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.
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@@ -20,6 +20,7 @@ use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
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FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
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FighterPresentationSnap,
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};
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use crate::fighter::surface::EcbLockPolicy;
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use crate::game_settings::GameSettings;
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@@ -200,6 +201,7 @@ pub struct CollisionContext<'a> {
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pub prev_ecb: &'a FighterPreviousECB,
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pub stage_collision: &'a StageCollision,
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pub leave_ground_ecb_lock_duration: u32,
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pub presentation_snap: &'a mut FighterPresentationSnap,
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pub downward_stick_threshold: FGi32,
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}
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@@ -244,6 +246,7 @@ fighter_states! {
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pub struct FighterFrameQuery {
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pub translation: &'static mut FighterTranslation,
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pub prev_translation: &'static mut FighterPreviousTranslation,
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pub presentation_snap: &'static mut FighterPresentationSnap,
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pub input: &'static mut FighterInput,
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pub hitboxes: &'static mut FighterHitboxes,
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pub velocity: &'static mut FighterVelocity,
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@@ -354,6 +357,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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CollisionContext {
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translation: &mut self.translation,
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prev_translation: &self.prev_translation,
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presentation_snap: &mut self.presentation_snap,
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input: &self.input,
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velocity: &mut self.velocity,
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surface: &mut self.surface,
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