Remove client ignoring server movement by accident
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@ -229,11 +229,11 @@ public class GroundMovementTree implements BehaviorTree {
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// System.out.println(EntityUtils.getEntityPosition(parent));
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// System.out.println(message.getpositionX() + " " + message.getpositionY() + " " + message.getpositionZ());
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//this should only fire on the client, we don't want the server snap updating due to client position reporting
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// if(position.distance(message.getpositionX(),message.getpositionY(),message.getpositionZ()) > STATE_DIFFERENCE_HARD_UPDATE_THRESHOLD){
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// EntityUtils.getPosition(parent).set(message.getpositionX(),message.getpositionY(),message.getpositionZ());
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// } else if(position.distance(message.getpositionX(),message.getpositionY(),message.getpositionZ()) > STATE_DIFFERENCE_SOFT_UPDATE_THRESHOLD){
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// EntityUtils.getPosition(parent).add(new Vector3d(message.getpositionX(),message.getpositionY(),message.getpositionZ()).mul(SOFT_UPDATE_MULTIPLIER));
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// }
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if(position.distance(message.getpositionX(),message.getpositionY(),message.getpositionZ()) > STATE_DIFFERENCE_HARD_UPDATE_THRESHOLD){
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EntityUtils.getPosition(parent).set(message.getpositionX(),message.getpositionY(),message.getpositionZ());
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} else if(position.distance(message.getpositionX(),message.getpositionY(),message.getpositionZ()) > STATE_DIFFERENCE_SOFT_UPDATE_THRESHOLD){
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EntityUtils.getPosition(parent).add(new Vector3d(message.getpositionX(),message.getpositionY(),message.getpositionZ()).mul(SOFT_UPDATE_MULTIPLIER));
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}
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//we want to always update the server facing vector with where the client says they're facing
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EntityUtils.getRotation(parent).set(message.getrotationX(),message.getrotationY(),message.getrotationZ(),message.getrotationW());
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// CreatureUtils.setFacingVector(parent, new Vector3d(message.getrotationX(),message.getrotationY(),message.getrotationZ()));
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