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bitStream.Write(rot.z);
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bitStream.Write(rot.w);
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const bool isNotIdentity = rotation != NiQuaternion::IDENTITY;
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bitStream.Write(isNotIdentity);
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if (isNotIdentity) {
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bitStream.Write(rotation.w);
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bitStream.Write(rotation.x);
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bitStream.Write(rotation.y);
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bitStream.Write(rotation.z);
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}
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//bitStream.Write(position);
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//bitStream.Write(rotation);
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SystemAddress sysAddr = entity->GetSystemAddress();
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SEND_PACKET;
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}
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