by Granger » Wed Dec 13, 2017 11:35 pm
Sounds like the server switches states (walking/swimming) when it detects the characters transitioning from a tile that needs swimming to one that dosn't (and in the other direction) but (I guess as runtime optimisation) dosn't do constant processing in that regard (checking if the movement mode is correct for the current tile) while being idle or on a transition that dosn't change tile type (which is reasonable from the logical standpoint that there is no need to re-check as the prerequisites stayed the same).
But it is somehow able to miss to notice that character moved from one tile to another (must be under some somewhat esoteric circumstances, as it dosn't seem to be easily reproduceable), so the character is still in one mode while already on a tile type that isn't compatible.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020