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fix: Prevent phantom strafe bug by clearing player velocity in ObjectCreateDetailedMessage (#1322)
Players would strafe without input after mode switches (gmtoggle) or zone transitions when moving during the transition. The client was receiving stale velocity data in PlacementData, causing it to restore phantom input state. Fix: Always send None for velocity in player ObjectCreateDetailedMessage packets. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: 2revoemag <2revoemag@users.noreply.github.com> Co-authored-by: Claude <noreply@anthropic.com>
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@ -16,7 +16,7 @@ class AvatarConverter extends ObjectCreateConverter[Player]() {
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Success(
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if (obj.VehicleSeated.isEmpty) {
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PlayerData(
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PlacementData(obj.Position, obj.Orientation, obj.Velocity),
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PlacementData(obj.Position, obj.Orientation, None),
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MakeAppearanceData(obj),
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MakeCharacterData(obj),
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MakeInventoryData(obj),
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@ -38,7 +38,7 @@ class AvatarConverter extends ObjectCreateConverter[Player]() {
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Success(
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if (obj.VehicleSeated.isEmpty) {
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DetailedPlayerData.apply(
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PlacementData(obj.Position, obj.Orientation, obj.Velocity),
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PlacementData(obj.Position, obj.Orientation, None),
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MakeAppearanceData(obj),
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MakeDetailedCharacterData(obj),
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MakeDetailedInventoryData(obj),
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