Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
- SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
+ SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
Physics.UpdateIsPredicted(entity.Owner);
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
- SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
+ SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref PlayerAttachedEvent args)
{
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
- SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
+ SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref PlayerDetachedEvent args)
{
if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
- SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
+ SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
}
private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref PlayerAttachedEvent args)