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Fix Move regression #19349
Fix Move regression #19349
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This doesn't appear to be sufficient to solve the issue, or maybe i'm doing something silly. Testcase:
The Medium Tank surges ahead with noticable jerks showing that it is still double-ticking. |
Updated. Fingers crossed, but I think I got it. Passes the above testcase now, at least. Changed the approach to tracking the world tick we're on, which I believe makes for cleaner and easier-to-understand code, too. |
Good idea. I think we might now be able to remove the |
Updated, but put the changes in a separate commit for now. |
LGTM otherwise and I didn't see any problems with a quick test ingame after making the above change. So 👍 after addressing that and squashing. |
If progress == Distance, we must not move again on the same tick, but still 'return true' to avoid losing a tick in the case when this is the last Move tick followed by a different activity (or a new queued Move, for example via waypoints).
Updated. |
If
progress == Distance
, we must not move again on the same tick, but stillreturn true
to avoid losing a tick in the casewhen this is the last
Move
tick followed by a different activity (or a new queuedMove
, for example via waypoints).Fixes #19347.