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@ -35,10 +35,11 @@ public class AnimationSync : PlayerSyncObject
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protected void OnDestroy() => RequestInitialStatesMessage.SendInitialState -= SendInitialState;
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private void SendInitialState(uint to) =>
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// This wipes the NetworkAnimator's fields, so it assumes the parameters have changed.
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// Basically just forces it to set all its dirty flags.
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NetworkAnimator.Invoke("Awake");
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/// <summary>
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/// This wipes the NetworkAnimator's fields, so it assumes the parameters have changed.
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/// Basically just forces it to set all its dirty flags.
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/// </summary>
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private void SendInitialState(uint to) => NetworkAnimator.Invoke("Awake");
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private void InitCommon(Transform modelRoot)
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{
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