Merge pull request 'OverworldInputControllerFixes' (#120) from OverworldInputControllerFixes into master
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Reviewed-on: #120
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@ -154,6 +154,8 @@ InputGroup AiL::KEY_SCROLLVERT_L;
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InputGroup AiL::KEY_SCROLL;
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InputGroup AiL::KEY_SHOULDER;
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InputGroup AiL::KEY_SHOULDER2;
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InputGroup AiL::KEY_OVERWORLDMENU_GAMEMENU;
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InputGroup AiL::KEY_OVERWORLDMENU_STARTSTAGE;
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InputGroup AiL::KEY_CHANGE_LOADOUT;
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InputGroup AiL::KEY_MOUSE_RIGHT;
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@ -3357,6 +3359,11 @@ void AiL::InitializeDefaultKeybinds(){
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Player::KEY_ITEM3.AddKeybind({KEY,K3});
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Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::SELECT)});
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Player::KEY_ITEM3.AddKeybind({STEAM,Steam::ITEM_3});
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KEY_OVERWORLDMENU_GAMEMENU.AddKeybind({KEY,ESCAPE});
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KEY_OVERWORLDMENU_GAMEMENU.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_U)});
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KEY_OVERWORLDMENU_GAMEMENU.AddKeybind({STEAM,Steam::FUNCTION_2});
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KEY_OVERWORLDMENU_STARTSTAGE.AddKeybind({STEAM,Steam::CONFIRM});
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KEY_OVERWORLDMENU_STARTSTAGE.AddKeybind({STEAM,Steam::MENU_PAUSE});
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KEY_ATTACK.AddKeybind({KEY,SHIFT});
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KEY_ATTACK.AddKeybind({MOUSE,Mouse::LEFT});
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KEY_ATTACK.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_R)});
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@ -165,6 +165,8 @@ public:
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static InputGroup KEY_SHOULDER2;
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static InputGroup KEY_CHANGE_LOADOUT;
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static InputGroup KEY_ENTER;
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static InputGroup KEY_OVERWORLDMENU_GAMEMENU;
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static InputGroup KEY_OVERWORLDMENU_STARTSTAGE;
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static InputGroup KEY_MOUSE_RIGHT;
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@ -1,6 +1,22 @@
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Bonus Boss:
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You fight against 3 "Shadows" of Heroes. which is basically a combination for Warrior + Thief, Archer + Trapper and Wizard + Witch
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Warrior + Thief
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Run up towards the player
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Auto Attack (4 second cooldown)
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Sneak Attack
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Block/Roll
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Battlecry
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Ground Slam
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Sonic Slash
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Hidden Dagger
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Deadly Dash
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Adrenaline Rush
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Endboss:
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I want to have an empowered version for The Skelett Berserker, Skelett Archer and Captain
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@ -121,7 +121,8 @@ void Menu::InitializeItemLoadoutWindow(){
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itemLoadoutWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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returnData="Loadout Item 1";
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if(Component<MenuComponent>(MenuType::ITEM_LOADOUT,"Start Level Button")->IsGreyedOut())returnData="Loadout Item 1";
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else returnData="Start Level Button";
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},
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{ //Button Key
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{game->KEY_START,{"Start Stage",[](MenuType type){
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@ -81,10 +81,10 @@ void Menu::InitializeOverworldMapLevelWindow(){
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levelSelectWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ /*On Open*/},
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{ //Button Key
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{{game->KEY_MENU},{"Game Menu",[](MenuType type){
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{game->KEY_OVERWORLDMENU_GAMEMENU,{"Game Menu",[](MenuType type){
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Menu::OpenMenu(OVERWORLD_MENU);
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}}},
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{{game->KEY_CONFIRM},{"Start Stage",[](MenuType type){
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{{game->KEY_OVERWORLDMENU_STARTSTAGE},{"Start Stage",[](MenuType type){
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if(!Menu::UsingMouseNavigation()){
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Component<MenuComponent>(type,"Enter Button")->Click();
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}
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@ -17,11 +17,6 @@ Cherry pick 6355054d6c8e76c6aa4b18760a293e3d1a020752 from master
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Cherry pick 5914938b709927bb8a8557795d6d46fcbfcfb4ea from SkeletonFireMage
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Cherry pick 66a10cee9f874f024633efdc84ebb4432752ab15 from SkeletonFireMage
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Add unit test for IsSkeletonMage()
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Thunder Orb startpos should stay in sync with Thunder Orb's position. When near the player, zaps should redirect to the player.
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Unit test to check for an expiry time with blank slots/gaps in the effect system.
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DEMO
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====
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 13233
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#define VERSION_BUILD 13243
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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