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Player set/get cannotMove #2553
Player set/get cannotMove #2553
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if we set canMove to true, do we still cancelNextWalk?
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I too was wondering about cancelNextWalk always being set to true in this function. What is the reason for the code not being this or similar
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I'm still curious about this.
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My guess is to fix desync issues mid-action, this is called to toggle the states, but no matter which direction it toggles to, you dont want to give the user half a sqm headstart as it may create odd client behavior. So even if you just got permission to walk, the character pos gets a cancel byte one last time to set the timings straight. (I might be wrong though).
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@Znote but if player is already movement blocked then he cannot walk, so what desynchro?