[DiscordArchive] <@261790372743610368> The issue is in the value you get from map->GetHeight, right?
[DiscordArchive] <@261790372743610368> The issue is in the value you get from map->GetHeight, right?
Archived author: Pursche • Posted: 2025-02-19T21:25:55.313000+00:00
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<@261790372743610368> The issue is in the value you get from map->GetHeight, right?
Archived author: Pursche • Posted: 2025-02-19T21:26:18.089000+00:00
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And you are comparing the result of that with the players reported Z position clientside?
Archived author: sudlud • Posted: 2025-02-19T21:27:19.144000+00:00
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I think he’s correcting the z value of the starting position and not of the target, right
Archived author: Pursche • Posted: 2025-02-19T21:28:23.210000+00:00
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Yeah but you shouldn't need to do that either.
Archived author: sudlud • Posted: 2025-02-19T21:28:53.365000+00:00
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Im pretty sure walkline is all in to actually consider your proposal
Archived author: walkline • Posted: 2025-02-19T21:28:54.435000+00:00
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Right. I believe m_caster->GetPosition should be from the client.
Archived author: Pursche • Posted: 2025-02-19T21:30:30.617000+00:00
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As far as I'm aware (and it's been years since I touched emulators), that should straight up what the client sends to the server, and not modified or "corrected" by the server somehow.
Archived author: Nix • Posted: 2025-02-19T21:33:05.574000+00:00
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Who takes the responsibility for handling Z adjustments during a jump
Archived author: Nix • Posted: 2025-02-19T21:33:30.980000+00:00
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Does the client send continuous updates during the jump or is the server supposed to infer the position
Archived author: Pursche • Posted: 2025-02-19T21:34:40.359000+00:00
Original source
Yeah I mean this looks like the exact same kind of issue to me. You're getting the players position (which should be the ground truth of the client), you're passing it through a map->GetHeight() function which is fundamentally flawed and only looks at the player as not having any width, and reports the ground position under the player.
Depending on what is around the player, that ground position could be below the point where the player can actually stand, because the client assumes the player has width.