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make rigidbody syncs still valid even if suspended
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@ -15,7 +15,7 @@ namespace QSB.OrbSync.TransformSync
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/// normally prints error when attached object is null.
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/// this overrides it so that doesn't happen, since the orb can be destroyed.
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/// </summary>
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protected override bool CheckValid() => _attachedBody && base.CheckValid() && !_attachedBody.IsSuspended();
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protected override bool CheckValid() => _attachedBody && base.CheckValid();
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protected override bool UseInterpolation => true;
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protected override float DistanceLeeway => 1f;
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@ -6,8 +6,6 @@ namespace QSB.Syncs.Sectored.Rigidbodies
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{
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public abstract class SectoredRigidbodySync : BaseSectoredSync
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{
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protected override bool CheckValid() => base.CheckValid() && !AttachedRigidbody.IsSuspended();
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private const float PositionMovedThreshold = 0.05f;
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private const float AngleRotatedThreshold = 0.05f;
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private const float VelocityChangeThreshold = 0.05f;
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@ -6,8 +6,6 @@ namespace QSB.Syncs.Unsectored.Rigidbodies
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{
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public abstract class UnsectoredRigidbodySync : BaseUnsectoredSync
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{
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protected override bool CheckValid() => base.CheckValid() && !AttachedRigidbody.IsSuspended();
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private const float PositionMovedThreshold = 0.05f;
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private const float AngleRotatedThreshold = 0.05f;
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private const float VelocityChangeThreshold = 0.05f;
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