(0020270)
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Blzut3
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2018-12-19 02:58
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This is called client side prediction necessary in an asynchronous game. If you don't want it you can use a duration of -1 on your A_Jump state (since the action function executes on state transition the duration of a state with a guaranteed jump doesn't matter). Or you can use GZDoom multiplayer which is synchronous.
Obviously a client can't predict what the server RNG will return so Zandronum's behavior is to assume the jump is not taken (i.e. go on to the next state) until it gets feedback from the server. |
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