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One tick after a loadstate, the velocity of the player will be reset for one tick, which desyncs the rest of the TAS.

I was able to trace the issue back to the NetHandlerPlayServer, where the player is processed. If the player is not added to the chunk on the server side, a collision check with the nearest block would fail (kinda like walking into unloaded chunks) and the velocity would be reset to 0, which would then get sent to the client.

To fix this, I add the player to yet another chunk variable. Hopefully this will not bite me in the future

Still trying to fix player movement after savestate
@ScribbleTAS ScribbleTAS added the Savestates Issue is related to savestates label May 5, 2025
@ScribbleTAS ScribbleTAS requested a review from PancakeTAS May 5, 2025 15:17
@ScribbleTAS ScribbleTAS self-assigned this May 5, 2025
@github-project-automation github-project-automation bot moved this to Todo in TASmod May 5, 2025
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"i give up"

@ScribbleTAS
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NEVER GIVE UP

@ScribbleTAS ScribbleTAS merged commit 31b85f3 into MinecraftTAS:develop May 5, 2025
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@github-project-automation github-project-automation bot moved this from Todo to Done in TASmod May 5, 2025
@ScribbleTAS ScribbleTAS deleted the fix/savestate branch May 5, 2025 15:19
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