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Refactor into ResetState, RemoveAllGhosts, use RemoveGhost, PR #29 changes #52

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@RedFlames RedFlames commented Oct 31, 2022

I tried to do some of the things #29 does without changing any of the logic of it for now.

Reasoning about #29 might become easier when rebased onto/rewritten on top of this... I dunno.

I know with this Glyph is still as broken as ever and with #29 it seemed a lot better. :widegladeline:

Edit.

This now does the same things #29 does, namely the change that ResetState calls RemoveAllGhosts() on scene changes, and that the LastFrames now get replayed within scene.OnEndOfFrame, which also necessitated ghost creation changes (see comments on #29).

I added the logger warning just in case the change in void Handle(CelesteNetConnection con, DataPlayerState state) would somehow turn out not to be equivalent to before, but that'd be really weird.

@RedFlames RedFlames changed the title Refactor into ResetState, RemoveAllGhosts, use RemoveGhost without logic changes Refactor into ResetState, RemoveAllGhosts, use RemoveGhost, PR #29 changes Nov 1, 2022
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