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Improve double tap for jump detection (#12793)
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@ -676,7 +676,10 @@ struct GameRunData {
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float time_from_last_punch;
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ClientActiveObject *selected_object;
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float jump_timer;
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float jump_timer_up; // from key up until key down
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float jump_timer_down; // since last key down
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float jump_timer_down_before; // from key down until key down again
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float damage_flash;
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float update_draw_list_timer;
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@ -1958,8 +1961,10 @@ void Game::processUserInput(f32 dtime)
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#endif
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// Increase timer for double tap of "keymap_jump"
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if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
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runData.jump_timer += dtime;
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if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
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runData.jump_timer_up += dtime;
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if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
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runData.jump_timer_down += dtime;
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processKeyInput();
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processItemSelection(&runData.new_playeritem);
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@ -2080,7 +2085,7 @@ void Game::processKeyInput()
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if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
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runData.reset_jump_timer = false;
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runData.jump_timer = 0.0f;
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runData.jump_timer_up = 0.0f;
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}
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if (quicktune->hasMessage()) {
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@ -2221,7 +2226,14 @@ void Game::toggleFreeMove()
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void Game::toggleFreeMoveAlt()
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{
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if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
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if (!runData.reset_jump_timer) {
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runData.jump_timer_down_before = runData.jump_timer_down;
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runData.jump_timer_down = 0.0f;
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}
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// key down (0.2 s max.), then key up (0.2 s max.), then key down
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if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
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runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
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toggleFreeMove();
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runData.reset_jump_timer = true;
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