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Lean toggle reset on sprint and jump plus hold priority over toggle except when toggling twice #1495
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sunzenshen
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For what it's worth, this works for how I usually use lean, but interested to see what someone with more experience with the movement mechanics would think.
VantoNortim
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Working as intended. However some sides notes, if you can't actually jump/run it will untoggle your lean. On the other hand falling does not even though it unleans you.
if (IsSprinting() || IsAirborne()) { IN_LeanToggleReset(); return; }
Could have these reset in c_neo_player but this is fine as well.
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687c776
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I guess toggling off relevant toggles when pressing the sprint or jump key where the action wasn't actually performed (because of freeze time or because unable to sprint) could feel weird. The original doesn't have toggle lean, but aim doesn't reset when the sprint button is pressed, only if the player successfully started sprinting, so following this behavior I also made the lean only reset when the player jumps or sprints. This does introduce the discrepancy that supports now cannot un-lean by pressing the sprint button, but they can still stop walking by pressing the sprint button. Should I leave this as is? I think its kinda cool that you can toggle off walking just by pressing sprint, regardless of whether you can actually sprint or not, since we don't have a walking indicator |
Description
solves the same problem as #1493 but keeps separate keybinds for hold and toggle lean. Also allows a hold bind to lift a toggle bind for the same behavior and adds that to the lean and walk binds
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