jump fix
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@ -9,9 +9,7 @@
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audio fx for everything
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+ bug fixes
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fix bug where synchronization packet for non-existant entity crashes engine
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fix items falling through floor
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fix jump tree not applying force while movement tree is active
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Things that feel bad:
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@ -20,4 +18,3 @@ Things that feel bad:
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Attack animation feels slow
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No audio
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Short movement bursts feel jittery
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Can't jump without moving
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@ -490,6 +490,7 @@ Fix eyebrow weights on human model
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Massive netcode gen refactor
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Server synchronization manager
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Jump tree synchronization
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Fix jump bugginess
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# TODO
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@ -70,6 +70,10 @@ public class ClientGravityTree implements BehaviorTree {
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public GravityTreeState getState(){
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return state;
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}
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public void start(){
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state = GravityTreeState.ACTIVE;
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}
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public void interrupt(){
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@ -5,10 +5,10 @@ import electrosphere.entity.EntityDataStrings;
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public class GravityUtils {
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@Deprecated
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public static void clientAttemptActivateGravity(Entity target){
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if(target.containsKey(EntityDataStrings.GRAVITY_ENTITY)){
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ClientGravityTree tree = ClientGravityTree.getClientGravityTree(target);
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tree.start();
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}
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}
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@ -16,6 +16,7 @@ import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityUtils;
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import electrosphere.entity.btree.BehaviorTree;
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import electrosphere.entity.state.AnimationPriorities;
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import electrosphere.entity.state.gravity.GravityUtils;
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import electrosphere.entity.state.movement.jump.ClientJumpTree.JumpState;
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import electrosphere.game.data.creature.type.movement.JumpMovementSystem;
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import electrosphere.net.synchronization.annotation.SyncedField;
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@ -59,6 +60,7 @@ public class ServerJumpTree implements BehaviorTree {
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this.setState(JumpState.ACTIVE);
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this.setCurrentFrame(0);
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this.setCurrentJumpForce(jumpForce);
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GravityUtils.serverAttemptActivateGravity(parent);
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}
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}
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@ -85,6 +87,7 @@ public class ServerJumpTree implements BehaviorTree {
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//potentially disable
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if(currentFrame >= jumpFrames){
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this.setState(JumpState.AWAITING_LAND);
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GravityUtils.serverAttemptActivateGravity(parent);
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}
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break;
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case INACTIVE:
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@ -107,7 +110,7 @@ public class ServerJumpTree implements BehaviorTree {
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public void land(){
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if(state != JumpState.INACTIVE && currentFrame > 2){
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state = JumpState.INACTIVE;
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this.setState(JumpState.INACTIVE);
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}
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}
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