WIP STUFF
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@@ -21,7 +21,7 @@ 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 (IsClient) {
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if (IsClient || true) {
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if (LocalPlayer.Valid()){
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updateVelocity(LocalPlayer, dt);
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}
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@@ -73,7 +73,7 @@ void PlayerMovementSystem::Update(double dt)
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return;
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}
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for (auto cDash : *pool) {
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if (cDash.EntityID != LocalPlayer.ID && (double)cDash["CoolDownMaxTimer"] - (double)cDash["CoolDownTimer"] < 0.5) {
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if ((double)cDash["CoolDownMaxTimer"] - (double)cDash["CoolDownTimer"] < 0.5) {
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// Spawn one afterimage for each player that Dashes.
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EntityWrapper player(m_World, cDash.EntityID);
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auto playerModel = player.FirstChildByName("PlayerModel");
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