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stuff
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@ -178,7 +178,10 @@ namespace QSB
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offset3 += _debugLineSpacing;
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GUI.Label(new Rect(420, offset3, 200f, 20f), $"Ship sector : {(ship.ReferenceSector == null ? "NULL" : ship.ReferenceSector.Name)}");
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offset3 += _debugLineSpacing;
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GUI.Label(new Rect(420, offset3, 200f, 20f), $"Ship relative velocity : {ship.AttachedObject.GetRelativeVelocity(ship.ReferenceTransform.GetAttachedOWRigidbody())}");
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GUI.Label(new Rect(420, offset3, 400f, 20f), $"Ship relative velocity : {ship.AttachedObject.GetRelativeVelocity(ship.ReferenceTransform.GetAttachedOWRigidbody())}");
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offset3 += _debugLineSpacing;
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offset3 += _debugLineSpacing;
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GUI.Label(new Rect(420, offset3, 400f, 20f), $"Ship velocity mag. : {ship.GetVelocityChangeMagnitude()}");
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offset3 += _debugLineSpacing;
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}
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@ -5,6 +5,7 @@ using QSB.Syncs.RigidbodySync;
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using QSB.Syncs.TransformSync;
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using QSB.Utility;
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using QSB.WorldSync;
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using QuantumUNET;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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@ -20,35 +21,23 @@ namespace QSB.SectorSync
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private void OnEnable() => RepeatingManager.Repeatings.Add(this);
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private void OnDisable() => RepeatingManager.Repeatings.Remove(this);
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public List<ISectoredSync<Component>> SectoredSyncs = new List<ISectoredSync<Component>>();
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public void Invoke()
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{
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foreach (var sync in SectoredTransformSync.SectoredNetworkTransformList)
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foreach (var sync in SectoredSyncs)
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{
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if (sync.AttachedObject == null)
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{
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continue;
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}
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if (sync.HasAuthority
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if ((sync as QNetworkBehaviour).HasAuthority
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&& sync.AttachedObject.gameObject.activeInHierarchy
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&& sync.IsReady)
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{
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CheckTransformSyncSector(sync);
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}
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}
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foreach (var sync in SectoredRigidbodySync.SectoredNetworkTransformList)
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{
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if (sync.AttachedObject == null)
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{
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continue;
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}
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if (sync.HasAuthority
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&& sync.AttachedObject.gameObject.activeInHierarchy
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&& sync.IsReady)
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{
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CheckTransformSyncSector(sync);
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}
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}
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}
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public override void Awake()
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@ -57,6 +57,7 @@ namespace QSB.ShipSync.Events
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? id
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: uint.MaxValue;
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/*
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if (id == uint.MaxValue)
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{
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DebugLog.DebugWrite($"ShipDetector setactive {QSBCore.IsServer}");
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@ -72,6 +73,7 @@ namespace QSB.ShipSync.Events
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DebugLog.DebugWrite($"Disable ship detector");
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Locator.GetShipDetector().SetActive(false);
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}
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*/
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if (QSBCore.IsServer)
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{
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@ -10,20 +10,19 @@ namespace QSB.Syncs.RigidbodySync
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{
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public QSBSector ReferenceSector { get; set; }
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public SectorSync.SectorSync SectorSync { get; private set; }
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public static List<SectoredRigidbodySync> SectoredNetworkTransformList = new List<SectoredRigidbodySync>();
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public abstract TargetType Type { get; }
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public override void Start()
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{
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SectorSync = gameObject.AddComponent<SectorSync.SectorSync>();
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SectoredNetworkTransformList.Add(this);
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QSBSectorManager.Instance.SectoredSyncs.Add((ISectoredSync<UnityEngine.Component>)this);
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base.Start();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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SectoredNetworkTransformList.Remove(this);
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QSBSectorManager.Instance.SectoredSyncs.Remove((ISectoredSync<UnityEngine.Component>)this);
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if (SectorSync != null)
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{
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Destroy(SectorSync);
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@ -177,8 +177,8 @@ namespace QSB.Syncs.RigidbodySync
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return;
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}
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AttachedObject.SetPosition(targetPos);
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AttachedObject.SetRotation(targetRot);
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AttachedObject.transform.position = targetPos;
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AttachedObject.transform.rotation = targetRot;
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AttachedObject.SetVelocity(ReferenceTransform.GetAttachedOWRigidbody().GetVelocity() + _velocity);
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AttachedObject.SetAngularVelocity(ReferenceTransform.GetAttachedOWRigidbody().GetAngularVelocity() + _angularVelocity);
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}
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@ -220,6 +220,9 @@ namespace QSB.Syncs.RigidbodySync
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return false;
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}
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public float GetVelocityChangeMagnitude()
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=> (_velocity - _prevVelocity).magnitude;
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private void OnRenderObject()
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{
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if (!QSBCore.WorldObjectsReady || !QSBCore.DebugMode || !QSBCore.ShowLinesInDebug || !IsReady)
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@ -11,20 +11,19 @@ namespace QSB.Syncs.TransformSync
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{
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public QSBSector ReferenceSector { get; set; }
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public SectorSync.SectorSync SectorSync { get; private set; }
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public static List<SectoredTransformSync> SectoredNetworkTransformList = new List<SectoredTransformSync>();
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public abstract TargetType Type { get; }
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public override void Start()
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{
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SectorSync = gameObject.AddComponent<SectorSync.SectorSync>();
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SectoredNetworkTransformList.Add(this);
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QSBSectorManager.Instance.SectoredSyncs.Add((ISectoredSync<UnityEngine.Component>)this);
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base.Start();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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SectoredNetworkTransformList.Remove(this);
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QSBSectorManager.Instance.SectoredSyncs.Remove((ISectoredSync<UnityEngine.Component>)this);
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if (SectorSync != null)
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{
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Destroy(SectorSync);
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