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https://github.com/genxium/DelayNoMore
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Further updates on win32 build templates.
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@@ -22,7 +22,7 @@ const (
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GRAVITY_X = int32(0)
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GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
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INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
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INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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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"
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@@ -669,9 +669,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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*/
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//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)
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thatPlayerInNextFrame.CapturedByInertia = true
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thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
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if exactTurningAround {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_TURNAROUND
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thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
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} else {
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thatPlayerInNextFrame.FramesToRecover = (chConfig.InertiaFramesToRecover >> 1)
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}
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} else {
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thatPlayerInNextFrame.CapturedByInertia = false
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