Changed Dash name to DashAbility. Fixed dash bug where you could do two different keys to dash.
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@@ -45,6 +45,7 @@ protected:
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//and its very unlikely that someone wants to change that value
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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std::string m_AssaultDashTapDirection = "";
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std::string m_CurrentDirectionVector = "";
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bool m_AssaultDashDoubleTapped = false;
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bool m_PlayerIsDashing = false;
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bool m_ShiftDashing = false;
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@@ -125,17 +126,21 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Value != 0) {
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m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
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}
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//if value = 0 then you have just released this key
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if (e.Value > 0 || e.Value < 0) {
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if (e.Value != 0) {
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m_MovementKeyDown = true;
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//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
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if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == e.Command) {
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if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
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m_ValidDoubleTap = true;
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}
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} else {
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//== 0
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m_MovementKeyDown = false;
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = e.Command;
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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}
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}
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