mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Drafted hp handling.
This commit is contained in:
@@ -37,6 +37,8 @@ const (
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VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
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MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
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DYING_FRAMES_TO_RECOVER = int32(60) // MUST BE SAME FOR EVERY CHARACTER FOR FAIRNESS!
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NO_SKILL = -1
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NO_SKILL_HIT = -1
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@@ -101,13 +103,15 @@ var noOpSet = map[int32]bool{
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ATK_CHARACTER_STATE_INAIR_ATKED1: true,
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ATK_CHARACTER_STATE_BLOWN_UP1: true,
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ATK_CHARACTER_STATE_LAY_DOWN1: true,
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// During the invinsible frames of GET_UP1, the player is allowed to take any action
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// [WARNING] During the invinsible frames of GET_UP1, the player is allowed to take any action
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ATK_CHARACTER_STATE_DYING: true,
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}
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var invinsibleSet = map[int32]bool{
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ATK_CHARACTER_STATE_BLOWN_UP1: true,
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ATK_CHARACTER_STATE_LAY_DOWN1: true,
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ATK_CHARACTER_STATE_GET_UP1: true,
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ATK_CHARACTER_STATE_DYING: true,
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}
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var nonAttackingSet = map[int32]bool{
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@@ -120,6 +124,7 @@ var nonAttackingSet = map[int32]bool{
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ATK_CHARACTER_STATE_BLOWN_UP1: true,
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ATK_CHARACTER_STATE_LAY_DOWN1: true,
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ATK_CHARACTER_STATE_GET_UP1: true,
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ATK_CHARACTER_STATE_DYING: true,
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}
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func intAbs(x int32) int32 {
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@@ -493,7 +498,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover)
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if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia {
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if decodedInput.BtnBLevel > prevBtnBLevel {
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if chConfig.DashingEnabled && 0 > decodedInput.Dy {
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if chConfig.DashingEnabled && 0 > decodedInput.Dy && ATK_CHARACTER_STATE_DASHING != currPlayerDownsync.CharacterState {
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// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
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patternId = 5
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} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
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@@ -555,32 +560,36 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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// Make a copy first
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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nextRenderFramePlayers[i] = &PlayerDownsync{
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Id: currPlayerDownsync.Id,
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VirtualGridX: currPlayerDownsync.VirtualGridX,
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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DirX: currPlayerDownsync.DirX,
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DirY: currPlayerDownsync.DirY,
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VelX: currPlayerDownsync.VelX,
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VelY: currPlayerDownsync.VelY,
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CharacterState: currPlayerDownsync.CharacterState,
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InAir: true,
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OnWall: false,
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Speed: currPlayerDownsync.Speed,
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BattleState: currPlayerDownsync.BattleState,
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Score: currPlayerDownsync.Score,
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Removed: currPlayerDownsync.Removed,
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JoinIndex: currPlayerDownsync.JoinIndex,
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Hp: currPlayerDownsync.Hp,
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MaxHp: currPlayerDownsync.MaxHp,
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FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
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FramesInChState: currPlayerDownsync.FramesInChState + 1,
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ActiveSkillId: currPlayerDownsync.ActiveSkillId,
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ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
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FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
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ColliderRadius: currPlayerDownsync.ColliderRadius,
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OnWallNormX: currPlayerDownsync.OnWallNormX,
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OnWallNormY: currPlayerDownsync.OnWallNormY,
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CapturedByInertia: currPlayerDownsync.CapturedByInertia,
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Id: currPlayerDownsync.Id,
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VirtualGridX: currPlayerDownsync.VirtualGridX,
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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DirX: currPlayerDownsync.DirX,
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DirY: currPlayerDownsync.DirY,
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VelX: currPlayerDownsync.VelX,
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VelY: currPlayerDownsync.VelY,
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CharacterState: currPlayerDownsync.CharacterState,
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InAir: true,
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OnWall: false,
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Speed: currPlayerDownsync.Speed,
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BattleState: currPlayerDownsync.BattleState,
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Score: currPlayerDownsync.Score,
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Removed: currPlayerDownsync.Removed,
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JoinIndex: currPlayerDownsync.JoinIndex,
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Hp: currPlayerDownsync.Hp,
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MaxHp: currPlayerDownsync.MaxHp,
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FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
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FramesInChState: currPlayerDownsync.FramesInChState + 1,
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ActiveSkillId: currPlayerDownsync.ActiveSkillId,
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ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
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FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
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BulletTeamId: currPlayerDownsync.BulletTeamId,
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ChCollisionTeamId: currPlayerDownsync.ChCollisionTeamId,
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RevivalVirtualGridX: currPlayerDownsync.RevivalVirtualGridX,
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RevivalVirtualGridY: currPlayerDownsync.RevivalVirtualGridY,
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ColliderRadius: currPlayerDownsync.ColliderRadius,
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OnWallNormX: currPlayerDownsync.OnWallNormX,
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OnWallNormY: currPlayerDownsync.OnWallNormY,
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CapturedByInertia: currPlayerDownsync.CapturedByInertia,
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}
