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wesleywh avatar wesleywh commented on June 25, 2024

Confirmed.

from easymultiplayer-invector.

wesleywh avatar wesleywh commented on June 25, 2024

This is happening because a switch happens when you equip a melee weapon inside the

protected virtual bool DrawWeaponsImmediateConditions()

function that lives in the vDrawHideMeleeWeapons component. I'm suspecting that the melee.weakAttackInput.GetButton() is triggering a reset to be sent to the server every second when the button is held. Not a 100% confirmed yet but I bet the issue lives in the MP_vInput component in the GetButton function.

from easymultiplayer-invector.

wesleywh avatar wesleywh commented on June 25, 2024

I figured out what is going on. It's going to take a little bit to implement a fix. Basically it is this.

The curBoolValue and prevBoolValue are shared between all methods GetButtonDown, GetButton, GetButtonUp, etc. For certain button presses this is okay but for others, like the WeakAttackInput this MUST be separated out to individual actions. So I made the following new variables:

curHoldBoolValue
curUpBoolValue
curDownBoolValue
prevHoldBoolValue
prevUpBoolValue
prevDownBoolValue

In the MP_vInput component. I also added some additional logic to check for button names with keywords to make sure that down and up buttons are reset properly as with the new setup it will only send to the server on a true result. So the server will need to reset the buttons to a false result to properly work. There is a lot to work through but that's the current issue. I will add a hotfix to the #downloads channel when I have completed my work.

from easymultiplayer-invector.

wesleywh avatar wesleywh commented on June 25, 2024

This has been resolved and was able to optimized the amount of network calls that take place. I have included a hotfix in the #downloads channel on discord until the next release.

from easymultiplayer-invector.

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