Added option to synchronize flinch animation with walk delay #3232
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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