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fix: remove FPS-dependent spawn offsets from skill effects#312

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itayalroy wants to merge 1 commit intosven-n:mainfrom
itayalroy:fix_skill_pos
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fix: remove FPS-dependent spawn offsets from skill effects#312
itayalroy wants to merge 1 commit intosven-n:mainfrom
itayalroy:fix_skill_pos

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Some skill effect constructors applied FPS_ANIMATION_FACTOR to spawn offsets instead of only to per-frame movement. At 60 FPS, that made effects start too low or too close to the target, so skills like Meteorite, Cometfall, Decay, etc appeared to fall faster and finish early.

Some skill effect constructors applied FPS_ANIMATION_FACTOR
to spawn offsets instead of only to per-frame movement. At
60 FPS, that made effects start too low or too close to the
target, so skills like Meteorite, Cometfall, Decay, etc appeared
to fall faster and finish early.
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Summary of Changes

Hello, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request addresses a visual inconsistency in skill effects where spawn offsets were incorrectly scaled by the frame rate factor. By removing this dependency, the initial positioning of these effects is now frame-rate independent, ensuring consistent behavior across different hardware performance levels.

Highlights

  • Removed FPS-dependent scaling: Removed the multiplication by FPS_ANIMATION_FACTOR from various skill effect spawn offsets to ensure consistent positioning regardless of frame rate.
  • Fixed visual artifacts: Corrected issues where skill effects like Meteorite and Cometfall appeared to spawn at incorrect heights or distances at higher frame rates.

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Code Review

This pull request removes the FPS_ANIMATION_FACTOR multiplier from various object position calculations in src/source/ZzzEffect.cpp to ensure consistent movement regardless of frame rate. I have no further feedback to provide.

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