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@@ -6,7 +6,6 @@
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#include "Game.h"
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#include "Game.h"
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#include "Logger.h"
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#include "Logger.h"
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#include "dConfig.h"
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#include "dMath.h"
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#include "dMath.h"
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#include "BehaviorStates.h"
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#include "BehaviorStates.h"
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@@ -323,10 +322,7 @@ bool ModelComponent::TryStartRotation(const int axis, const float direction) {
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if (m_RotationDirection[axis] != 0.0f) return false;
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if (m_RotationDirection[axis] != 0.0f) return false;
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// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
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// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
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if (m_RotationDirection == NiPoint3Constant::ZERO) {
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if (m_RotationDirection == NiPoint3Constant::ZERO) ResetRotationState(m_Parent->GetRotation());
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ResetRotationState(m_Parent->GetRotation());
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m_SendAngularVelocity = Game::config->GetValue("model_rotation_send_angular_velocity") != "0";
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}
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m_RotationDegrees[axis] = std::fmod(m_RotationDegrees[axis], 360.0f);
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m_RotationDegrees[axis] = std::fmod(m_RotationDegrees[axis], 360.0f);
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m_RotationActionStart[axis] = m_RotationDegrees[axis];
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m_RotationActionStart[axis] = m_RotationDegrees[axis];
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@@ -362,7 +358,7 @@ void ModelComponent::SetSpeed(const float newSpeed) {
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void ModelComponent::SyncAngularVelocity() const {
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void ModelComponent::SyncAngularVelocity() const {
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GameMessages::SetAngularVelocity setAngVel{};
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GameMessages::SetAngularVelocity setAngVel{};
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setAngVel.target = m_Parent->GetObjectID();
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setAngVel.target = m_Parent->GetObjectID();
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setAngVel.angVelocity = m_SendAngularVelocity ? m_RotationDirection * Math::DegToRad(GetAngularSpeed()) : NiPoint3Constant::ZERO;
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setAngVel.angVelocity = m_RotationDirection * Math::DegToRad(GetAngularSpeed());
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setAngVel.Send();
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setAngVel.Send();
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}
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}
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@@ -248,7 +248,4 @@ private:
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// Per axis -1, 0 or 1. Non-zero means a behavior currently owns rotation on that axis.
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// Per axis -1, 0 or 1. Non-zero means a behavior currently owns rotation on that axis.
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NiPoint3 m_RotationDirection{};
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NiPoint3 m_RotationDirection{};
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// Whether the client is sent an angular velocity to extrapolate rotation between updates
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bool m_SendAngularVelocity{ true };
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};
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};
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@@ -105,6 +105,3 @@ hardcore_coin_keep=
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# save pre-split lxfmls to disk for debugging
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# save pre-split lxfmls to disk for debugging
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save_lxfmls=0
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save_lxfmls=0
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# Send models' angular velocity to clients so they extrapolate rotation between updates (1) or only send rotation (0)
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model_rotation_send_angular_velocity=1
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