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fix: Removing useless drawline from NetworkTransform that shouldn't have ended up here for so long (#1988)
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com.unity.netcode.gameobjects/Components/NetworkTransform.cs

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@@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Unity.Netcode.Components
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{
@@ -705,8 +704,6 @@ private void OnNetworkStateChanged(NetworkTransformState oldState, NetworkTransf
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return;
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}
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Debug.DrawLine(newState.Position, newState.Position + Vector3.up + Vector3.left, Color.green, 10, false);
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if (Interpolate)
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{
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AddInterpolatedState(newState, (newState.InLocalSpace != m_LastInterpolateLocal));
@@ -716,7 +713,6 @@ private void OnNetworkStateChanged(NetworkTransformState oldState, NetworkTransf
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if (m_CachedNetworkManager.LogLevel == LogLevel.Developer)
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{
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var pos = new Vector3(newState.PositionX, newState.PositionY, newState.PositionZ);
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Debug.DrawLine(pos, pos + Vector3.up + Vector3.left * Random.Range(0.5f, 2f), Color.green, k_DebugDrawLineTime, false);
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}
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}
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