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clear replicated nodes when connecting to server (#2364)

Arnis Lielturks 7 years ago
parent
commit
2131d25e19
1 changed files with 3 additions and 0 deletions
  1. 3 0
      Source/Urho3D/Network/Connection.cpp

+ 3 - 0
Source/Urho3D/Network/Connection.cpp

@@ -1115,6 +1115,9 @@ void Connection::HandleAsyncLoadFinished(StringHash eventType, VariantMap& event
 {
 {
     sceneLoaded_ = true;
     sceneLoaded_ = true;
 
 
+    // Clear all replicated nodes
+    scene_->Clear(true, false);
+
     msg_.Clear();
     msg_.Clear();
     msg_.WriteUInt(scene_->GetChecksum());
     msg_.WriteUInt(scene_->GetChecksum());
     SendMessage(MSG_SCENELOADED, true, true, msg_);
     SendMessage(MSG_SCENELOADED, true, true, msg_);