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Fixing some out of alignment if statements.
1 parent a4ea243 commit a773a1f

2 files changed

Lines changed: 4 additions & 4 deletions

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com.unity.netcode.gameobjects/Runtime/Components/Interpolator/BufferedLinearInterpolator.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -593,8 +593,8 @@ public T Update(float deltaTime, double renderTime, double serverTime)
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// Determine if we have reached our target
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InterpolateState.TargetReached = IsApproximately(InterpolateState.CurrentValue, InterpolateState.Target.Value.Item, GetPrecision());
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}
596-
else // If the target is reached and we have no more state updates, we want to check to see if we need to reset.
597-
if (InterpolateState.TargetReached && m_BufferQueue.Count == 0)
596+
// If the target is reached and we have no more state updates, we want to check to see if we need to reset.
597+
else if (InterpolateState.TargetReached && m_BufferQueue.Count == 0)
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{
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// When the delta between the time sent and the current tick latency time-window is greater than the max delta time
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// plus the minimum delta time (a rough estimate of time to wait before we consider rate of change equal to zero),

com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2711,8 +2711,8 @@ internal bool ApplyNetworkParenting(bool removeParent = false, bool ignoreNotSpa
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m_CachedWorldPositionStays = false;
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return true;
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}
2714-
else // If the parent still isn't spawned add this to the orphaned children and return false
2715-
if (!parentNetworkObject.IsSpawned)
2714+
// If the parent still isn't spawned add this to the orphaned children and return false
2715+
else if (!parentNetworkObject.IsSpawned)
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{
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OrphanChildren.Add(this);
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return false;

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