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https://github.com/genxium/DelayNoMore
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Enhanced multihit config.
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@@ -92,7 +92,6 @@ type Room struct {
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Capacity int
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collisionSpaceOffsetX float64
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collisionSpaceOffsetY float64
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playerOpPatternToSkillId map[int]int
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Players map[int32]*Player
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PlayersArr []*Player // ordered by joinIndex
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Space *resolv.Space
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@@ -397,18 +396,11 @@ func (pR *Room) StartBattle() {
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pR.RenderFrameId = 0
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// [WARNING] Only since battle starts do we have all players bound to certain joinIndexes.
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for _, player := range pR.Players {
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opJoinIndexPrefix := (int(player.JoinIndex) << uint(8))
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pR.playerOpPatternToSkillId[opJoinIndexPrefix+0] = 1 // Hardcoded for now
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}
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// Initialize the "collisionSys" as well as "RenderFrameBuffer"
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pR.CurDynamicsRenderFrameId = 0
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kickoffFrameJs := &battle.RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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PlayersArr: toJsPlayers(pR.Players),
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PlayerOpPatternToSkillId: pR.playerOpPatternToSkillId,
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CountdownNanos: pR.BattleDurationNanos,
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}
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pR.RenderFrameBuffer.Put(kickoffFrameJs)
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@@ -1270,7 +1262,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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}
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId)
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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pR.RenderFrameBuffer.Put(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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@@ -1467,7 +1459,6 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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}
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refRenderFrame := tmp.(*battle.RoomDownsyncFrame)
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refRenderFrame.PlayerOpPatternToSkillId = pR.playerOpPatternToSkillId
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for i, player := range pR.PlayersArr {
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refRenderFrame.PlayersArr[i].ColliderRadius = player.ColliderRadius // hardcoded for now
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}
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