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if nextRenderFramePlayers[i].FramesToRecover < 0 {
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nextRenderFramePlayers[i].FramesToRecover = 0
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@@ -745,6 +754,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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chConfig := chConfigsOrderedByJoinIndex[i]
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// Reset playerCollider position from the "virtual grid position"
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newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
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if 0 >= thatPlayerInNextFrame.Hp && 0 == thatPlayerInNextFrame.FramesToRecover {
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// Revive
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newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
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}
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if jumpedOrNotList[i] {
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// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
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if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
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@@ -798,38 +813,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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// 3. Add bullet colliders into collision system
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// [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
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bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
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for _, prevMelee := range currRenderFrame.MeleeBullets {
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meleeBullet := &MeleeBullet{
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Bullet: prevMelee.Bullet,
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BattleAttr: prevMelee.BattleAttr,
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FramesInBlState: prevMelee.FramesInBlState + 1,
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BlState: prevMelee.BlState,
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}
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if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
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if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
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offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
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xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = -xfac
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}
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bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
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hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
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collisionSys.Add(newBulletCollider)
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bulletColliders = append(bulletColliders, newBulletCollider)
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meleeBullet.BlState = BULLET_ACTIVE
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if meleeBullet.BlState != prevMelee.BlState {
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meleeBullet.FramesInBlState = 0
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}
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}
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nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
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}
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}
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bulletColliders := make([]*resolv.Object, 0, ((len(currRenderFrame.MeleeBullets) + len(currRenderFrame.FireballBullets)) << 1)) // Will all be removed at the end of this function due to the need for being rollback-compatible
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for _, prevFireball := range currRenderFrame.FireballBullets {
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fireballBullet := &FireballBullet{
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VirtualGridX: prevFireball.VirtualGridX,
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@@ -858,12 +843,49 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
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//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
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} else {
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offender := currRenderFrame.PlayersArr[fireballBullet.BattleAttr.OffenderJoinIndex-1]
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if _, existent := noOpSet[offender.CharacterState]; existent {
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// If a fireball is not yet active but the offender got attacked, remove it
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continue
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}
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//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
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}
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nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
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}
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}
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for _, prevMelee := range currRenderFrame.MeleeBullets {
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meleeBullet := &MeleeBullet{
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Bullet: prevMelee.Bullet,
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BattleAttr: prevMelee.BattleAttr,
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FramesInBlState: prevMelee.FramesInBlState + 1,
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BlState: prevMelee.BlState,
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}
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if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
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offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
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if _, existent := noOpSet[offender.CharacterState]; existent {
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// If a melee is alive but the offender got attacked, remove it even if it's active
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continue
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}
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if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
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xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = -xfac
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}
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bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
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hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
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collisionSys.Add(newBulletCollider)
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bulletColliders = append(bulletColliders, newBulletCollider)
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meleeBullet.BlState = BULLET_ACTIVE
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if meleeBullet.BlState != prevMelee.BlState {
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meleeBullet.FramesInBlState = 0
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}
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}
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nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
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}
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}
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// 4. Calc pushbacks for each player (after its movement) w/o bullets
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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@@ -1015,18 +1037,26 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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if 0 > offender.DirX {
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xfac = -xfac
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}
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pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
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atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
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atkedPlayerInNextFrame.VelX = pushbackVelX
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atkedPlayerInNextFrame.VelY = pushbackVelY
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if v.Bullet.BlowUp {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
