diff --git a/dGame/dComponents/ModelComponent.cpp b/dGame/dComponents/ModelComponent.cpp index 60f6ddbf6..d103eec88 100644 --- a/dGame/dComponents/ModelComponent.cpp +++ b/dGame/dComponents/ModelComponent.cpp @@ -146,6 +146,11 @@ void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialU outBitStream.Write(m_OriginalPosition); // Original position outBitStream.Write(m_OriginalRotation); // Original rotation + // The client makes the mutable model component, which reads the behaviors and editing info, only for objects whose + // config (the settings sent with a model) has propertyObjectID or inInventory; the plain one it makes for every + // other model reads only the block above, as live wrote it + if (!m_Parent->HasVar(u"propertyObjectID") && !m_Parent->GetVar(u"inInventory")) return; + outBitStream.Write1(); // We are writing behavior info outBitStream.Write(m_Behaviors.size()); // Number of behaviors outBitStream.Write(m_IsPaused); // Is this model paused