Skip to content

Commit

Permalink
also bypass manual interpolation if ship's m_dead is true
Browse files Browse the repository at this point in the history
  • Loading branch information
derhass committed Aug 8, 2021
1 parent e0f2a42 commit 4ffb0b3
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions GameMod/MPErrorSmoothingFix.cs
Expand Up @@ -112,8 +112,8 @@ class MPErrorSmoothingFix_UpdateCycle
{
static void Prefix()
{
// only on the Client, in Multiplayer, in an active game, not during death roll:
if (!Server.IsActive() && GameplayManager.IsMultiplayerActive && NetworkMatch.InGameplay() && !GameManager.m_local_player.c_player_ship.m_dying && !MPObserver.Enabled)
// only on the Client, in Multiplayer, in an active game, not during death or death roll:
if (!Server.IsActive() && GameplayManager.IsMultiplayerActive && NetworkMatch.InGameplay() && !GameManager.m_local_player.c_player_ship.m_dying && !GameManager.m_local_player.c_player_ship.m_dead && !MPObserver.Enabled)
{
// undo potential override also before FixedUpdate
undoTransformOverride();
Expand All @@ -122,11 +122,11 @@ static void Prefix()

static void Postfix()
{
// only on the Client, in Multiplayer, in an active game, not during death roll:
// only on the Client, in Multiplayer, in an active game, not during death or death roll:
if (MPObserver.Enabled)
return;

if (!Server.IsActive() && GameplayManager.IsMultiplayerActive && NetworkMatch.InGameplay() && !GameManager.m_local_player.c_player_ship.m_dying)
if (!Server.IsActive() && GameplayManager.IsMultiplayerActive && NetworkMatch.InGameplay() && !GameManager.m_local_player.c_player_ship.m_dying && !GameManager.m_local_player.c_player_ship.m_dead)
{
if (!doManualInterpolation)
{
Expand Down

0 comments on commit 4ffb0b3

Please sign in to comment.