Further updates on win32 build templates.

This commit is contained in:
genxium
2023-01-23 14:17:52 +08:00
parent 58b06f6a10
commit 0168e2182e
20 changed files with 242 additions and 43 deletions

View File

@@ -22,7 +22,7 @@ const (
GRAVITY_X = int32(0)
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
@@ -669,9 +669,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
*/
//fmt.Printf("joinIndex=%d is not wall jumping and not aligned w/ inertia\n{renderFrame.id: %d, effDx: %d, thatPlayerInNextFrame.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, effDx, thatPlayerInNextFrame.VelX)
thatPlayerInNextFrame.CapturedByInertia = true
thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
if exactTurningAround {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_TURNAROUND
thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
} else {
thatPlayerInNextFrame.FramesToRecover = (chConfig.InertiaFramesToRecover >> 1)
}
} else {
thatPlayerInNextFrame.CapturedByInertia = false