Problem: When client.fps matches world.fps, it's possible to calculate mob.glide_size so that glides take a certain amount of time (and vice-versa). However, when client.fps doesn't match world.fps, the timing of the glides is no longer correct. Since mob.glide_size isn't something that can be changed per-client, this is definitely something that the clients is responsible for.
Compare how uniform the gliding is between matching FPS and different FPS. To me, it's perfect when the FPS matches, and different FPS creates jumpy gliding.
edit: Some of this could be attributed to the way that repeating macros repeat. It's noticeably smoother with a loop that only checks key state, but still not perfect, getting worse the farther apart the FPS are.
Apr 27 2017, 2:22 pm (Edited on Apr 27 2017, 2:33 pm)