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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@@ -363,9 +363,11 @@ func _process(dt: float) -> void:
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_mobile_active = true
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_is_going = false
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_last_wasd = Vector2.ZERO
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# GameCamera 位于 head + (sin yaw, cos yaw)*dist 并看向 head:视线的水平前方是
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# -(sin yaw, cos yaw),屏幕右 = 前方 × UP。
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var mobile_yaw: float = (camera.heading() if camera and camera.has_method("heading") else 0.0)
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var mobile_fwd := Vector3(sin(mobile_yaw), 0, cos(mobile_yaw))
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var mobile_right := Vector3(mobile_fwd.z, 0, -mobile_fwd.x)
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var mobile_fwd := -Vector3(sin(mobile_yaw), 0, cos(mobile_yaw))
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var mobile_right := Vector3(-mobile_fwd.z, 0, mobile_fwd.x)
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wish = (mobile_fwd * -mobile_axis.y + mobile_right * mobile_axis.x).normalized()
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elif wasd != Vector2.ZERO:
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_mobile_active = false
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@@ -379,8 +381,8 @@ func _process(dt: float) -> void:
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_last_wasd = wasd
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_is_going = false # 键盘覆盖点地(NEW_MoveToDirection:m_isGoing = FALSE)
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var yaw: float = (camera.heading() if camera and camera.has_method("heading") else 0.0)
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var fwd := Vector3(sin(yaw), 0, cos(yaw))
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var right := Vector3(fwd.z, 0, -fwd.x)
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var fwd := -Vector3(sin(yaw), 0, cos(yaw))
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var right := Vector3(-fwd.z, 0, fwd.x)
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wish = (fwd * -wasd.y + right * wasd.x).normalized()
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elif _is_going:
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_mobile_active = false
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