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https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Further enhanced frontend input processing and fixed frame data logging.
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@@ -23,7 +23,7 @@ const (
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GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
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INPUT_SCALE_FRAMES = uint32(3) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
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SP_ATK_LOOKUP_FRAMES = int32(5)
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@@ -489,15 +489,19 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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}
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patternId := PATTERN_ID_NO_OP
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if decodedInput.BtnALevel > prevBtnALevel {
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if 0 > effDy {
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patternId = 3
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} else if 0 < effDy {
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patternId = 2
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} else {
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patternId = 1
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}
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}
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if 0 < decodedInput.BtnALevel {
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if decodedInput.BtnALevel > prevBtnALevel {
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if 0 > effDy {
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patternId = 3
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} else if 0 < effDy {
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patternId = 2
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} else {
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patternId = 1
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}
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} else {
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patternId = 4 // Holding
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}
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}
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return patternId, jumpedOrNot, effDx, effDy
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}
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