[fixed] about moving
Posted: Thu Feb 26, 2009 12:36 am
<taxman> char stay at some point
<taxman> char cant move up (N) - blocking tile
<taxman> char cant move right (E) - blocking tile
<taxman> client disable try to move NE
<taxman> at NE no blocking tiles
<Nando_k> hmm
<taxman> if you sends move request to move at NE - core allows it
<taxman> but pure client no
<Nando_k> I see
<taxman> so if you use something like inject - you have advantage
<Nando_k> in fact, that's kinda old
<taxman> i think it need to be disabled by core
<Nando_k> I remember being discussed on the old egroups
<Nando_k> hmm
<Nando_k> so basically, when moving in diagonals, you should check both side directions
<Nando_k> makes sense..
<taxman> client does it
<taxman> i think core must have same behaviour
<Nando_k> sure
<Nando_k> it blocks only if BOTH directions block?
<taxman> yes afair
<taxman> btw this bug used for house intrusion
<taxman> some houses havnt corner blocks in foundation
<Nando_k> I know :/
<taxman> char cant move up (N) - blocking tile
<taxman> char cant move right (E) - blocking tile
<taxman> client disable try to move NE
<taxman> at NE no blocking tiles
<Nando_k> hmm
<taxman> if you sends move request to move at NE - core allows it
<taxman> but pure client no
<Nando_k> I see
<taxman> so if you use something like inject - you have advantage
<Nando_k> in fact, that's kinda old
<taxman> i think it need to be disabled by core
<Nando_k> I remember being discussed on the old egroups
<Nando_k> hmm
<Nando_k> so basically, when moving in diagonals, you should check both side directions
<Nando_k> makes sense..
<taxman> client does it
<taxman> i think core must have same behaviour
<Nando_k> sure
<Nando_k> it blocks only if BOTH directions block?
<taxman> yes afair
<taxman> btw this bug used for house intrusion
<taxman> some houses havnt corner blocks in foundation
<Nando_k> I know :/