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Added option to synchronize flinch animation with walk delay #3232

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merged 1 commit into from
Oct 14, 2023

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@csnv csnv commented Sep 17, 2023

Pull Request Prelude

Changes Proposed

Currently, server iteration differs from client behavior when a target receives damage.
As of now, when a character is moving to X/Y and receives damage, clif_damage is invoked and the client reproduces the flinch animation shortly after, locking the character in place without reaching X/Y.
Server side the character is also stopped and a walk delay is applied, however the delay in which this happens is much larger than the one in the client, allowing the character to walk additional cells server side without the client being aware of this, causing positional lag and visual inconsistencies.
This change adds a macro option to apply the walk delay (and stopping the character) at a time relatively similar to the time the flinch animation is displayed client side.

Issues addressed:
None

@csnv csnv force-pushed the feature/walkdelay_sync branch from 7aca7bf to 527ef11 Compare September 17, 2023 23:01
Interrupts walking and applies walk delay at the same time as the client reproduces the flinch animation. Improves positional lag.
@csnv csnv force-pushed the feature/walkdelay_sync branch from 527ef11 to 6ad669d Compare September 17, 2023 23:06
@MishimaHaruna MishimaHaruna added this to the Release v2023.10 milestone Oct 14, 2023
@MishimaHaruna MishimaHaruna merged commit 1278bc1 into HerculesWS:master Oct 14, 2023
160 of 254 checks passed
@csnv csnv deleted the feature/walkdelay_sync branch November 1, 2023 19:38
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2 participants