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fix: client writing to NetworkVariable inside ServerCharacterMovement (#517)
* setting networkvariable is wrapped in a server check * guarding fixedupdate entirely
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Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacterMovement.cs

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@@ -151,6 +151,11 @@ public void Teleport(Vector3 newPosition)
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private void FixedUpdate()
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{
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if (!IsServer)
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{
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return;
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}
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PerformMovement();
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m_NetworkCharacterState.MovementStatus.Value = GetMovementStatus();

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