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https://github.com/genxium/DelayNoMore
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Drafted attack trigger logic in OfflineMap.
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@@ -45,10 +45,14 @@ message PlayerDownsync {
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bool removed = 9;
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int32 score = 10;
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int32 lastMoveGmtMillis = 11;
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int32 framesToRecover = 12;
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int32 hp = 13;
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int32 maxHp = 14;
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int32 characterState = 15;
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string name = 12;
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string displayName = 13;
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string avatar = 14;
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string name = 16;
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string displayName = 17;
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string avatar = 18;
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}
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message InputFrameDecoded {
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@@ -72,12 +76,6 @@ message HeartbeatUpsync {
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int64 clientTimestamp = 1;
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}
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message RoomDownsyncFrame {
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int32 id = 1;
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map<int32, PlayerDownsync> players = 2;
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int64 countdownNanos = 3;
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}
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message WsReq {
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int32 msgId = 1;
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int32 playerId = 2;
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@@ -97,3 +95,36 @@ message WsResp {
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repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
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BattleColliderInfo bciFrame = 6;
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}
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message MeleeBullet {
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// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
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// ALL lengths are in world coordinate
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// for offender
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int32 battleLocalId = 1;
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int32 startupFrames = 2;
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int32 activeFrames = 3;
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int32 recoveryFrames = 4;
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int32 recoveryFramesOnBlock = 5;
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int32 recoveryFramesOnHit = 6;
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sharedprotos.Vec2D moveforward = 7;
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sharedprotos.Vec2D hitboxOffset = 8;
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sharedprotos.Vec2D hitboxSize = 9;
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int32 offenderJoinIndex = 10;
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int32 originatedRenderFrameId = 11;
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// for defender
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int32 hitStunFrames = 12;
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int32 blockStunFrames = 13;
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double pushback = 14;
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int32 releaseTriggerType = 15; // 1: rising-edge, 2: falling-edge
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int32 damage = 16;
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}
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message RoomDownsyncFrame {
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int32 id = 1;
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map<int32, PlayerDownsync> players = 2;
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int64 countdownNanos = 3;
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repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
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}
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