Doors on all vehicles: no more part-logic FSMs in DoorSync, single sender for hinges
- DoorSync matched every FSM with door/hood/lid/trunk in its name, including the door parts' removal/assembly/bolt/paint FSMs and trigger_ objects, and forced their states at the other players: doors hung crooked, snapped back or came off. Those are excluded now (assembly runs via FsmSync). - HingeSync: on a parked vehicle everyone nearby sent the angle, so doors ping-ponged. Now only the player who clicked near the door (4 s) sends; on a driven vehicle the driver sends; received angles are held 3 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1883,6 +1883,9 @@ namespace MSCO
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}
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else if (IsPeerReady && MenuHelper.InGame && localPlayer != null && !overlays.AnyOpen)
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passengerResult = passenger.AutoUpdate(localPlayer, playerCamera, objects, players); // in die Beifahrertür treten
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// Klick an einer Fahrzeugtür: wir bewegen sie (nur dann wird ihr Winkel geschickt, siehe HingeSync)
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if (MenuHelper.InGame && localPlayer != null && !overlays.AnyOpen)
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hinges.NoteInteraction(playerCamera != null ? playerCamera.transform.position : localPlayer.position);
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if (passengerResult != null)
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{
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SetStatus(passengerResult);
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