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fix: FrameStats serialization (#1481)
* fix serialization Was incorrect before. The only flags are if any data in the FrameStats has changed, you write them again. Velocities also do not use dirty flags for their values, they use a flag to determine if their velocity if zero or non-zero. if any velocity changes, re-write FrameStats. Tested that 2 players can see each other move as before, enemies move as before and players racing is identical as before. * Update HavokVehiclePhysicsComponent.cpp
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@@ -104,18 +104,6 @@ public:
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*/
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void SetDirtyPosition(bool val);
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/**
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* Mark the velocity as dirty, forcing a serializtion update next tick
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* @param val whether or not the velocity is dirty
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*/
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void SetDirtyVelocity(bool val);
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/**
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* Mark the angular velocity as dirty, forcing a serialization update next tick
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* @param val whether or not the angular velocity is dirty
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*/
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void SetDirtyAngularVelocity(bool val);
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/**
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* Sets whether or not the entity is currently wearing a jetpack
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* @param val whether or not the entity is currently wearing a jetpack
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@@ -310,21 +298,11 @@ private:
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*/
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dpEntity* m_dpEntity;
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/**
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* Whether or not the velocity is dirty, forcing a serialization of the velocity
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*/
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bool m_DirtyVelocity;
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity;
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/**
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* Whether or not the angular velocity is dirty, forcing a serialization
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*/
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bool m_DirtyAngularVelocity;
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/**
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* The current angular velocity of the entity
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*/
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