SSlaunch - Thrown movement scheduler - #12754
Conversation
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There are apparently noticeable differences with high speed throws, in particular xeno pounce. That needs to be addressed before testing again. |
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More importantly i completely forgot to adjust the throw_atom usage in Xeno Ability code (prae hooking, warrior lunge in particular) to account for the fact throw_atom returns immediately. Soooooooooooooo........................................ Bad time. |
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
Implement SSlaunch, a subsystem that runs throwing operations, in place of the current loop-sleep.
Explain why it's good for the game
By being scheduled bare without a SS, current throws especially with our bad explosions situation are prone to causing overtime. This is because they'll queue many movements at once. By scheduling them on a SS, we can ensure they do not take too much tick runtime and limit stuttering of the game.
Testing Photographs and Procedure
Only did basic testing, this will have to be tested more thoroughly and/or live
Changelog
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code: Rewrote backend for the movement of thrown items. Some differences in throwing speed may be expected.
/:cl: