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TFS 1.X+ Match character movement duration to diagonal movement cooldown.

kubiczi123

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Hey. Im in search of improving the UX of player movement.
Currently the character moves diagonally very fast, then has to wait.
Is there a way to sync the character movement speed with the movement cooldown? (As in, you can walk right again after the diagonal movement animation is done)
Post automatically merged:

Alright nevermind...
Already found it.
client/src/creature.cpp
C++:
void Creature::updateWalk(const bool isPreWalking)
{
    const float walkTicksPerPixel = getStepDuration(true) / static_cast<float>(g_gameConfig.getSpriteSize());
    const int totalPixelsWalked = std::min<int>(m_walkTimer.ticksElapsed() / walkTicksPerPixel, g_gameConfig.getSpriteSize());
    // needed for paralyze effect
    m_walkedPixels = std::max<int>(m_walkedPixels, totalPixelsWalked);
    updateWalkAnimation();
    updateWalkOffset(m_walkedPixels);
    updateWalkingTile();
    if (m_walkedPixels == g_gameConfig.getSpriteSize()) {
        if (isPreWalking) resetWalkAnimationPhase(true);
        else terminateWalk();
    }
}

Simply change the "true" in getStepDuration() to "false".
C++:
uint16_t Creature::getStepDuration(bool ignoreDiagonal, Otc::Direction dir)
 
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