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can anyone test this? |
| if p.usingItem { | ||
| p.tryChargeItem(usable, false) | ||
| return | ||
| } else if time.Since(p.serverChargedItem) <= time.Millisecond*100 { |
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Is there no way at all to distinguish the client wants to finish charging a crossbow vs. release it?
| p.handleUseContext(useCtx) | ||
| p.updateState() | ||
| if p.usingItem { | ||
| p.tryChargeItem(usable, false) |
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Is there even a reason to care about the client finishing the charge anymore if we are handling it on player tick? I believe players get ticked before the transactions executed by packet handlers are handled, so player tick would beat UseItem in most cases unless the client sends too early, in which case the charge finish would be rejected anyway.
But if the UseItem charge attempt does not get rejected, would there not be an issue of crossbow releases sometimes having an artificial delay of 100ms and sometimes not?
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idk if we should care about client finishing the charge, but I think it would be better to remove this option
I found that vanilla has a slight delay
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Ok we can see if any players end up complaining about that delay later then
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can this get merged already i tested it out on 400+ms and worked perfectly fine |
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this aged like fine wine xd |
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@DaPigGuy what's your verdict? And have more people been able to test this to make sure it works properly? |
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