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https://github.com/genxium/DelayNoMore
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Fixed character offset in OfflineMap2.
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90
jsexport/battle/room_downsync_frame.go
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90
jsexport/battle/room_downsync_frame.go
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@@ -0,0 +1,90 @@
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package battle
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type Vec2D struct {
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X float64
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Y float64
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}
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type Polygon2D struct {
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Anchor *Vec2D
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Points []*Vec2D
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}
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type PlayerDownsync struct {
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Id int32
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VirtualGridX int32
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VirtualGridY int32
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DirX int32
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DirY int32
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VelX int32
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VelY int32
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Speed int32
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BattleState int32
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JoinIndex int32
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ColliderRadius float64
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Removed bool
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Score int32
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LastMoveGmtMillis int32
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FramesToRecover int32
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Hp int32
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MaxHp int32
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CharacterState int32
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InAir bool
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Name string
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DisplayName string
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Avatar string
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}
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type InputFrameDecoded struct {
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Dx int32
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Dy int32
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BtnALevel int32
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BtnBLevel int32
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}
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type InputFrameUpsync struct {
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InputFrameId int32
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Encoded uint64
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}
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type InputFrameDownsync struct {
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InputFrameId int32
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InputList []uint64
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ConfirmedList uint64
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}
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type Barrier struct {
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Boundary *Polygon2D
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}
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type MeleeBullet struct {
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// for offender
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BattleLocalId int32
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StartupFrames int32
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ActiveFrames int32
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RecoveryFrames int32
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RecoveryFramesOnBlock int32
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RecoveryFramesOnHit int32
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Moveforward *Vec2D
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HitboxOffset float64
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HitboxSize *Vec2D
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OriginatedRenderFrameId int32
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// for defender
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HitStunFrames int32
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BlockStunFrames int32
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Pushback float64
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ReleaseTriggerType int32
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Damage int32
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OffenderJoinIndex int32
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OffenderPlayerId int32
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}
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type RoomDownsyncFrame struct {
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Id int32
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PlayersArr []*PlayerDownsync
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CountdownNanos int64
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MeleeBullets []*MeleeBullet
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BackendUnconfirmedMask uint64
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ShouldForceResync bool
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Players map[int32]*PlayerDownsync
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}
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