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[Menu Open] Switch hold vs press, immediately take input if holding for >= 10 frames (#630)
* Switch hold vs press, immediately take input if holding for >= 10 frames * Update README.md
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4 changed files with 21 additions and 19 deletions
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@ -517,7 +517,7 @@ These are the features that can be found [in the latest beta release](https://gi
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* **Mash Overrides**: Specify which mash options to perform in specific scenarios - @GradualSyrup, @asimon-1
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* **Mash Overrides**: Specify which mash options to perform in specific scenarios - @GradualSyrup, @asimon-1
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* **Hide Tech Animations**: Animations and the CPU cursor are are hidden (character model/effects are invisible) during when the CPU is teching-- use this to practice true reaction tech chasing! The fixed camera is also modified on legal stages to aid this practice. - @GradualSyrup
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* **Hide Tech Animations**: Animations and the CPU cursor are are hidden (character model/effects are invisible) during when the CPU is teching-- use this to practice true reaction tech chasing! The fixed camera is also modified on legal stages to aid this practice. - @GradualSyrup
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* **Customizable Button Configs**: Configure button combinations for save states and input recording in the menu itself. Please note that we now use raw inputs rather than Smash inputs, and save state save/load binds have moved to `L+DPad Down`, `L+DPad Up` respectively - @jugeeya
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* **Customizable Button Configs**: Configure button combinations for save states and input recording in the menu itself. Please note that we now use raw inputs rather than Smash inputs, and save state save/load binds have moved to `L+DPad Down`, `L+DPad Up` respectively - @jugeeya
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* **Press Start/Select to Open Menu**: You can now open the menu with start press; holding start for >= 10 frames gives the original menu. On controllers with the minus button, minus can also be used to open the menu. This behavior can be toggled, and the old default `B+DPad Up` will always work. This change allows for much more seamless opening and closing of the modpack's menu - @jugeeya
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* **Press Start/Select to Open Menu**: You can now open the menu with start hold; pressing start for < 10 frames gives the original menu. On controllers with the minus button, minus can also be used to open the menu. This behavior can be toggled, and the old default `B+DPad Up` will always work. This change allows for much more seamless opening and closing of the modpack's menu - @jugeeya
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* **Dodge Staling**: Control whether the CPU is affected by the game's default dodge (roll, airdodge, etc.) staling mechanism. - @GradualSyrup
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* **Dodge Staling**: Control whether the CPU is affected by the game's default dodge (roll, airdodge, etc.) staling mechanism. - @GradualSyrup
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## Bugfixes
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## Bugfixes
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@ -246,28 +246,30 @@ pub fn handle_final_input_mapping(player_idx: i32, controller_struct: &mut SomeC
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p1_controller.current_buttons.set_plus(false);
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p1_controller.current_buttons.set_plus(false);
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p1_controller.just_down.set_plus(false);
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p1_controller.just_down.set_plus(false);
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p1_controller.just_release.set_plus(false);
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p1_controller.just_release.set_plus(false);
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if *start_hold_frames >= 10 && unsafe { !VANILLA_MENU_ACTIVE } {
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// If we've held for more than 10 frames,
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// let's open the training mod menu
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start_menu_request = true;
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}
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} else {
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} else {
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if *start_hold_frames > 0 && menu_close_wait_frame == 0 {
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// Here, we just finished holding start
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// Here, we just finished holding start
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if *start_hold_frames < 10
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if *start_hold_frames > 0
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&& unsafe { !VANILLA_MENU_ACTIVE }
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&& *start_hold_frames < 10
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&& unsafe { !QUICK_MENU_ACTIVE }
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&& menu_close_wait_frame == 0
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&& menu_close_wait_frame == 0
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{
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{
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// If we held for fewer than 10 frames, let's open the training mod menu
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// If we held for fewer than 10 frames, let's let the game know that
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start_menu_request = true;
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// we had pressed start
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} else if unsafe { !QUICK_MENU_ACTIVE } {
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// Otherwise, let's let the game know that we had pressed start
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// So long as our menu isn't active
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p1_controller.current_buttons.set_plus(true);
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p1_controller.current_buttons.set_plus(true);
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p1_controller.just_down.set_plus(true);
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p1_controller.just_down.set_plus(true);
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unsafe {
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unsafe {
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VANILLA_MENU_ACTIVE = true;
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VANILLA_MENU_ACTIVE = true;
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}
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}
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}
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}
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}
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*start_hold_frames = 0;
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*start_hold_frames = 0;
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}
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}
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// If we ever press minus, open the mod menu
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if p1_controller.current_buttons.minus() {
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if p1_controller.current_buttons.minus() {
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start_menu_request = true;
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start_menu_request = true;
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}
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}
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@ -121,7 +121,7 @@ pub fn main() {
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notification(
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notification(
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"Open Menu".to_string(),
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"Open Menu".to_string(),
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if MENU.menu_open_start_press == OnOff::On {
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if MENU.menu_open_start_press == OnOff::On {
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"Start".to_string()
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"Hold Start".to_string()
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} else {
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} else {
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DEFAULT_OPEN_MENU_CONFIG.to_string()
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DEFAULT_OPEN_MENU_CONFIG.to_string()
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},
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},
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@ -355,7 +355,7 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu {
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button_tab.add_submenu_with_toggles::<OnOff>(
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button_tab.add_submenu_with_toggles::<OnOff>(
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"Menu Open Start Press".to_string(),
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"Menu Open Start Press".to_string(),
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"menu_open_start_press".to_string(),
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"menu_open_start_press".to_string(),
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"Menu Open Start Press: Press start to open the mod menu. To open the original menu, hold start.\nThe default menu open option is always available as Hold B + Press DPad Up.".to_string(),
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"Menu Open Start Press: Hold start or press minus to open the mod menu. To open the original menu, press start.\nThe default menu open option is always available as Hold DPad Up + Press B.".to_string(),
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true,
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true,
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&(menu.menu_open_start_press as u32),
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&(menu.menu_open_start_press as u32),
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);
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);
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