Combo melee now checks combo

This commit is contained in:
Sam
2021-02-27 18:01:07 -05:00
parent f24433c8cf
commit 404c7f0905
10 changed files with 33 additions and 43 deletions

View File

@ -586,14 +586,6 @@ pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool
}
}
pub fn continue_combo(data: &JoinData, update: &mut StateUpdate, combo_data: (u32, u32)) {
handle_ability1_input(data, update);
if let CharacterState::ComboMelee(data) = &mut update.character {
data.stage = combo_data.0;
data.combo = combo_data.1;
}
}
/// Determines what portion a state is in. Used in all attacks (eventually). Is
/// used to control aspects of animation code, as well as logic within the
/// character states.