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Set visualonroof/visualonground to 1 on vertical platforms
This fixes one of two desyncs in my Nova TAS. The problem is that by adding two frames of edge-flipping to vertically moving platforms, Viridian's framedelay is updated for one extra frame after they step off of a vertically-moving platform. This then messes up Viridian's drawframe for the rest of the TAS until they die in a drawframe-sensitive trick. The solution here is to only set the visual onroof/onground to 1 instead. The logical onroof/onground is still 2, so players still have two frames of edge-flipping off of vertically-moving platforms - it just won't really look like it (not that you could easily tell anyway).
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1 changed files with 2 additions and 2 deletions
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@ -4508,14 +4508,14 @@ void entityclass::movingplatformfix( int t, int j )
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entities[j].yp = entities[t].yp + entities[t].h;
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entities[j].vy = 0;
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entities[j].onroof = 2;
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entities[j].visualonroof = entities[j].onroof;
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entities[j].visualonroof = 1;
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}
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else
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{
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entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
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entities[j].vy = 0;
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entities[j].onground = 2;
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entities[j].visualonground = entities[j].onground;
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entities[j].visualonground = 1;
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}
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}
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else
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