mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Minor updates.
This commit is contained in:
parent
e213fdfb04
commit
21806a3754
@ -400,7 +400,7 @@
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"ctor": "Float64Array",
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"array": [
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0,
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0,
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32,
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0,
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0,
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@ -536,7 +536,7 @@
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"array": [
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0,
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216.05530045313827,
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210.43877906529718,
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0,
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@ -2129,7 +2129,7 @@
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"_left": 0,
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"_right": 0,
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"_top": 0,
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"_bottom": 640,
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"_bottom": 672,
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"_verticalCenter": 0,
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"_horizontalCenter": 0,
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"_isAbsLeft": true,
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@ -382,7 +382,7 @@
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"ctor": "Float64Array",
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"array": [
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0,
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0,
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32,
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0,
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@ -518,7 +518,7 @@
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"array": [
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0,
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0,
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216.50635094610968,
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210.43877906529718,
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0,
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File diff suppressed because one or more lines are too long
@ -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(6) // in the count of render frames
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INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
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/*
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[WARNING]
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@ -731,7 +731,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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} else {
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// Updates CharacterState and thus the animation to make user see graphical feedback asap.
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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thatPlayerInNextFrame.FramesToRecover = ((chConfig.InertiaFramesToRecover >> 1) + (chConfig.InertiaFramesToRecover >> 2))
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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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