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https://github.com/genxium/DelayNoMore
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Reduced externalization cost.
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@@ -579,38 +579,37 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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nextRenderFramePlayers := ret.PlayersArr
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// Make a copy first
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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nextRenderFramePlayers[i] = &PlayerDownsync{
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Id: currPlayerDownsync.Id,
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VirtualGridX: currPlayerDownsync.VirtualGridX,
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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DirX: currPlayerDownsync.DirX,
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DirY: currPlayerDownsync.DirY,
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VelX: currPlayerDownsync.VelX,
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VelY: currPlayerDownsync.VelY,
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CharacterState: currPlayerDownsync.CharacterState,
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InAir: true,
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OnWall: false,
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Speed: currPlayerDownsync.Speed,
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BattleState: currPlayerDownsync.BattleState,
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Score: currPlayerDownsync.Score,
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Removed: currPlayerDownsync.Removed,
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JoinIndex: currPlayerDownsync.JoinIndex,
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Hp: currPlayerDownsync.Hp,
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MaxHp: currPlayerDownsync.MaxHp,
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FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
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FramesInChState: currPlayerDownsync.FramesInChState + 1,
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ActiveSkillId: currPlayerDownsync.ActiveSkillId,
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ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
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FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
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BulletTeamId: currPlayerDownsync.BulletTeamId,
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ChCollisionTeamId: currPlayerDownsync.ChCollisionTeamId,
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RevivalVirtualGridX: currPlayerDownsync.RevivalVirtualGridX,
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RevivalVirtualGridY: currPlayerDownsync.RevivalVirtualGridY,
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ColliderRadius: currPlayerDownsync.ColliderRadius,
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OnWallNormX: currPlayerDownsync.OnWallNormX,
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OnWallNormY: currPlayerDownsync.OnWallNormY,
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CapturedByInertia: currPlayerDownsync.CapturedByInertia,
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}
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nextRenderFramePlayers[i].Id = currPlayerDownsync.Id
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nextRenderFramePlayers[i].VirtualGridX = currPlayerDownsync.VirtualGridX
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nextRenderFramePlayers[i].VirtualGridY = currPlayerDownsync.VirtualGridY
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nextRenderFramePlayers[i].DirX = currPlayerDownsync.DirX
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nextRenderFramePlayers[i].DirY = currPlayerDownsync.DirY
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nextRenderFramePlayers[i].VelX = currPlayerDownsync.VelX
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nextRenderFramePlayers[i].VelY = currPlayerDownsync.VelY
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nextRenderFramePlayers[i].CharacterState = currPlayerDownsync.CharacterState
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nextRenderFramePlayers[i].InAir = true
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nextRenderFramePlayers[i].OnWall = false
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nextRenderFramePlayers[i].Speed = currPlayerDownsync.Speed
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nextRenderFramePlayers[i].BattleState = currPlayerDownsync.BattleState
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nextRenderFramePlayers[i].Score = currPlayerDownsync.Score
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nextRenderFramePlayers[i].Removed = currPlayerDownsync.Removed
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nextRenderFramePlayers[i].JoinIndex = currPlayerDownsync.JoinIndex
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nextRenderFramePlayers[i].Hp = currPlayerDownsync.Hp
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nextRenderFramePlayers[i].MaxHp = currPlayerDownsync.MaxHp
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nextRenderFramePlayers[i].FramesToRecover = currPlayerDownsync.FramesToRecover - 1
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nextRenderFramePlayers[i].FramesInChState = currPlayerDownsync.FramesInChState + 1
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nextRenderFramePlayers[i].ActiveSkillId = currPlayerDownsync.ActiveSkillId
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nextRenderFramePlayers[i].ActiveSkillHit = currPlayerDownsync.ActiveSkillHit
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nextRenderFramePlayers[i].FramesInvinsible = currPlayerDownsync.FramesInvinsible - 1
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nextRenderFramePlayers[i].BulletTeamId = currPlayerDownsync.BulletTeamId
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nextRenderFramePlayers[i].ChCollisionTeamId = currPlayerDownsync.ChCollisionTeamId
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nextRenderFramePlayers[i].RevivalVirtualGridX = currPlayerDownsync.RevivalVirtualGridX
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nextRenderFramePlayers[i].RevivalVirtualGridY = currPlayerDownsync.RevivalVirtualGridY
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nextRenderFramePlayers[i].ColliderRadius = currPlayerDownsync.ColliderRadius
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nextRenderFramePlayers[i].OnWallNormX = currPlayerDownsync.OnWallNormX
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nextRenderFramePlayers[i].OnWallNormY = currPlayerDownsync.OnWallNormY
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nextRenderFramePlayers[i].CapturedByInertia = currPlayerDownsync.CapturedByInertia
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if nextRenderFramePlayers[i].FramesToRecover < 0 {
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nextRenderFramePlayers[i].FramesToRecover = 0
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}
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