I think server-side movement working. But rope is weird
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@ -325,6 +325,7 @@ GameObject:
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- component: {fileID: 93986863963319370}
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- component: {fileID: -5630779774840087441}
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- component: {fileID: 7057145984586355236}
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- component: {fileID: 2900222741193462446}
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m_Layer: 7
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m_Name: NetworkedPlayer
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m_TagString: Player
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@ -432,8 +433,6 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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playerNumber: 0
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movement: {x: 0, y: 0}
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look: {x: 0, y: 0}
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whipAttack: 0
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useArrowKeys: 0
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--- !u!114 &1449424410418603396
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@ -474,7 +473,7 @@ MonoBehaviour:
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GlobalObjectIdHash: 4009941625
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GlobalObjectIdHash: 2899378164
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InScenePlacedSourceGlobalObjectIdHash: 0
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AlwaysReplicateAsRoot: 0
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SynchronizeTransform: 1
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@ -495,6 +494,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 2d19183357399174e9b76aff8bde44d3, type: 3}
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m_Name:
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KeepEnabledIf: 1
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objectsToDisable:
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- {fileID: 1949941092232239315}
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- {fileID: 5062989152879916107}
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@ -671,6 +671,7 @@ MonoBehaviour:
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InLocalSpace: 0
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Interpolate: 1
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SlerpPosition: 0
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authorityMode: 1
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--- !u!114 &-5630779774840087441
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -695,6 +696,19 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 80d7c879794dfda4687da0e400131852, type: 3}
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m_Name:
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--- !u!114 &2900222741193462446
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3120938410244321186}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 0b44a9f6fa4174c4da1032d1e3e4ddcd, type: 3}
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m_Name:
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ForceEnableComponent: 0
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--- !u!1001 &6225877037457186740
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -120,7 +120,7 @@ public class ReconciliationPlayerControllerMiddleman : NetworkBehaviour, IMoveDa
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}
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[ServerRpc]
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[ServerRpc(RequireOwnership = false)]
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private void OnServerStateRecieved_ServerRpc(StatePayload serverState)
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{
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if (!IsOwner) return;
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@ -43,6 +43,7 @@ public class PlayerMovement : MonoBehaviour
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}
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else
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{
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Debug.LogWarning("[Network][Movement] Could not find input middleman. Defaulting back to normal player input");
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playerInput = GetComponent<PlayerInput>();
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}
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