Packet write now only warns when a a packet is huge
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@@ -19,7 +19,7 @@ void PlayerMovementSystem::Update(double dt)
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{
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updateMovementControllers(dt);
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// Only do physics calculations on client and only for themselves.
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if (!IsServer && LocalPlayer.Valid()) {
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if (IsClient && LocalPlayer.Valid()) {
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updateVelocity(LocalPlayer, dt);
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}
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}
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