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Summary of ChangesHello, 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 movement inconsistencies and jittering issues occurring during JumpTime push effects, particularly noticeable at higher frame rates. By refining the interpolation math and ensuring the character state is properly locked and finalized, the changes provide a smoother and more predictable movement experience. Highlights
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Code Review
This pull request modifies the character pushing logic by adjusting the position interpolation formula and explicitly setting the final position once the jump timer exceeds a threshold. Additionally, it prevents hero movement while a jump is active. A critical bug was found where the JumpTime is not reset to zero after the push completes, which would permanently lock the character's movement due to the new check in MoveHero.
| c->PositionX = c->TargetX; | ||
| c->PositionY = c->TargetY; | ||
| o->Position[0] = ((float)c->TargetX + 0.5f) * TERRAIN_SCALE; | ||
| o->Position[1] = ((float)c->TargetY + 0.5f) * TERRAIN_SCALE; | ||
| if (o->Type != MODEL_BALL) | ||
| o->Position[2] = RequestTerrainHeight(o->Position[0], o->Position[1]); | ||
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| if (o->Type == MODEL_CRUST) | ||
| SetPlayerStop(c); |
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The JumpTime variable is not reset to 0 after the push interpolation completes. Since a check was added in MoveHero (in ZzzInterface.cpp) to return early if JumpTime > 0, the character will be permanently unable to move after being pushed once.
You should reset c->JumpTime to 0 inside this block to allow normal movement processing to resume once the push animation is finalized.
c->PositionX = c->TargetX;
c->PositionY = c->TargetY;
o->Position[0] = ((float)c->TargetX + 0.5f) * TERRAIN_SCALE;
o->Position[1] = ((float)c->TargetY + 0.5f) * TERRAIN_SCALE;
if (o->Type != MODEL_BALL)
o->Position[2] = RequestTerrainHeight(o->Position[0], o->Position[1]);
c->JumpTime = 0;
if (o->Type == MODEL_CRUST)
SetPlayerStop(c);There was a problem hiding this comment.
JumpTime is reset literally 2 lines below this comment at L3085
This PR fixes JumpTime push issues on the client:
This fixes #303 alongside many movement quirks I encountered in-game