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Fix JumpTime push movement #314

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itayalroy wants to merge 2 commits intosven-n:mainfrom
itayalroy:fix_push
Open

Fix JumpTime push movement #314
itayalroy wants to merge 2 commits intosven-n:mainfrom
itayalroy:fix_push

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@itayalroy
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@itayalroy itayalroy commented Apr 4, 2026

This PR fixes JumpTime push issues on the client:

  • Stop normal hero movement processing while JumpTime is active so regular movement does not overlap with push interpolation.
  • Fix PushingCharacter position update to scale by FPS_ANIMATION_FACTOR instead of adding it.
  • Finalize the pushed character state cleanly at the end of the JumpTime interpolation

This fixes #303 alongside many movement quirks I encountered in-game

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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 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

  • Movement Logic: Disabled standard hero movement processing while JumpTime is active to prevent conflicts with push interpolation.
  • Interpolation Fix: Corrected the position update calculation in PushingCharacter to use multiplicative scaling by FPS_ANIMATION_FACTOR instead of additive.
  • State Finalization: Added explicit state cleanup at the end of the JumpTime interpolation to ensure character positions are accurately snapped to targets.

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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.

Comment on lines +3075 to 3083
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]);

if (o->Type == MODEL_CRUST)
SetPlayerStop(c);
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critical

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);

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@itayalroy itayalroy Apr 4, 2026

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JumpTime is reset literally 2 lines below this comment at L3085

@itayalroy itayalroy changed the title Fix JumpTime push movement at high FPS Fix JumpTime push movement Apr 5, 2026
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Lightning moves character too fast

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