Restored vanilla pause buffering and input behavior broken by 'easy frame advance' cheat #2511
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Currently, holding A and repeatedly pausing and unpausing will cause that A input to be repeated, resulting in Link rolling without additional A inputs. Similarly, holding Z and unpausing in front of a candidate actor will cause Link to switch Z-targeting to that actor. In vanilla, pausing and unpausing does not repeat inputs this way.
As a side effect, this also does not allow inputs to be buffered before the Subscreen has finished its closing animation, which is how vanilla also works. The "freeze" before the game resumes is considerably shorter in Shipwright, but it'd be better to implement a fake delay there if we want to make it more forgiving.
Build Artifacts