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[Confirmed] Mirana being able to turn during leap

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  • [Confirmed] Mirana being able to turn during leap

    Okay, I know the test client period is nearing its end, so this surely won't get fixed, but its a Test Client issue.
    I actually am not supposed to be here, I should have been busy with some stuff, but whatever...

    Mirana should not be able to turn during Leap.
    She now is properly able to do several stuff, like casting spells, using items, being able to attack, and all. That is all true and correct behaviour.
    But she should be forced to face towards the direction she is leaping at during leap.


    Proof:

    Code:
    01  function Func2009 takes nothing returns nothing
    02    local timer loc_timer01=GetExpiredTimer()
    03    local integer loc_integer01=GetHandleId(loc_timer01)
    04    local unit loc_unit01=(LoadUnitHandle(hashtable001,(loc_integer01),(14)))
    05    local real loc_real01=(LoadReal(hashtable001,(loc_integer01),(212)))
    06    local real loc_real02=(LoadReal(hashtable001,(loc_integer01),(213)))
    07    local real loc_real03=(LoadReal(hashtable001,(loc_integer01),(13)))
    08    local real loc_real04=GetUnitX(loc_unit01)+30*Cos(loc_real03*bj_DEGTORAD)
    09    local real loc_real05=GetUnitY(loc_unit01)+30*Sin(loc_real03*bj_DEGTORAD)
    10    local real loc_real06=200
    11    local real loc_real07=(1-loc_real01/loc_real02)*loc_real06*2
    12    if loc_real07>loc_real06 then
    13      set loc_real07=loc_real06*2-loc_real07
    14    endif
    15    call SetUnitFlyHeight(loc_unit01,Func0134(loc_real07,0),0)
    16    call SetUnitX(loc_unit01,Func0120(loc_real04))
    17    call SetUnitY(loc_unit01,Func0122(loc_real05))
    18    call SetUnitFacing(loc_unit01,loc_real03)
    19    call SaveReal(hashtable001,(loc_integer01),(212),((loc_real01-20)*1.0))
    20    if loc_real07<1 and loc_real01-loc_real02!=0 then
    21      call SaveBoolean(hashtable001,(GetHandleId(loc_unit01)),(214),(false))
    22      call SetUnitFacing(loc_unit01,loc_real03)
    23      call SetUnitAnimation(loc_unit01,"stand")
    24      call SetUnitPathing(loc_unit01,true)
    25      call Func2008(loc_unit01)
    26      call Func2007(loc_unit01)
    27      call PauseTimer(loc_timer01)
    28      call FlushChildHashtable(hashtable001,(loc_integer01))
    29      call DestroyTimer(loc_timer01)
    30    endif
    31  endfunction
    Check the line #18
    loc_unit01 is Mirana herself
    loc_real03 is Mirana's facing angle as she reaches the casting point of Leap
    This function is repeatedly being called every 0.025 secs for Mirana's Leap movement in DotA.


    Effects of this stuff:
    - Mirana still should be able to attack during leap, but only to the units that are between -60/+60 degrees on her leaping direction, in front of her
    - Mirana still should be able to cast arrow during leap, but only towards a point that is within her 120 degree propulsion window
    - Mirana still should be able to use Manta Style, without any restrictions

    Also, I don't know if the propulsion window stuff is in this game.


    I wasn't aware of this until today.
    I feel kind of responsible for this one since it wasn't in my report...
    Whatever

  • #2
    Man, you do a lot of great work helping out the dev team, but never feel guilty or 'responsible' for oversights, when it is not your job in the first place to be aware of them, it is theirs. You are merely an above and beyond good samaritan, who understands code and is willing to catch mistakes. I always enjoy reading your analysis and seeing your proof as to why something is or is not a bug. Good work here, I'm sure it would have gone over looked for much longer had you not caught it.

    Comment


    • #3
      It's really hard to reply when someone posts about him/her being greatful
      Anyway, I'm happy that I can make you enjoy while reading my reports
      knowing that is the best feedback/motivation I can get on this, even better than my reports getting fixed

      You or anyone who likes reading may read my Mirana drama on playdota there, I enjoy re-reading it sometimes: link

      Comment


      • #4
        I wouldn't mind Mirana's Frostabear shitting a stun "pole" out it's ass. Visually displeasing? Perhaps. Part of the Dota 1 mechanics? Seems to be. I mean, even James Bond shot crap out of his exhaust pipe sometimes to "stun" people that were chasing after him.

        Comment


        • #5
          Just wait a second: should Mirana be able to backarrow right now? I'm testing it and she only casts an arrow with no animation at the end of the leap, and she does indeed do a 180 turn in midair. Or am I just bad

          Comment


          • #6
            still happening?
            Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

            Contributions i'd like to highlight:
            My Suggestion: Coaching System
            My Sticky: Intended Changes List
            My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

            Comment


            • #7
              yes.

              Comment


              • #8
                added to sticky.
                Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

                Contributions i'd like to highlight:
                My Suggestion: Coaching System
                My Sticky: Intended Changes List
                My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

                Comment


                • #9
                  Mirana seems to be able to cast arrows with no animation timer during leap for the current live patch, as well as turn any direction when leaping instead of the direction she was facing.

                  Comment


                  • #10
                    Just dropping by to provide some examples of what ThoAppelsin is talking about.

                    Here is an example of her DotA 1 behavior.

                    And here is a video of the Dota 2 behavior.

                    Comment

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