fix bug where _baseIsReady was always false in client 1 until client 2 joined

This commit is contained in:
JohnCorby 2021-12-03 01:07:19 -08:00
parent cff4ce53fe
commit e7db67a3a9

View File

@ -73,7 +73,7 @@ namespace QSB.Syncs
public PlayerInfo Player => QSBPlayerManager.GetPlayer(PlayerId);
private bool _baseIsReady => QSBPlayerManager.PlayerExists(PlayerId)
&& Player != null
&& Player.IsReady
// && Player.IsReady
&& NetId.Value != uint.MaxValue
&& NetId.Value != 0U
&& WorldObjectManager.AllAdded;