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Casting Skill knockback when walking


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Posted

It's not a knockback, the server just send you the correct coordinates so there is no position lag.

If you rather want position lag you have to stop the client from sending fixpos packets when using a skill. This can be done by calling "unit_stop_walking" without the "1" bitset.

For example here (unit.c):

	if(!ud->state.running) // Need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
		unit_stop_walking(src, 1); // Even though this is not how official works but this will do the trick. bugreport:6829

And here:

	}

	unit_stop_walking(src,1);

	// SC_MAGICPOWER needs to switch states at start of cast
	skill_toggle_magicpower(src, skill_id);

Change the "1" to "0". Might already have the effect you are looking for.

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Posted (edited)
37 minutes ago, Playtester said:

It's not a knockback, the server just send you the correct coordinates so there is no position lag.

If you rather want position lag you have to stop the client from sending fixpos packets when using a skill. This can be done by calling "unit_stop_walking" without the "1" bitset.

For example here (unit.c):


	if(!ud->state.running) // Need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
		unit_stop_walking(src, 1); // Even though this is not how official works but this will do the trick. bugreport:6829

And here:


	}

	unit_stop_walking(src,1);

	// SC_MAGICPOWER needs to switch states at start of cast
	skill_toggle_magicpower(src, skill_id);

Change the "1" to "0". Might already have the effect you are looking for.

On Unit.c what # line to remove the  unit_stop_walking Asura Strike and Final strike?

Edited by Bringer

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