forked from ValveSoftware/source-sdk-2013
-
Notifications
You must be signed in to change notification settings - Fork 151
Ported trigger_userinput from Momentum Mod #389
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Open
Nbc66
wants to merge
2
commits into
mapbase-source:develop
Choose a base branch
from
Nbc66:enhancment/port-trigger_momentum_userinput
base: develop
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
Changes from all commits
Commits
Show all changes
2 commits
Select commit
Hold shift + click to select a range
File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Uh oh!
There was an error while loading. Please reload this page.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'm curious why this uses its own separate enum instead of allowing mappers to check button bits directly, but that's a question for Momentum Mod more-so than for this PR.
While I would prefer to keep functionality the same between the way it works in Mapbase and the way it works in Momentum Mod, I think it would make sense to allow for explicit button bits, especially if this may get extended to other buttons like +attack3. Perhaps there could be an alternate keyvalue to handle that.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't think there is any need for parity with another mod for such a stupid simple entity. If this entity is to be added, the empty base class and this enum should be removed. I suppose keeping this separate would make changes to the order of
IN_BUTTONS
enum not break this entity, but that's really unlikely."Key" name is usually used for keyboard keys instead of player input buttons. "OnKey" outputs don't make much sense. "lookedkey" also sounds weird.
It seems more appropriate to have this as a point entity or an extension for game_ui instead of limiting it to a trigger. Mappers looking for something like this would certainly want to use it without a trigger.
Uh oh!
There was an error while loading. Please reload this page.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yeah i agree this pr just ports what Momentum Mod did i can modify this pr to make it be a point entity that just checks the players input or be an extension of game_ui
If there is anything else you guys would like me to do pls feel free to write it here
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
also I just realized that this trigger works with multiple people unlike the game_ui entity which is needed for each player on a map
if you got any code suggestions pls feel free to write em here