Fixed snap on the NetworkedTransform component
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@ -90,6 +90,11 @@ namespace MLAP
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{
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if((isServer && InterpolateServer) || !isServer)
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{
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if(Vector3.Distance(transform.position, lerpEndPos) > SnapDistance)
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{
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//Snap, set T to 1 (100% of the lerp)
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lerpT = 1;
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}
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lerpT += Time.deltaTime / timeForLerp;
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transform.position = Vector3.Lerp(lerpStartPos, lerpEndPos, lerpT);
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transform.rotation = Quaternion.Slerp(lerpStartRot, lerpEndRot, lerpT);
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