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Improve wired movement rendering and follow sync
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@@ -38,7 +38,7 @@ export class WiredUserMovementData extends ObjectRolling
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export class WiredFurniMovementData extends ObjectRolling
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{
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constructor(id: number, location: Vector3d, targetLocation: Vector3d, private _rotation: number, private _duration: number)
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constructor(id: number, location: Vector3d, targetLocation: Vector3d, private _rotation: number, private _duration: number, private _elapsed: number, private _anchorType: number, private _anchorId: number)
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{
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super(id, location, targetLocation, ObjectRolling.SLIDE);
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}
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@@ -52,6 +52,21 @@ export class WiredFurniMovementData extends ObjectRolling
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{
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return this._duration;
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}
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public get elapsed(): number
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{
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return this._elapsed;
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}
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public get anchorType(): number
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{
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return this._anchorType;
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}
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public get anchorId(): number
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{
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return this._anchorId;
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}
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}
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export class WiredWallItemMovementData
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@@ -163,13 +178,19 @@ export class WiredMovementsParser implements IMessageParser
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const id = wrapper.readInt();
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const rotation = wrapper.readInt();
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const duration = wrapper.readInt();
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const elapsed = wrapper.readInt();
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const anchorType = wrapper.readInt();
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const anchorId = wrapper.readInt();
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this._furniMovements.push(new WiredFurniMovementData(
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id,
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new Vector3d(fromX, fromY, fromZ),
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new Vector3d(toX, toY, toZ),
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rotation,
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duration));
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duration,
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elapsed,
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anchorType,
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anchorId));
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break;
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}
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case 2:
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