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[fix] Knight now calls RunStateMachine sooner + other improvements #2304

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@Vam-Jam Vam-Jam commented Jan 7, 2025

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.

Knight no longer processes an older state
@Vam-Jam Vam-Jam added the testing needed An issue needs to undergo a testing sessions to verify the change or check for newly introduced bugs label Jan 7, 2025
Fixes a bug where if you uncomment set_s32 serverKnightState -1, clients
will crash (useful for debugging). Sync on shield as well
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Vam-Jam commented Jan 11, 2025

New commit changes the following:

  • Client sync logic moved to 'HandleSyncedState' func, fixes a bug where RunStateMachine could end up looping in on itself forever when trying to debug sync states.

  • Shield state is now synced, previously the server would only sync the sword being drawn.

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Vam-Jam commented Jan 11, 2025

New commit fixes knight.state being stuck at KnightState::Normal on join, resulting in actions not being synced until knocked.

@Vam-Jam Vam-Jam changed the title [fix] Knight now calls RunStateMachine sooner [fix] Knight now calls RunStateMachine sooner + other improvements Jan 11, 2025
TerminalHash added a commit to TerminalHash/Gruhsha-CTF that referenced this pull request Jan 12, 2025
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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.

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