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com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

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@@ -1852,7 +1852,6 @@ private bool ShouldSynchronizeHalfFloat(ulong targetClientId)
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if (!IsServerAuthoritative() && NetworkObject.OwnerClientId == targetClientId)
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{
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// In distributed authority mode we want to synchronize the half float if we are the owner.
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// TODO do we have a cached NetworkManager here? Should we create one?
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return (!NetworkManager.DistributedAuthorityMode && NetworkObject.IsOwnedByServer) || (NetworkManager.DistributedAuthorityMode);
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}
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return true;

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