Fix fighter visuals after landing snap (#67)
## Summary - Mark landing position corrections as presentation discontinuities. - Render and frame fighters from the current position for the snap frame. - Keep previous translation history unchanged for gameplay collision and attack logic. Reviewed-on: #67 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #67.
This commit is contained in:
@@ -376,6 +376,7 @@ mod tests {
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right: FGVec2::lit("0.5", "0.0"),
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};
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let previous_ecb = FighterPreviousECB::from(ecb);
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let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
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let mut context = CollisionContext {
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translation: &mut translation,
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prev_translation: &previous_translation,
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@@ -386,6 +387,7 @@ mod tests {
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prev_ecb: &previous_ecb,
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stage_collision: &stage_collision,
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leave_ground_ecb_lock_duration: 10,
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presentation_snap: &mut presentation_snap,
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downward_stick_threshold: FGi32::ONE,
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};
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@@ -429,6 +431,7 @@ mod tests {
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right: FGVec2::lit("0.5", "0.0"),
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};
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let previous_ecb = FighterPreviousECB::from(ecb);
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let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
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let mut context = CollisionContext {
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translation: &mut translation,
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prev_translation: &previous_translation,
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@@ -439,6 +442,7 @@ mod tests {
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prev_ecb: &previous_ecb,
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stage_collision: &stage_collision,
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leave_ground_ecb_lock_duration: 10,
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presentation_snap: &mut presentation_snap,
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downward_stick_threshold: FGi32::ONE,
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};
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