protected void RpcUpdatePosition(Vector2 newPosition, bool snapToNewPos) { physicsEntity.SetTransformPosition(newPosition); if (spriteTransform != null) { spriteTransform.DontFlipThisFrame(); } // Reset smoothing variables currentLerpFactor = snapToNewPos ? 1 : MIN_LAG_LERP_FACTOR; timeSinceLastOwnerClientUpdate = 0; }