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- Reset the crouch toggle only when loading a new game, not every time we clear out the input.
* We need to preserve the crouch toggle when loading saves. * Deliberately not resetting during level transitions as each level in an episode is interconnecting.
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3 changed files with 10 additions and 4 deletions
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@ -82,13 +82,12 @@ bool scaletozero(DAngle& angle, const double scale, const double push)
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//---------------------------------------------------------------------------
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//
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// Clears entire game input state.
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// Clears crouch toggle state for new games.
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//
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//---------------------------------------------------------------------------
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void GameInput::Clear()
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void GameInput::resetCrouchToggle()
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{
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memset(this, 0, sizeof(*this));
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crouch_toggle = false;
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}
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@ -60,6 +60,12 @@ public:
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ActionsToSend |= action;
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}
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// Clear all values within this object.
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void Clear()
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{
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memset(this, 0, sizeof(*this));
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}
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// Receives mouse input from OS for processing.
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void MouseAddToPos(float x, float y)
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{
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@ -71,7 +77,7 @@ public:
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void processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const float turnscale = 1.f);
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void processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void getInput(const double scaleAdjust, InputPacket* packet = nullptr);
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void Clear();
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void resetCrouchToggle();
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};
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struct PlayerAngles
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@ -156,6 +156,7 @@ void NewGame(MapRecord* map, int skill, bool ns = false)
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gi->NewGame(map, skill, ns);
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gameaction = ga_level;
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ResetStatusBar();
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gameInput.resetCrouchToggle();
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});
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}
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