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Add cl_dummy_resetonswitch 2
Idea by ChillerDragon: Only resets the active tee. So if you hold right and switch your dummy keeps walking. But if you switch back you don't have to press right twice to walk again. Fix #1854
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@ -390,8 +390,9 @@ void CGameClient::OnDummySwap()
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{
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if(g_Config.m_ClDummyResetOnSwitch)
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{
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m_pControls->ResetInput(!g_Config.m_ClDummy);
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m_pControls->m_InputData[!g_Config.m_ClDummy].m_Hook = 0;
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int PlayerOrDummy = (g_Config.m_ClDummyResetOnSwitch == 2) ? g_Config.m_ClDummy : (!g_Config.m_ClDummy);
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m_pControls->ResetInput(PlayerOrDummy);
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m_pControls->m_InputData[PlayerOrDummy].m_Hook = 0;
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}
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int tmp = m_DummyInput.m_Fire;
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m_DummyInput = m_pControls->m_InputData[!g_Config.m_ClDummy];
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@ -114,7 +114,7 @@ MACRO_CONFIG_COL(ClDummyColorFeet, dummy_color_feet, 65408, CFGFLAG_CLIENT|CFGFL
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MACRO_CONFIG_STR(ClDummySkin, dummy_skin, 24, "default", CFGFLAG_CLIENT|CFGFLAG_SAVE, "Dummy skin")
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MACRO_CONFIG_INT(ClDummy, cl_dummy, 0, 0, 1, CFGFLAG_CLIENT, "0 - player / 1 - dummy")
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MACRO_CONFIG_INT(ClDummyHammer, cl_dummy_hammer, 0, 0, 1, CFGFLAG_CLIENT, "Whether dummy is hammering for a hammerfly")
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MACRO_CONFIG_INT(ClDummyResetOnSwitch, cl_dummy_resetonswitch, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Whether dummy should stop pressing keys when you switch")
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MACRO_CONFIG_INT(ClDummyResetOnSwitch, cl_dummy_resetonswitch, 0, 0, 2, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Whether dummy or player should stop pressing keys when you switch. 0 = off, 1 = dummy, 2 = player")
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MACRO_CONFIG_INT(ClDummyRestoreWeapon, cl_dummy_restore_weapon, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Whether dummy should switch to last weapon after hammerfly")
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MACRO_CONFIG_INT(ClDummyCopyMoves, cl_dummy_copy_moves, 0, 0, 1, CFGFLAG_CLIENT, "Whether dummy should copy your moves")
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