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Avoid movement jitter (#13093)
This allows the client and server to agree on the position of objects and attached players even when there is lag.
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@ -393,8 +393,8 @@ void Client::connect(Address address, bool is_local_server)
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void Client::step(float dtime)
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{
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// Limit a bit
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if (dtime > 2.0)
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dtime = 2.0;
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if (dtime > DTIME_LIMIT)
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dtime = DTIME_LIMIT;
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m_animation_time += dtime;
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if(m_animation_time > 60.0)
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