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update manual for multicommand feature #126

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Thanks for sharing this information about multi-commands

* Dash, Turn
* Turn, Dash

Multi Command idea is implemented in server v.18 to allow players to send more than one main command per cycle.
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Consider The multi command idea ...

* Turn, Dash

Multi Command idea is implemented in server v.18 to allow players to send more than one main command per cycle.
The server v18 can support the belowing combinations:
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belowing => following

So, the server stores Dash and Turn commands' parameters in *M_main_commands_done*,
then will apply them on the player in applying step.

Because of the last two reasons and the structure of the server,
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This paragraph seems to be a duplicate

--------------------------------------------------
Dash Turn Model
--------------------------------------------------
When a player send dash and turn commands respectively, and Turn/Dash pair is exists in *M_possible_commands_pairs*,
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player sends

--------------------------------------------------
Kick Dash Model
--------------------------------------------------
When a player send kick and dash commands respectively, and Kick/Turn pair is exists in *M_possible_commands_pairs*,
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player sends

--------------------------------------------------
Kick Turn Model
--------------------------------------------------
When a player send kick and turn commands respectively, and Kick/Dash pair is exists in *M_possible_commands_pairs*,
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player sends

first, the server processes the kick command to updates ball's accel based on player's information (distance to ball, the difference angle between ball-player and player's body),
then, it process the turn command to calculate player's body angle based on player's velocity and finally updates player's velocity, and player's possition.

In :numref:`multicommand` you can see some example regarding multicommands and how they effect on player and ball.
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some examples

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