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@AdamTadeusz
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I'm a little skeptical about the sideways nerf, maybe in the original its more something like with how we're applying the backwards movement penalty, where the penalty is applied only to the backwards component of the movement vector, so moving back and to the right is not as slow as moving straight backwards? Anyway this follows what Agiel says in #903 and having jumped around for a bit I think it feels the same as the original, will need some recon gurus to double check

@AdamTadeusz AdamTadeusz requested review from a team and Agiel March 9, 2025 18:49
Agiel
Agiel previously requested changes Mar 12, 2025
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OGNT handles this in GameMovement::CheckJumpButton, where it has access to mv->m_flForwardMove and just adds that to the current velocity. I don't think code like this belongs in PreThink and it's time to stop duplicating code between client and server.

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OGNT handles this in GameMovement::CheckJumpButton, where it has access to mv->m_flForwardMove and just adds that to the current velocity. I don't think code like this belongs in PreThink and it's time to stop duplicating code between client and server.

I put it here because it was already here, refactoring is a separate issue, one I might be inclined to undertake

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Let's open a separate code-cleanup issue for deduping and merge this? I'm sure there's more code needing to be cleaned up.

@Rainyan Rainyan self-requested a review July 13, 2025 19:21
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@AdamTadeusz

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Press the finish parity button

@AdamTadeusz
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@Agiel

@Agiel Agiel dismissed their stale review August 15, 2025 16:02

Clean up will happen in a later PR.

@AdamTadeusz AdamTadeusz merged commit a7030ec into NeotokyoRebuild:master Aug 15, 2025
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@AdamTadeusz AdamTadeusz deleted the 177_reconSuperJumpParity branch August 15, 2025 16:41
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Recon long jump parity

6 participants