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Previous version skipped collision the frame immediately after a call to SetPos. It worked for one-off calls (teleports for instance) and continuous call along a pre-defined path (scenic travel). However, in the case of mod which uses SetPos to simulate a player-controlled movement, it is equivalent to using tcl. Solution: 1/ skip update of mPosition and mPreviousPosition to avoid janky interpolation 2/ use back plain moveObject() instead of moveObjectBy() since we don't want physics simulation 3/ rework a little bit waterwalking influence on coordinate because of 1/ |
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