server rotation fix
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@ -18,5 +18,4 @@
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Hitboxes between server and client feel wayyyy off
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+ bug fixes
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Walk animation does not interrupt on stopping walking
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@ -518,6 +518,8 @@ Jump sound effects
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Don't play walking audio when entity is jumping
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Server alert client on collision
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Sound effect on sword hit
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Fix walk animation not stopping on state change in ground movement trees
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Fix server entity not rotating when ai commands it to
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(08/09/2024)
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Math overhaul
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@ -213,7 +213,6 @@ public class ServerGroundMovementTree implements BehaviorTree {
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}
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Quaterniond movementQuaternion = new Quaterniond().rotationTo(MathUtils.getOriginVector(), new Vector3d(facingVector.x,0,facingVector.z)).normalize();
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Quaterniond rotation = EntityUtils.getRotation(parent);
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rotation.set(movementQuaternion);
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//TODO: optimize away and document (I know for the moment if this exception isn't here it will bite me in the ass later)
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if(facingVector.length() == 0){
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throw new IllegalStateException("Facing vector length is 0. This will break ODE4J");
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@ -255,6 +254,7 @@ public class ServerGroundMovementTree implements BehaviorTree {
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//state machine
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switch(state){
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case STARTUP: {
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rotation.set(movementQuaternion);
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if(poseActor != null){
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String animationToPlay = determineCorrectAnimation(MovementTreeState.STARTUP);
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if(
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@ -308,6 +308,7 @@ public class ServerGroundMovementTree implements BehaviorTree {
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);
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} break;
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case MOVE: {
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rotation.set(movementQuaternion);
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//check if can restart animation
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//if yes, restart animation
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if(poseActor != null){
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@ -361,6 +362,7 @@ public class ServerGroundMovementTree implements BehaviorTree {
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ServerScriptUtils.fireSignalOnEntity(parent, "entityGroundMove", AccessTransforms.getVector(position));
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} break;
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case SLOWDOWN: {
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rotation.set(movementQuaternion);
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//run slowdown code
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if(poseActor != null){
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String animationToPlay = determineCorrectAnimation(MovementTreeState.SLOWDOWN);
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