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fix: landing, KO velocity and inputs, guard points - #1308
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potsmugen
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Jun 29, 2023
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- Landing from physics A is no longer a loop, thus preventing a game crash if the landing state is also set to physics A
- Extra hit velocity on KO is no longer applied to statetype L
- Adjusted the "input over" flag so that KO characters can now process inputs while the round is still ongoing
- Being KO by itself no longer prevents the character from performing basic actions
- Adjusted PostRoundInput flag to enable inputs in more instances such as KO
- Adjusted "Technical" message so it does not give duplicate messages for some characters
- Minor adjustments and bug fixes to how guard points are recovered
- Every character now recovers them at the same rate, regardless of their maximum guard points. Recovery also happens every frame, including hitpause
- Minor refactor: dizzy and guard break cooldown timers are now referred to as that instead of "counters", to avoid confusion with counter hits
- Minor adjustments and bug fixes to how guard points are recovered - Every character now recovers them at the same rate, regardless of their maximum guard points. Recovery also happens every frame, including hitpause - Minor refactor: dizzy and guard break cooldown timers are now referred to as that instead of "counters", to avoid confusion with counter hits
- Adjusted "Technical" message so it does not give duplicate messages for some characters
- Landing from physics A is no longer a loop, thus preventing a game crash if the landing state is also set to physics A - Extra hit velocity on KO is no longer applied to statetype L - Adjusted the "input over" flag so that KO characters can now process inputs while the round is still ongoing - Being KO by itself no longer prevents the character from performing basic actions - Adjusted PostRoundInput flag to enable inputs in more instances such as KO
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