fix(combat): 战斗逐项对齐 40250,修复移动 / 技能释放与武器挂点
- 连击类型由 combo_changed 驱动(SetComboSkillFlag,技能 122 等级) - 命中判定改为 .msa 刀尖 Z 圆柱 vs .msm 防御球(hit_collision.gd 逐行移植) - _register_hit 改为 map::insert 语义,修正命中上限 - 攻速同时缩放 GetAttackingElapsedTime 与攻击动作速率;按武器动作模式目录绑定攻击段 - 去掉本地连击超时,motion_bound 清命中表 / 连击段号 - __ProcessDataAttackSuccess:InsertDelay 硬直、physics_push.gd 击退 + GetBlendingPosition 同步、 命中特效、__HitGood / __HitGreate / __HitStone 受击动作链与抖动(ui/hit_reaction.gd) - ClassicSession::send_use_skill 不再夹带 CG_FLY_TARGETING - mac 前进 / 后退方向与技能释放修复;武器按职业骨骼挂到手上 - 新增 hit_collision / physics_push / hit_view / net_world_push / weapon_attach 测试; gpu_pose_bounds / race_motion_assembly 适配 damage 随机变体 - 文档:CLIENT-GAP.md、CLIENT-GAP-FIX.md §3.5 / §3.7 与 C.5 增量 130 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ft3kXpNdLbKEfg5uDLfqVF
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@@ -71,6 +71,10 @@ func _run() -> void:
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_ck(gs.pc != null, "player_controller built")
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_ck(gs.net_world != null, "net_world built")
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_ck(gs.net_play != null, "net_play built")
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# §3.7 命中特效 m_dwBattleHitEffectID:net_play 用场景的特效注册表,挂在实体挂载点下
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_ck(gs.net_play != null and gs.fx != null and gs.net_play.fx == gs.fx \
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and gs.net_play.fx_parent == gs.get_node_or_null("Entities"),
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"net_play.fx / fx_parent wired to the scene effect registry + entity mount")
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_ck(gs.hud != null, "hud built")
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_ck(gs.get_node_or_null("AppLifecycle") == null,
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"GameScene does not create a second lifecycle coordinator")
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