Oops! Readded "Sprint" command. Removed some unnecessary variables in FirstPersonInputController. Fixed bug where you couldnt dash right away as the game started.
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@@ -55,12 +55,11 @@ public:
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}
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}
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//this is just temp here, the sprint ability. it will have a component check later
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if (e.Command == "SpecialAbility") {
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if (e.Command == "Sprint") {
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if (e.Value > 0) {
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//m_SpeedMultiplier *= 2.f;
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m_SpeedMultiplier *= 2.f;
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} else {
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//m_SpeedMultiplier /= 2.f;
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m_SpeedMultiplier /= 2.f;
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}
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}
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@@ -38,24 +38,15 @@ protected:
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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//assault dash enum
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enum class AssaultDashDirection {
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Left,
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Right,
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Forward,
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Backward,
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None
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};
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//assault dash membervariables
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double m_AssaultDashDoubleTapDeltaTime = 0.0f;
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double m_AssaultDashCoolDownTimer = 0.0f;
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double m_AssaultDashCoolDownMaxTimer = 2.0f;
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AssaultDashDirection m_AssaultDashDoubleTapLastKey = AssaultDashDirection::None;
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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double m_AssaultDashCoolDownTimer = 0.0;
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double m_AssaultDashCoolDownMaxTimer = 2.0;
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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std::string m_AssaultDashTapDirection = "";
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bool m_AssaultDashDoubleTapped = false;
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bool m_PlayerIsDashing = false;
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bool m_ShiftDashing = true;
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bool m_ShiftDashing = false;
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bool m_ValidDoubleTap = false;
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//specialabilitys
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