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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
CreepZoneTNT:to-submit
Open

Port over discrete pavise aim and slam locking systems from my addon#51
CreepZoneTNT wants to merge 6 commits intoVeeveene:masterfrom
CreepZoneTNT:to-submit

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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 GuardianShieldAnchor logic. without resorting to shenanigans.
I also expanded on the concept with the option to specify more or less than 4 snap points with the discreteAimIncrements field, and a way to rotate the main reference angle with discreteAimRotation.

While I was at it, I also added a SlamEnd method to go along with the BlockEnd method recently added, and - another feature from my addon - a slam rotational lock feature. (Although this one has a small glitch involving shouldFlip that I couldn't solve in time)

# 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)
@CreepZoneTNT CreepZoneTNT changed the title To submit Port over discrete pavise aim and slam locking systems from my addon Jan 19, 2026
… 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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