Refactor into ResetState, RemoveAllGhosts, use RemoveGhost, PR #29 changes #52
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
I tried to do some of the things #29 does without changing any of the logic of it for now.Reasoning about #29 might become easier when rebased onto/rewritten on top of this... I dunno.I know with this Glyph is still as broken as ever and with #29 it seemed a lot better. :widegladeline:Edit.
This now does the same things #29 does, namely the change that ResetState calls RemoveAllGhosts() on scene changes, and that the LastFrames now get replayed within scene.OnEndOfFrame, which also necessitated ghost creation changes (see comments on #29).
I added the logger warning just in case the change in
void Handle(CelesteNetConnection con, DataPlayerState state)
would somehow turn out not to be equivalent to before, but that'd be really weird.