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CS:DE Walking Smoothness in EO


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Okay so when there is alot of players, or stress on the machine walking can become a little buggy, choppy, or just looks glitchy at times. This fix will aloow peak smoothness of walking even if your systems are running perfectly. All this is done client side!

First in modGameLogic, in Sub ProcessMovement find:
```
Select Case Player(Index).Moving
        Case MOVING_WALKING: MovementSpeed = ((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X))
        Case MOVING_RUNNING: MovementSpeed = ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X))
        Case Else: Exit Sub
    End Select
```
Replace that whole code to this:

```
Select Case Player(Index).Moving
        Case MOVING_WALKING: MovementSpeed = RUN_SPEED '((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X))
        Case MOVING_RUNNING: MovementSpeed = WALK_SPEED '((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X))
Case Else: Exit Sub
    End Select
```
Whala your done.

Credits: Jcsnider
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Note that this will make your character run INSANELY FAST if you don't adjust a few other things when your picscreen has a different size or whatever. You'll need to change the same for NPC movement along with the movement speed constants. ;]
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@Scypher:

> Note that this will make your character run INSANELY FAST if you don't adjust a few other things when your picscreen has a different size or whatever. You'll need to change the same for NPC movement along with the movement speed constants. ;]

Why? Player movement is still processed under a time interval…

And he is mainly referencing to map scrolling... he can change the npc movement and stuff if he wants but that is not as important.
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I just tried this in ED with the different screensize, and without the math in it it suddenly made my char run four times as fast ;) It might look the same in a standard EO but it is not for modified screen sizes.
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Glad to help. This is mainly for when your server host has lagg or if your client has lag. This will make gameplay more smoother when walking around.
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  • 3 weeks later...
It simply removed a bodged FPS-based movement modifier that someone made a while back.

Ignore the bloke with the gold name. This system works fine as it's the default movement system used in every single Mirage-based source ever.

We tried something new and it didn't work. That's it.
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