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[fix] Knight now calls RunStateMachine sooner + other improvements #2304
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Knight no longer processes an older state
Fixes a bug where if you uncomment set_s32 serverKnightState -1, clients will crash (useful for debugging). Sync on shield as well
New commit changes the following:
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New commit fixes knight.state being stuck at |
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works good for us on Gruhsha, but without testing more complex and ping-dependent mechanics. It would be nice if specifically for the test of these mechanics gathered good players to avoid possible complaints about lost “mechanics” (which are more likely bugs due to the peculiarities of the implementation, imho).
While playing EU Captains, im compared the feel, there are a lot of moments where the client shows a fake shield is missing, which I think has a positive effect on the game.
Knight no longer processes an older state, this should not change anything aside from fixing a 1 tick delay with shields.
This also means
knight_clear_actor_limits
does not get called on the first tick you jab/hold sword, not entirely sure if this could result in anything different.Needs testing in mp.