DashEffect will now spawn a player model behind the player that will fade out .
This commit is contained in:
@@ -51,10 +51,11 @@ protected:
|
||||
bool m_ShiftDashing = false;
|
||||
bool m_ValidDoubleTap = false;
|
||||
|
||||
//specialabilitys
|
||||
//specialabilities
|
||||
bool m_MovementKeyDown = false;
|
||||
bool m_SpecialAbilityKeyDown = false;
|
||||
int m_NumberOfMovementKeysDown = 0;
|
||||
void spawnDashEffect();
|
||||
|
||||
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
|
||||
bool OnLockMouse(const Events::LockMouse& e);
|
||||
@@ -207,6 +208,8 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
|
||||
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||
m_AssaultDashDoubleTapped = true;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
Events::DashAbility e;
|
||||
m_EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user