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Merge branch 'planking' into 'master'
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Only set use when holding a weapon

Closes #8232

See merge request OpenMW/openmw!4457
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psi29a committed Nov 17, 2024
2 parents 79dbbce + 5534aeb commit f3e829f
Showing 1 changed file with 6 additions and 4 deletions.
10 changes: 6 additions & 4 deletions files/data/scripts/omw/input/playercontrols.lua
Original file line number Diff line number Diff line change
Expand Up @@ -145,7 +145,7 @@ end

input.registerTriggerHandler('ToggleSpell', async:callback(function()
if not combatAllowed() then return end
if Actor.stance(self) == Actor.STANCE.Spell then
if Actor.getStance(self) == Actor.STANCE.Spell then
Actor.setStance(self, Actor.STANCE.Nothing)
elseif Player.getControlSwitch(self, Player.CONTROL_SWITCH.Magic) then
if checkNotWerewolf() then
Expand All @@ -156,7 +156,7 @@ end))

input.registerTriggerHandler('ToggleWeapon', async:callback(function()
if not combatAllowed() then return end
if Actor.stance(self) == Actor.STANCE.Weapon then
if Actor.getStance(self) == Actor.STANCE.Weapon then
Actor.setStance(self, Actor.STANCE.Nothing)
elseif Player.getControlSwitch(self, Player.CONTROL_SWITCH.Fighting) then
Actor.setStance(self, Actor.STANCE.Weapon)
Expand All @@ -170,10 +170,12 @@ end))
local function processAttacking()
-- for spell-casting, set controls.use to true for exactly one frame
-- otherwise spell casting is attempted every frame while Use is true
if Actor.stance(self) == Actor.STANCE.Spell then
if Actor.getStance(self) == Actor.STANCE.Spell then
self.controls.use = startUse and 1 or 0
elseif Actor.getStance(self) == Actor.STANCE.Weapon and input.getBooleanActionValue('Use') then
self.controls.use = 1
else
self.controls.use = input.getBooleanActionValue('Use') and 1 or 0
self.controls.use = 0
end
startUse = false
end
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