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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Secondary input now fully functional
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@ -315,12 +315,8 @@ fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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/// is pressed, then attempts to go into Equipping state, otherwise Idle
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pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
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if
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/*data.inputs.primary.is_pressed()
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|| */
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data.inputs.secondary.is_pressed()
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|| data.inputs.ability3.is_pressed()
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|| data.inputs.ability4.is_pressed()
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{
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// data.inputs.primary.is_pressed() || data.inputs.secondary.is_pressed() ||
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data.inputs.ability3.is_pressed() || data.inputs.ability4.is_pressed() {
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attempt_wield(data, update);
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}
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}
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@ -504,6 +500,9 @@ fn handle_ability_pressed(
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pub fn handle_input(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
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match input {
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InputKind::Primary => handle_ability_pressed(data, update, AbilityKey::Mouse1, Some(input)),
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InputKind::Secondary => {
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handle_ability_pressed(data, update, AbilityKey::Mouse2, Some(input))
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},
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}
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}
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@ -513,11 +512,11 @@ pub fn handle_input(data: &JoinData, update: &mut StateUpdate, input: InputKind)
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}
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}*/
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pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.secondary.is_pressed() {
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handle_ability_pressed(data, update, AbilityKey::Mouse2, None);
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}
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}
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// pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
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// if data.inputs.secondary.is_pressed() {
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// handle_ability_pressed(data, update, AbilityKey::Mouse2, None);
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// }
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// }
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pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.ability3.is_pressed() {
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@ -614,7 +613,7 @@ pub fn get_crit_data(data: &JoinData, ai: AbilityInfo) -> (f32, f32) {
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pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
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if attacks_interrupt {
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//handle_ability1_input(data, update);
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handle_ability2_input(data, update);
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// handle_ability2_input(data, update);
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handle_ability3_input(data, update);
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handle_ability4_input(data, update);
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}
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@ -628,7 +627,11 @@ pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool
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{
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false
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},
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AbilityKey::Mouse2 => data.inputs.secondary.is_pressed(),
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AbilityKey::Mouse2 =>
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/* data.inputs.secondary.is_pressed() */
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{
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false
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},
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AbilityKey::Skill1 => data.inputs.ability3.is_pressed(),
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AbilityKey::Skill2 => data.inputs.ability4.is_pressed(),
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AbilityKey::Dodge => data.inputs.roll.is_pressed(),
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