Fix transform deltas check to prevent player teleporing against server will
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@@ -314,10 +314,9 @@ void NetworkTransform::Deserialize(NetworkStream* stream)
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transform.Orientation = transformLocal.Orientation;
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// If local simulation is very close to the authoritative server value then ignore slight error (based relative delta threshold)
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const Transform transformDeltaAfter = transformAuthoritative - transformLocal;
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const Transform transformDeltaDelta = transformDeltaAfter - transformDeltaBefore;
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if (IsWithinPrecision(transformDeltaDelta.Translation, transformDeltaAfter.Translation) &&
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IsWithinPrecision(transformDeltaDelta.Scale, transformDeltaAfter.Scale)
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const Transform transformDeltaAfter = transformAuthoritative - transform;
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if (IsWithinPrecision(transformDeltaBefore.Translation, transformDeltaAfter.Translation) &&
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IsWithinPrecision(transformDeltaBefore.Scale, transformDeltaAfter.Scale)
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)
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{
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return;
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