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Allow holding ability keys again
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parent
74eacbe27c
commit
ae0a3076e3
@ -161,7 +161,7 @@ pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
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/// Will attempt to go into `loadout.active_item.ability1`
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pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.primary.is_just_pressed() {
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if data.inputs.primary.is_pressed() {
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if let Some(ability) = data
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.loadout
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.active_item
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@ -176,7 +176,7 @@ pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
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/// Will attempt to go into `loadout.active_item.ability2`
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pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.secondary.is_just_pressed() {
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if data.inputs.secondary.is_pressed() {
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if let Some(ability) = data
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.loadout
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.active_item
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@ -191,7 +191,7 @@ pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
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/// Will attempt to go into `loadout.active_item.ability3`
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pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.ability3.is_just_pressed() {
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if data.inputs.ability3.is_pressed() {
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if let Some(ability) = data
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.loadout
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.active_item
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@ -207,7 +207,7 @@ pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
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/// Checks that player can perform a dodge, then
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/// attempts to go into `loadout.active_item.dodge_ability`
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pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.roll.is_just_pressed() {
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if data.inputs.roll.is_pressed() {
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if let Some(ability) = data
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.loadout
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.active_item
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