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atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
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if 0 >= atkedPlayerInNextFrame.Hp {
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// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
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atkedPlayerInNextFrame.Hp = 0
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
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atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
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} else {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
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}
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oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
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if v.Bullet.HitStunFrames > oldFramesToRecover {
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atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
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pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
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atkedPlayerInNextFrame.VelX = pushbackVelX
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atkedPlayerInNextFrame.VelY = pushbackVelY
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if v.Bullet.BlowUp {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
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} else {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
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}
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oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
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if v.Bullet.HitStunFrames > oldFramesToRecover {
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atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
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}
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}
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}
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}
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@@ -1055,18 +1085,26 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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if 0 > offender.DirX {
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xfac = -xfac
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}
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pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
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atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
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atkedPlayerInNextFrame.VelX = pushbackVelX
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atkedPlayerInNextFrame.VelY = pushbackVelY
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if v.Bullet.BlowUp {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
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atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
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if 0 >= atkedPlayerInNextFrame.Hp {
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// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
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atkedPlayerInNextFrame.Hp = 0
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
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atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
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} else {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
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}
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oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
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if v.Bullet.HitStunFrames > oldFramesToRecover {
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atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
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pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
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atkedPlayerInNextFrame.VelX = pushbackVelX
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atkedPlayerInNextFrame.VelY = pushbackVelY
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if v.Bullet.BlowUp {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
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} else {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
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}
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oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
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if v.Bullet.HitStunFrames > oldFramesToRecover {
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atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
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}
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}
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default:
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exploded = true
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@@ -587,7 +587,7 @@ var skills = map[int]*Skill{
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HitStunFrames: int32(0),
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BlockStunFrames: int32(0),
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Damage: int32(0),
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SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelX: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: int32(0),
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PushbackVelX: NO_LOCK_VEL,
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PushbackVelY: NO_LOCK_VEL,
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@@ -614,7 +614,7 @@ var skills = map[int]*Skill{
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HitStunFrames: int32(0),
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BlockStunFrames: int32(0),
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Damage: int32(0),
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SelfLockVelX: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: int32(0),
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PushbackVelX: NO_LOCK_VEL,
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PushbackVelY: NO_LOCK_VEL,
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@@ -628,20 +628,20 @@ var skills = map[int]*Skill{
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},
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},
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14: &Skill{
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RecoveryFrames: int32(10),
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RecoveryFramesOnBlock: int32(10),
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RecoveryFramesOnHit: int32(10),
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RecoveryFrames: int32(8),
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RecoveryFramesOnBlock: int32(8),
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RecoveryFramesOnHit: int32(8),
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ReleaseTriggerType: int32(1),
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BoundChState: ATK_CHARACTER_STATE_DASHING,
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Hits: []interface{}{
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&MeleeBullet{
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Bullet: &BulletConfig{
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StartupFrames: int32(3),
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StartupFrames: int32(4),
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ActiveFrames: int32(0),
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HitStunFrames: MAX_INT32,
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BlockStunFrames: int32(0),
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Damage: int32(0),
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SelfLockVelX: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelX: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: int32(0),
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PushbackVelX: NO_LOCK_VEL,
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PushbackVelY: NO_LOCK_VEL,
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|
@@ -46,6 +46,9 @@ type PlayerDownsync struct {
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BulletTeamId int32
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ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
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RevivalVirtualGridX int32
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RevivalVirtualGridY int32
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}
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||||
|
||||
type InputFrameDecoded struct {
|
||||
|
Reference in New Issue
Block a user