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Fix activating every frame when action is bound to a trigger
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commit
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1 changed files with 20 additions and 9 deletions
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@ -233,14 +233,26 @@ namespace MWInput
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int action = channel->getNumber();
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int action = channel->getNumber();
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if(currentValue > .8) currentValue = 1.0;
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if((previousValue == 1 || previousValue == 0) && (currentValue==1 || currentValue==0))
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else if(currentValue < .6) currentValue = 0.0;
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{
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else return;
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//Is a normal button press, so don't change it at all
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}
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if(previousValue > .8) previousValue = 1.0;
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//Otherwise only trigger button presses as they go through specific points
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else if(previousValue < .6) previousValue = 0.0;
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else if(previousValue >= .8 && currentValue < .8)
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{
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if(currentValue == previousValue) return;
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currentValue = 0.0;
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previousValue = 1.0;
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}
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else if(previousValue <= .6 && currentValue > .6)
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{
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currentValue = 1.0;
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previousValue = 0.0;
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}
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else
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{
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//If it's not switching between those values, ignore the channel change.
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return;
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}
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if (mControlSwitch["playercontrols"])
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if (mControlSwitch["playercontrols"])
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{
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{
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@ -271,7 +283,6 @@ namespace MWInput
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break;
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break;
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case A_Activate:
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case A_Activate:
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resetIdleTime();
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resetIdleTime();
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if (!MWBase::Environment::get().getWindowManager()->isGuiMode())
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if (!MWBase::Environment::get().getWindowManager()->isGuiMode())
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activate();
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activate();
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break;
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break;
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