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https://github.com/genxium/DelayNoMore
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Drafted use of gravity.
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@@ -9,22 +9,25 @@ message PlayerDownsync {
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int32 virtualGridX = 2;
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int32 virtualGridY = 3;
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int32 dirX = 4;
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int32 dirY = 5;
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int32 speed = 6; // in terms of virtual grid units
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int32 battleState = 7;
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int32 joinIndex = 8;
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double colliderRadius = 9;
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bool removed = 10;
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int32 score = 11;
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int32 lastMoveGmtMillis = 12;
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int32 framesToRecover = 13;
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int32 hp = 14;
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int32 maxHp = 15;
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int32 characterState = 16;
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int32 dirY = 5; // "dirX" and "dirY" determines character facing
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int32 velX = 6;
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int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
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int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
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int32 battleState = 9;
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int32 joinIndex = 10;
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double colliderRadius = 11;
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bool removed = 12;
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int32 score = 13;
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int32 lastMoveGmtMillis = 14;
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int32 framesToRecover = 15;
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int32 hp = 16;
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int32 maxHp = 17;
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int32 characterState = 18;
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bool inAir = 19; // 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. "inAir (prev -> curr)"
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string name = 17;
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string displayName = 18;
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string avatar = 19;
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string name = 20;
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string displayName = 21;
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string avatar = 22;
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}
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message InputFrameDecoded {
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