protected override void ServerRead(VRage.Library.Collections.BitStream stream, ulong clientId, uint timestamp) { base.ServerRead(stream, clientId, timestamp); if (m_character != null) { Vector3 move = new Vector3(); move.X = stream.ReadHalf(); move.Y = stream.ReadHalf(); move.Z = stream.ReadHalf(); Vector2 rotate = new Vector2(); rotate.X = stream.ReadFloat(); rotate.Y = stream.ReadFloat(); float roll = stream.ReadFloat(); MyCharacterMovementEnum MovementState = (MyCharacterMovementEnum)stream.ReadUInt16(); MyCharacterMovementFlags MovementFlag = (MyCharacterMovementFlags)stream.ReadUInt16(); bool Jetpack = stream.ReadBool(); bool Dampeners = stream.ReadBool(); bool Lights = stream.ReadBool(); // TODO: Remove bool Ironsight = stream.ReadBool(); bool Broadcast = stream.ReadBool(); // TODO: Remove bool TargetFromCamera = stream.ReadBool(); float headXAngle = stream.ReadFloat(); float headYAngle = stream.ReadFloat(); Quaternion rotation = Quaternion.Identity; if (Jetpack == false) { rotation = stream.ReadQuaternionNorm(); } if (m_character.IsDead || m_character.IsUsing != null) { return; } var jetpack = m_character.JetpackComp; if (jetpack != null) { if (Jetpack != jetpack.TurnedOn) { jetpack.TurnOnJetpack(Jetpack, true); } if (Dampeners != jetpack.DampenersTurnedOn) { jetpack.EnableDampeners(Dampeners, false); } } if (Lights != m_character.LightEnabled) { m_character.EnableLights(Lights); } if (m_character.RadioBroadcaster != null && Broadcast != m_character.RadioBroadcaster.Enabled) { m_character.EnableBroadcasting(Broadcast); } m_character.TargetFromCamera = TargetFromCamera; // Set client movement state directly and don't perform other operations // that may have side-effects to let server side Character.UpdateAfterSimulation() // perform exactly same operations as on client m_character.MovementFlags = MovementFlag; m_character.SetCurrentMovementState(MovementState); m_character.HeadLocalXAngle = headXAngle; m_character.HeadLocalYAngle = headYAngle; m_character.CacheMove(ref move, ref rotate, ref roll); if (Jetpack == false) { m_character.CacheRotation(ref rotation); } } }