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https://github.com/genxium/DelayNoMore
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Updates for fireball bullet.
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@@ -865,10 +865,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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return &RoomDownsyncFrame{
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Id: currRenderFrame.Id + 1,
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PlayersArr: nextRenderFramePlayers,
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MeleeBullets: nextRenderFrameMeleeBullets,
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FireballBullets: nextRenderFrameFireballBullets,
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Id: currRenderFrame.Id + 1,
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PlayersArr: nextRenderFramePlayers,
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BulletLocalIdCounter: bulletLocalId,
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MeleeBullets: nextRenderFrameMeleeBullets,
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FireballBullets: nextRenderFrameFireballBullets,
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}
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}
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@@ -122,7 +122,7 @@ var Characters = map[int]*CharacterConfig{
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GetUpFramesToRecover: int32(30),
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Speed: int32(float64(1.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingInitVelY: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
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if 1 == patternId {
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@@ -434,7 +434,8 @@ var skills = map[int]*Skill{
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BoundChState: ATK_CHARACTER_STATE_ATK4,
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Hits: []interface{}{
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&FireballBullet{
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Speed: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SpeciesId: int32(1),
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Speed: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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Bullet: Bullet{
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StartupFrames: int32(15),
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ActiveFrames: MAX_INT32,
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@@ -33,6 +33,7 @@ type PlayerDownsync struct {
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MaxHp int32
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CharacterState int32
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InAir bool
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OnWall bool
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ActiveSkillId int32
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ActiveSkillHit int32
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@@ -104,6 +105,7 @@ type FireballBullet struct {
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VelX int32
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VelY int32
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Speed int32
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SpeciesId int32
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Bullet
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}
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