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https://github.com/genxium/DelayNoMore
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Fixed PlayerDownsync end-to-end communication.
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@@ -42,23 +42,24 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
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})
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}
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func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
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func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
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return js.MakeWrapper(&PlayerDownsync{
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Id: id,
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VirtualGridX: virtualGridX,
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VirtualGridY: virtualGridY,
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DirX: dirX,
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DirY: dirY,
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VelX: velX,
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VelY: velY,
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Speed: speed,
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BattleState: battleState,
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JoinIndex: joinIndex,
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ColliderRadius: colliderRadius,
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Hp: hp,
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MaxHp: maxHp,
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CharacterState: characterState,
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InAir: inAir,
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Id: id,
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VirtualGridX: virtualGridX,
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VirtualGridY: virtualGridY,
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DirX: dirX,
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DirY: dirY,
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VelX: velX,
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VelY: velY,
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FramesToRecover: framesToRecover,
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Speed: speed,
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BattleState: battleState,
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JoinIndex: joinIndex,
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ColliderRadius: colliderRadius,
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Hp: hp,
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MaxHp: maxHp,
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CharacterState: characterState,
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InAir: inAir,
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})
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}
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