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Add adjustable delay to how fast QuickDrop fires #6113
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Add adjustable delay to how fast QuickDrop fires #6113
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Forking a thread waits 1 tick but then WaitTicks correctly waits 10 ticks from before the thread was forked. e.g.:
I don't really understand it but it works as long as QuickDropDelay >= 2 (1 delay ends up the same as 2).
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Do you think that warrants a warning if the delay is too short? I don't see this number being changed too often.
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Waiting ticks is a bit strange - waiting 0 and 1 ticks is effectively the same tick! When we pass in 1 tack then we effectively tell the game to perform this function at the end of the current tick. When we wait 2 ticks, we tell the game to queue it for the next tick.
Effectively we also wait for the 'current' tick.
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I think a comment saying that the minimum is 2 ticks is sufficient.
Is that why some waits have off by 1 error compensation?
fa/lua/EffectUtilitiesUEF.lua
Lines 24 to 29 in b29226f
fa/lua/sim/projectiles/components/TacticalMissileComponent.lua
Lines 132 to 135 in b29226f
fa/lua/sim/units/seraphim/SEnergyBallUnit.lua
Lines 82 to 84 in b29226f