Closed wesleywh closed 1 year ago
Confirmed.
This is happening because a switch happens when you equip a melee weapon inside the
protected virtual bool DrawWeaponsImmediateConditions()
function that lives in the vDrawHideMeleeWeapons
component. I'm suspecting that the melee.weakAttackInput.GetButton()
is triggering a reset to be sent to the server every second when the button is held. Not a 100% confirmed yet but I bet the issue lives in the MP_vInput
component in the GetButton
function.
I figured out what is going on. It's going to take a little bit to implement a fix. Basically it is this.
The curBoolValue
and prevBoolValue
are shared between all methods GetButtonDown
, GetButton
, GetButtonUp
, etc. For certain button presses this is okay but for others, like the WeakAttackInput
this MUST be separated out to individual actions. So I made the following new variables:
curHoldBoolValue
curUpBoolValue
curDownBoolValue
prevHoldBoolValue
prevUpBoolValue
prevDownBoolValue
In the MP_vInput
component. I also added some additional logic to check for button names with keywords to make sure that down
and up
buttons are reset properly as with the new setup it will only send to the server on a true
result. So the server will need to reset the buttons to a false
result to properly work. There is a lot to work through but that's the current issue. I will add a hotfix to the #downloads
channel when I have completed my work.
This has been resolved and was able to optimized the amount of network calls that take place. I have included a hotfix in the #downloads channel on discord until the next release.
Describe the bug Reported by @lorax
To Reproduce "Hosted Mode"
Expected behavior Attacks should be synced with their number of attacks.
Screenshots/YouTube Links
https://www.loom.com/share/923636e20589447ebc5bf3aba077a07d
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