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When moving at high speed, it's likely that WallJumpCheck(1) and WallJumpCheck(-1) are both true (#). However, in NormalUpdate, right wall/climb jump takes priority, so if (#) happens, player will not be able to left climb jump. This issue has occurred several times in different TASes.
I guess WJ_CollideCheck needs to check the sign of Player.Speed.X, but i'm not sure.
The text was updated successfully, but these errors were encountered:
Unfortunately, this is a parity issue designed into the Vanilla Normal/Dash Update of the player.
The actual issue is that when moving at high speed, the WallJumpCheck is registering on both sides of the block. I believe that a recent update fixed this issue, but if it's still persisting please let me know so I can patch it.
When moving at high speed, it's likely that WallJumpCheck(1) and WallJumpCheck(-1) are both true (#). However, in NormalUpdate, right wall/climb jump takes priority, so if (#) happens, player will not be able to left climb jump. This issue has occurred several times in different TASes.
I guess WJ_CollideCheck needs to check the sign of Player.Speed.X, but i'm not sure.
The text was updated successfully, but these errors were encountered: