In a few levels, there is Enemy AI involved, and there's currently no code to synchronize them, so everyone will see them navigate whatever path their client decides, while synchronizing RNG could potentially solve some of this. It's probably better to disable their update within the main game loop by overriding their vtable function for it and allowing the host to control their position, action, animation, etc.
In a few levels, there is Enemy AI involved, and there's currently no code to synchronize them, so everyone will see them navigate whatever path their client decides, while synchronizing RNG could potentially solve some of this. It's probably better to disable their update within the main game loop by overriding their vtable function for it and allowing the host to control their position, action, animation, etc.