fix(B.6): speculative auto-walk uses WalkRunThreshold=15 to match ACE
User report: 'No we only walk, not running from the correct threshold. regression?' Cause: InstallSpeculativeTurnToTarget passed walkRunThreshold=9999, which made BeginServerAutoWalk evaluate the initial-distance run/walk decision as walk-mode (no distance > 9999). ACE's MovementType=6 arrives ~100 ms later with the real wire threshold (15.0) and overwrites, but the body had already started walking by then; for far targets near the 15 m boundary, the speculative walking shortened the distance enough that ACE's overwrite re-evaluated to walk also. Fix: pass 15.0 in the speculative install — matches ACE's default MoveToParameters.SetDefaults() for non-combat Use/PickUp. Effect: a >15 m target now correctly enters run-mode at the speculative install, and the ACE overwrite preserves that decision. The body runs all the way, stopping at the target as before.
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1 changed files with 10 additions and 5 deletions
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@ -9323,11 +9323,16 @@ public sealed class GameWindow : IDisposable
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minDistance: 0f,
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distanceToObject: useRadius,
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moveTowards: true,
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// High walkRunThreshold → walk mode by default. If the
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// body is far enough to actually need to run, ACE's
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// subsequent MovementType=6 will overwrite with the
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// wire's real threshold.
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walkRunThreshold: 9999f);
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// 15 m matches ACE's MoveToParameters.SetDefaults
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// WalkRunThreshold for non-combat Use/PickUp paths.
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// Using 9999 here forced walk-mode for the brief window
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// between this speculative install and ACE's MovementType=6
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// overwrite — far targets briefly walked before switching
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// to run, which the user observed as "we only walk, not
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// running from the correct threshold". 15.0 lines up with
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// what ACE will send anyway, so the initial decision and
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// the overwrite agree.
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walkRunThreshold: 15.0f);
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}
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/// <summary>
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