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Raycast Step Implementation #498

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@theclashingfritz theclashingfritz commented Nov 15, 2024

A raycast based step implementation based off Kaze Emanuars raycasted step system.

This PR has a couple of things to do before merge:

  1. Testing, You can toggle it on with gBehaviorValues.MarioRaycastSteps which is False by default.
  2. Cleanup on the code styling to be inline with the rest of the game,
  3. Figure out if Kaze Emanuar is okay with this being in Co-Op at all.

Besides those things. This PR should be ready. Feel free to discuss remarks or any other things.

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theclashingfritz commented Nov 16, 2024

Thank you for the playtest! You did find some really weird oddities so thank you. It looks like the wallkicks thing is similar to a glitchy wallkick-I wonder if those are fixed it'd stop doing that.

The spot you're unable to jump in front of DDD, I don't think there is a fix for. It looks like it may be exposed OOB which is likely normally skipped by the older systems quartersteps.

Any rising platform clip is unintended so thanks for pointing them out. Same for the weird Whomp King clip.

I'll also look into the weird ledgegrabs

@Isaac0-dev Isaac0-dev marked this pull request as draft November 26, 2024 01:48
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marked this as draft for now, feel free to undo that after Kaze approves of this, and it seems stable.

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3 participants