Update NetworkReplicationNode::AddObject
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@@ -49,7 +49,7 @@ bool NetworkReplicationHierarchyUpdateResult::GetClientLocation(int32 clientInde
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void NetworkReplicationNode::AddObject(NetworkReplicationHierarchyObject obj)
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void NetworkReplicationNode::AddObject(NetworkReplicationHierarchyObject obj)
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{
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{
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if (obj.ReplicationFPS > 0.0f)
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if (obj.ReplicationFPS > ZeroTolerance) // > 0
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{
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{
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// Randomize initial replication update to spread rep rates more evenly for large scenes that register all objects within the same frame
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// Randomize initial replication update to spread rep rates more evenly for large scenes that register all objects within the same frame
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obj.ReplicationUpdatesLeft = NetworkReplicationNodeObjectCounter++ % Math::Clamp(Math::RoundToInt(NetworkManager::NetworkFPS / obj.ReplicationFPS), 1, 60);
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obj.ReplicationUpdatesLeft = NetworkReplicationNodeObjectCounter++ % Math::Clamp(Math::RoundToInt(NetworkManager::NetworkFPS / obj.ReplicationFPS), 1, 60);
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