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TeleportID implementation and usage #1366

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Killfrra opened this issue Mar 21, 2022 · 0 comments
Open

TeleportID implementation and usage #1366

Killfrra opened this issue Mar 21, 2022 · 0 comments

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@Killfrra
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In the original league, packets only have a TeleportId if the HasTeleportID field is set. Also in the LS it is possible to create a visibility packet containing MovementData without this field set. And in general, the useTeleportID parameter is used too often, instead of just two cases: teleportation and appearance in the field of view - because of this, the client fails to smooth the movement

lzardy pushed a commit that referenced this issue Mar 25, 2022
I wrote "progress" because I still have to use teleportation for collisions. Otherwise, collision avoidance comes into play and the minions go in different directions. They are already trying to do this, but in the *indev* branch they are teleported away every tick of the server. This also looks ugly, but I decided to keep this behavior.
At least now, instead of recalculating the entire path, a collision only changes the zero point of the path. And this is usually enough, because the collision only throws the unit back a little.
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