mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Enhanced UDP message callback handling.
This commit is contained in:
@@ -755,7 +755,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
||||
if 0 >= thatPlayerInNextFrame.Hp && 0 == thatPlayerInNextFrame.FramesToRecover {
|
||||
// Revive
|
||||
// Revive from Dying
|
||||
newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
|
||||
@@ -945,7 +945,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
if fallStopping {
|
||||
thatPlayerInNextFrame.VelY = 0
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
|
||||
if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
|
||||
} else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
|
||||
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
|
||||
} else {
|
||||
@@ -960,9 +961,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
thatPlayerInNextFrame.FramesToRecover = 0
|
||||
}
|
||||
} else {
|
||||
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp
|
||||
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying
|
||||
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
|
||||
if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
|
||||
if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
|
||||
// No update needed for Dying
|
||||
} else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
|
||||
if 0 == thatPlayerInNextFrame.FramesToRecover {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
|
||||
thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover
|
||||
|
Reference in New Issue
Block a user