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Do not run if sneaking and always running #287

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roginvs
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@roginvs roginvs commented May 17, 2023

This behavior was frustrating me for decades. So now we do not run if dude is sneaking and "always run" option is set

@phobos2077
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phobos2077 commented May 17, 2023

Maybe this (and all other "bug fixes") should be optional. It is in sfall:

;Set to 1 to prevent the player from running while sneaking without Silent Running perk
DontTurnOffSneakIfYouRun=1

There is an argument in sfall community that bug fixes should not be optional. But I'm not sure. Someone might want to play the game with all it's original issues. Some bugs might be controversial. Like how Mega Power Fist spends 2 cells per attack, but if you have only 1 in the "magazine", it will still attack, at "half the price". You might immediately want to fix it, but someone might prefer this "lean" behavior.

@roginvs
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roginvs commented May 17, 2023

@phobos2077 Are you sure that this option works exactly the same way as this PR? It changes https://github.com/sfall-team/sfall/blob/59310dec6d708f82c08514e4955586bcdb25b069/sfall/Modules/MiscPatches.cpp#L569 and as far as I understand it changes one of those if branches to be unconditional. First one makes dude unmovable and second one does the same as parameter name declines: DontTurnOffSneakIfYouRun

We can re-use this option of course and do it as in the description

@phobos2077
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I'm not sure exactly how sfall did it (need to look at the engine dump), but this change should definitely be optional.

And better to look at how exactly sfall approached it, because there are usually more things to consider when implementing game mechanic changes like this. sfall was built on years and years of experience and several generations of modders. It would be wise to at least consider it's approach before jumping the gun.

Like in this case, player might consider it a feature, that he should be mindful about running while sneaking. It's even mentioned in the game's manual AFAIK. Your change removes that mechanic.

@phobos2077
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phobos2077 commented May 18, 2023

Ok, I checked the engine dump. The way sfall does it is: when option is enabled, in dude_run_ function, the sneak status is never reset. Within the animationRegisterRunToTile there is another check that reverts running to walking if these conditions are met.

In short: sfall option does the same, but it's optional and the change to original code is minimal. I'd suggest following sfall approach in this case.

@roginvs roginvs marked this pull request as draft May 19, 2023 12:54
@Lexx2k
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Lexx2k commented May 30, 2023

Should be optional for sure. I personally do not like this change and there can be situations where you quickly want to run away without manually disabling sneak first.

@roginvs roginvs closed this May 30, 2023
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3 participants