Add server side accounting for blend factor
Signed-off-by: puvvadar <puvvadar@amazon.com>
This commit is contained in:
@@ -75,6 +75,16 @@ namespace Multiplayer
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return m_hostTimeMs;
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}
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void NetworkInput::SetHostBlendFactor(float hostBlendFactor)
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{
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m_hostBlendFactor = hostBlendFactor;
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}
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float NetworkInput::GetHostBlendFactor() const
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{
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return m_hostBlendFactor;
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}
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void NetworkInput::AttachNetBindComponent(NetBindComponent* netBindComponent)
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{
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m_wasAttached = true;
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@@ -90,7 +100,8 @@ namespace Multiplayer
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{
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if (!serializer.Serialize(m_inputId, "InputId")
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|| !serializer.Serialize(m_hostTimeMs, "HostTimeMs")
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|| !serializer.Serialize(m_hostFrameId, "HostFrameId"))
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|| !serializer.Serialize(m_hostFrameId, "HostFrameId")
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|| !serializer.Serialize(m_hostBlendFactor, "HostBlendFactor"))
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{
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return false;
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}
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@@ -163,6 +174,7 @@ namespace Multiplayer
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m_inputId = rhs.m_inputId;
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m_hostFrameId = rhs.m_hostFrameId;
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m_hostTimeMs = rhs.m_hostTimeMs;
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m_hostBlendFactor = rhs.m_hostBlendFactor;
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m_componentInputs.resize(rhs.m_componentInputs.size());
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for (int32_t i = 0; i < rhs.m_componentInputs.size(); ++i)
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{
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