Implement fast falling (#44)
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Reviewed-on: #44
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #44.
This commit is contained in:
2026-09-18 22:23:03 +00:00
committed by EIREXE
parent 9f51207f48
commit 7269a1cb49
12 changed files with 123 additions and 55 deletions
+2 -2
View File
@@ -3,7 +3,7 @@
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, dash, fall, ground_attack, turn, wait, walk,
CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -233,7 +233,7 @@ pub fn collision_interrupt(
) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, common, can_walk_off) {
GroundedMotionResult::InGround => None,
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState)),
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(air::AirborneStateCommon::default()))),
}
}