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PAC doesnt follow lag compensation in TTT #1341
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related garrysmod issue |
If i understand the issue correctly whats shown in the video is what you mean right? gmod_erEwwfLhcl.mp4The test code: hook.Add( "HUDPaint", "BoneExample", function()
for _, ply in ipairs( player.GetAll() ) do
if not ply:Alive() then continue end
if ply == LocalPlayer() then continue end
local bone = ply:LookupBone( "ValveBiped.Bip01_Head1" )
if not bone then continue end
local matrix = ply:GetBoneMatrix( bone )
if not matrix then continue end
local pos = matrix:GetTranslation()
local toScreen = pos:ToScreen()
draw.SimpleText( "GetBoneMatrix", "DermaDefault", toScreen.x, toScreen.y, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
local pos = ply:GetBonePosition( bone )
local toScreen = pos:ToScreen()
draw.SimpleText( "GetBonePosition", "DermaDefault", toScreen.x, toScreen.y, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
end ) |
Yeah, that is the problem. It looks like PAC does mainly use Entity:GetBoneMatrix, though there are a couple of spots still using Entity:GetBonePosition it seems. Those few instances are likely the cause |
Last time I looked into this, I couldn't figure out how to use GetBoneMatrix without breaking the part placement of old outfits. |
To reproduce this issue, have a player wear an outfit with model parts parented to any bone of a player. Hit the player while they are moving, notice how the part are desync'd.
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