Here's an idea: nested hitboxes. Instead of all damage being equal, you take more damage the deeper you are into the hitbox nest. Then have sword upgrades extend the ranges of the inner-hitboxes.
Due to the fact there is still a common belief that GtA's HD is serverside, I will take this opportunity to point out that both GtA's and Default hit detection are 100% clientside, and that absolutely no code remains from previous hit detection or recoil systems. In fact the amount of code that was either re-used or adapted from pre-wipe Classic (2009) is negligible.
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So did you reverse engineer everything from the default client after I already did even though there was code available for you to look at? You likely have done plenty of reverse engineering that I didn't do, as would kind of be helpful for implementing clientside HD behavior without everyone complaining that it's not Classic enough. I've also noticed a few aesthetic changes from defaults, particularly in gani handling.