UnitType docs
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@@ -826,7 +826,7 @@ public class DesktopInput extends InputHandler{
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}
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float mouseAngle = Angles.mouseAngle(unit.x, unit.y);
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boolean aimCursor = omni && player.shooting && unit.type.hasWeapons() && unit.type.faceTarget && !boosted && unit.type.rotateShooting;
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boolean aimCursor = omni && player.shooting && unit.type.hasWeapons() && unit.type.faceTarget && !boosted;
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if(aimCursor){
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unit.lookAt(mouseAngle);
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@@ -836,7 +836,7 @@ public class DesktopInput extends InputHandler{
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unit.movePref(movement);
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unit.aim(unit.type.faceTarget ? Core.input.mouseWorld() : Tmp.v1.trns(unit.rotation, Core.input.mouseWorld().dst(unit)).add(unit.x, unit.y));
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unit.aim(Core.input.mouseWorld());
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unit.controlWeapons(true, player.shooting && !boosted);
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player.boosting = Core.input.keyDown(Binding.boost);
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@@ -886,7 +886,7 @@ public class MobileInput extends InputHandler implements GestureListener{
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float range = unit.hasWeapons() ? unit.range() : 0f;
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float bulletSpeed = unit.hasWeapons() ? type.weapons.first().bullet.speed : 0f;
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float mouseAngle = unit.angleTo(unit.aimX(), unit.aimY());
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boolean aimCursor = omni && player.shooting && type.hasWeapons() && type.faceTarget && !boosted && type.rotateShooting;
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boolean aimCursor = omni && player.shooting && type.hasWeapons() && !boosted && type.faceTarget;
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if(aimCursor){
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unit.lookAt(mouseAngle);
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