Port over discrete pavise aim and slam locking systems from my addon#51
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CreepZoneTNT wants to merge 6 commits intoVeeveene:masterfrom
Open
Port over discrete pavise aim and slam locking systems from my addon#51CreepZoneTNT wants to merge 6 commits intoVeeveene:masterfrom
CreepZoneTNT wants to merge 6 commits intoVeeveene:masterfrom
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# Conflicts: # Content/Guardian/OrchidModGuardianShield.cs
… added, and attempted to add a slam rotation lock feature (there is a small glitch where the sprite flips upside down if you slam to the left and then look right while shouldFlip is true, but it's the best I can do right now)
… added, and attempted to add a slam rotation lock feature (there is a small glitch where the sprite flips upside down if you slam to the left and then look right while shouldFlip is true, but it's the best I can do right now)
# Conflicts: # Content/Guardian/GuardianShieldAnchor.cs
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For one of the pavises in my addon I created a system that snaps the cursor to the nearest 90° angle, but it was a very hacky solution that involved fighting against the anchor's preset aiming logic. So, I thought it would come in handy if such a feature was added to Orchid's codebase itself, where it can more closely integrate with the
GuardianShieldAnchorlogic. without resorting to shenanigans.I also expanded on the concept with the option to specify more or less than 4 snap points with the
discreteAimIncrementsfield, and a way to rotate the main reference angle withdiscreteAimRotation.While I was at it, I also added a
SlamEndmethod to go along with theBlockEndmethod recently added, and - another feature from my addon - a slam rotational lock feature. (Although this one has a small glitch involvingshouldFlipthat I couldn't solve in time)