Fix Walk Speed Input Polling#765
Fix Walk Speed Input Polling#765YoshiMilkman wants to merge 9 commits intoHackerN64:develop/2.4.0from
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arthurtilly
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not a chance we are having a define for this
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Duplicate of: #506 |
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does this now fix the thing where if you were walking backwards and held forwards it'd snap forward |
…n when holding a light object (Heavy objects like Chuckya are fine already)
…n when holding a light object (Heavy objects like Chuckya are fine already)
| // When starting a walk, make a few checks and set Mario's speed to 8 on the first frame. | ||
| // This ensures Mario's speed is set consistently when starting a walk. | ||
| // We use m->actionArg here since it's a global variable that gets initalized to 0 elsewhere. | ||
| if (m->forwardVel <= 8.f && !m->actionArg |
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Probably makes more sense to use actionTimer for this instead of actionArg. actionTimer would need to be incremented somewhere (probably this function) rather than hardset to 1, and would need a conditional to cap it.
This is still a movement change so I'm hesitant to merge this without some sort of define for this, even if it's ultimately not inside a config file. Seems like this isn't even useful for framewalking thanks to the steep slope check, so idk how much benefit this offers anyway (Kaze seems to think it's noticeable though).
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WE ARE NOT MAKING THIS A DEFINE!!!!!!
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Hey, I did say it'd need to be housed outside of the config file...
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idk status on this. seems like arctic had an unresolved issue |
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As this involves changing movement and is generally risky, this PR will be closed for now. |
This adds a define to make accelerating from idle more consistent. Some controllers don't end up outputting a high enough magnitude frame 1, meaning Mario's acceleration can be inconsistent. This PR aims to add a define that fixes that.