Please reference a comment stating that this comment was ever made by me. In fact, please show me where the timer has actually been worked on in the past besides the latest addition that fixed half of the current swing timer project when the tick based system was implemented...Mirage wrote: Anyway......you've preached every single time that "this time the timer is going to be correct" and it's been changed how many times? Same goes with quite a few research projects that you've done in the past.
The same default timer used in the RunUO code(minus the addition of the way the timer elapses based on movement) is being used here and has never been modified or altered in any way shape or form. The movement restriction was implemented here long before my arrival to the shard. The only reason it was ever deemed accurate was based on visual interpretation inside of the demo before it was ever decompiled. It was later discovered that the only reason this mistake was able to take place was based on the range check that looped the timer when you were out of range. When running back and forth with the combatant during the test the swing would restart when you were out of range creating this grossly error. At least until Batlin recently decompiled the original timer a few months back.
Please don't make false accusations like this in the future son.