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Integrated onwall movements to multiplayer battle.
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@@ -33,6 +33,8 @@ message PlayerDownsync {
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int32 chCollisionTeamId = 25;
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bool onWall = 26; // like "inAir", it’s by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
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int32 onWallNormX = 27;
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int32 onWallNormY = 28;
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string name = 997;
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string displayName = 998;
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