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Togglable inputs; toggle_duck, toggle_jump, toggle_sprint, toggle_walk #929
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Did the proposed change, nicely simplifies things. Also added a check for duck toggled in keypress hud to properly display that; captures the time between pressing and fully ducking. |
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Implemented the requested changes. Also I found that the run safeguards are hit when inputs are toggled on, should this be the case? For now I changed it to only safeguard if the button is held down, not toggled. |
I'm inclined to say yes; it's still movement keys, and they took the easy way out of toggling it instead of holding it, so I would expect it to behave as if they have it pressed (as does the |
Implements toggle_jump. Moved toggle_duck into mom_player to centralize toggling inputs Networked jump toggle as it is required for the keypress hud to display correctly.
OVERRIDE -> override Remove `ApplySchemeSettings` by specifying `bgcolor_override` in `HudLayout.res`.
Implemented similar to the jump toggle. Networked to connect to keypress hud. Untoggles when not able to walk/sprint.
Also found that the run safeguards are triggered on toggled inputs.
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Closes #921
Closes #923
toggle_jump
,toggle_sprint
, andtoggle_walk
commands.toggle_duck
from being ahop only.toggle_jump
to gamemodes with autohoptoggle_sprint
andtoggle_walk
for gamemodes that have those (usingGameModeHUDCapability
)toggle_duck
intomom_player
to better centralize the togglable inputs.PlayerRunCommand
, appending inputs if they have been toggled on.toggle_sprint
andtoggle_walk
untoggle when player is stopped from sprinting/walking.player
andin_main
& minorly fixed up the keypress display (OVERRIDE
->override
, moving multi-line method out of class declaration, changed bgcolor to be an animation var instead of hardcoded).Checklist
momentum_english_ref.res
file with the changes, rantokenizer.py
to generate an up-to-date localization file, and have committed both the.res
file changes and the new localization.txt
fileserver_momentum.vpc
/client_momentum.vpc
/ etc)