mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Fixed fireball rollback sync.
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@@ -541,10 +541,13 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) {
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case *MeleeBullet:
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var newBullet MeleeBullet = *v // Copied primitive fields into an onstack variable
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newBullet.Bullet.BulletLocalId = bulletLocalId
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newBullet.BattleAttr = &BulletBattleAttr{
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BulletLocalId: bulletLocalId,
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OriginatedRenderFrameId: currRenderFrame.Id,
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OffenderJoinIndex: joinIndex,
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TeamId: currPlayerDownsync.BulletTeamId,
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}
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bulletLocalId++
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newBullet.Bullet.OriginatedRenderFrameId = currRenderFrame.Id
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newBullet.Bullet.OffenderJoinIndex = joinIndex
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nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet)
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if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
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hasLockVel = true
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@@ -556,10 +559,13 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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case *FireballBullet:
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var newBullet FireballBullet = *v // Copied primitive fields into an onstack variable
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newBullet.Bullet.BulletLocalId = bulletLocalId
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newBullet.BattleAttr = &BulletBattleAttr{
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BulletLocalId: bulletLocalId,
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OriginatedRenderFrameId: currRenderFrame.Id,
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OffenderJoinIndex: joinIndex,
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TeamId: currPlayerDownsync.BulletTeamId,
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}
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bulletLocalId++
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newBullet.Bullet.OriginatedRenderFrameId = currRenderFrame.Id
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newBullet.Bullet.OffenderJoinIndex = joinIndex
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newBullet.VirtualGridX, newBullet.VirtualGridY = currPlayerDownsync.VirtualGridX+xfac*newBullet.Bullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY+newBullet.Bullet.HitboxOffsetY
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newBullet.DirX = xfac
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newBullet.DirY = 0
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@@ -669,8 +675,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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// 3. Add bullet colliders into collision system
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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 _, meleeBullet := range currRenderFrame.MeleeBullets {
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if (meleeBullet.Bullet.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.Bullet.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
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offender := currRenderFrame.PlayersArr[meleeBullet.Bullet.OffenderJoinIndex-1]
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if (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
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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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@@ -681,7 +687,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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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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} else if meleeBullet.Bullet.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id {
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} else if meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id {
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nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
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}
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}
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@@ -697,15 +703,16 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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Speed: prevFireball.Speed,
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SpeciesId: prevFireball.SpeciesId,
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Bullet: prevFireball.Bullet,
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BattleAttr: prevFireball.BattleAttr,
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}
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if (fireballBullet.Bullet.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.Bullet.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
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if (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
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bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
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hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.Bullet.HitboxSizeX, fireballBullet.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, fireballBullet, "FireballBullet")
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collisionSys.Add(newBulletCollider)
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bulletColliders = append(bulletColliders, newBulletCollider)
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} else if fireballBullet.Bullet.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id {
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// fmt.Printf("Pushing static fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d\n", currRenderFrame.Id, fireballBullet.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
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} else if fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id {
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// fmt.Printf("Pushing static fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
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nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
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}
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}
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@@ -843,12 +850,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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switch v := bulletCollider.Data.(type) {
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case *MeleeBullet:
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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offender := currRenderFrame.PlayersArr[v.Bullet.OffenderJoinIndex-1]
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offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
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for _, obj := range collision.Objects {
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defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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switch t := obj.Data.(type) {
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case *PlayerDownsync:
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if v.Bullet.OffenderJoinIndex == t.JoinIndex {
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if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
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continue
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}
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overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
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@@ -885,12 +892,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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case *FireballBullet:
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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offender := currRenderFrame.PlayersArr[v.Bullet.OffenderJoinIndex-1]
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offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
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for _, obj := range collision.Objects {
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defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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switch t := obj.Data.(type) {
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case *PlayerDownsync:
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if v.Bullet.OffenderJoinIndex == t.JoinIndex {
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if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
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continue
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}
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overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
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@@ -1071,11 +1078,13 @@ func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
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func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32) *MeleeBullet {
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return &MeleeBullet{
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Bullet: &BulletConfig{
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BattleAttr: &BulletBattleAttr{
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BulletLocalId: bulletLocalId,
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OriginatedRenderFrameId: originatedRenderFrameId,
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OffenderJoinIndex: offenderJoinIndex,
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TeamId: teamId,
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},
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Bullet: &BulletConfig{
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StartupFrames: startupFrames,
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CancellableStFrame: cancellableStFrame,
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CancellableEdFrame: cancellableEdFrame,
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@@ -1096,8 +1105,6 @@ func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, s
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HitboxSizeY: hitboxSizeY,
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BlowUp: blowUp,
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TeamId: teamId,
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},
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}
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}
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@@ -1112,11 +1119,13 @@ func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex
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VelY: velY,
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Speed: speed,
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SpeciesId: speciesId,
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Bullet: &BulletConfig{
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BattleAttr: &BulletBattleAttr{
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BulletLocalId: bulletLocalId,
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OriginatedRenderFrameId: originatedRenderFrameId,
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OffenderJoinIndex: offenderJoinIndex,
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TeamId: teamId,
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},
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Bullet: &BulletConfig{
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StartupFrames: startupFrames,
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CancellableStFrame: cancellableStFrame,
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CancellableEdFrame: cancellableEdFrame,
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@@ -1137,8 +1146,6 @@ func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex
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HitboxSizeY: hitboxSizeY,
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BlowUp: blowUp,
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TeamId: teamId,
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},
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}
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}
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@@ -63,15 +63,10 @@ type Barrier struct {
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}
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type BulletConfig struct {
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BulletLocalId int32 // for referencing cached nodes in frontend rendering
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// for offender
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OriginatedRenderFrameId int32 // Copied from the first bullet for all subsequent bullets
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OffenderJoinIndex int32 // Copied to favor collision handling of the dispatched bullet
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StartupFrames int32 // from "OriginatedRenderFrameId"
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CancellableStFrame int32 // from "OriginatedRenderFrameId"
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CancellableEdFrame int32 // from "OriginatedRenderFrameId"
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ActiveFrames int32
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StartupFrames int32 // from "OriginatedRenderFrameId"
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CancellableStFrame int32 // from "OriginatedRenderFrameId"
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CancellableEdFrame int32 // from "OriginatedRenderFrameId"
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ActiveFrames int32
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// for defender
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HitStunFrames int32
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@@ -91,12 +86,20 @@ type BulletConfig struct {
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BlowUp bool
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CancelTransit map[int]int
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}
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TeamId int32
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type BulletBattleAttr struct {
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BulletLocalId int32 // for referencing cached nodes in frontend rendering
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// for offender
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OriginatedRenderFrameId int32 // Copied from the first bullet for all subsequent bullets
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OffenderJoinIndex int32 // Copied to favor collision handling of the dispatched bullet
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TeamId int32
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}
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type MeleeBullet struct {
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Bullet *BulletConfig
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BattleAttr *BulletBattleAttr
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Bullet *BulletConfig
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}
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type FireballBullet struct {
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@@ -108,6 +111,7 @@ type FireballBullet struct {
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VelY int32
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Speed int32
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SpeciesId int32
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BattleAttr *BulletBattleAttr
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Bullet *BulletConfig
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}
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