edward850 wrote:Maximum kludge != fixing anything.
This kludge demonstrates specifics of sowtware work. I found, that:
1. To the render it does not matter, which model have most Z-coordinate.
2. Render puts on the top that one, which was affected with last moving operation.
Even if model was moved to the same place.
My hack does not change Z-coordinates. It makes
formal moving operation to the same coordinate, like walking in place.
I imagine algorithm of bugfix like that:

1. Two models have same XY-coordinates and +checkZpos flag.
2. Player cameras check deflection of visual beam from the normal.
3.1. If α and β angles have both negative values, then model 2 considering above model 1 for the render.
3.2. If α and β angles have both positive values, then model 2 considering below model 1 for the render.
3.3. If α angle has positive value, and β angle has negative value, then:
3.3.1. If radius 1 is more than radius 2, then model 2 considering below model 1 for the render.
3.3.2. If radius 2 is more than radius 1, then model 2 considering above model 1 for the render.
4. Now render system knows, which model needs to be visually moved on the top.
(4.1. One of the way to do that is
formal moving operation, which would not synchronise between players.)
5. ???
6. Profit.