diff --git a/Adventures in Lestoria/AdventuresInLestoria.cpp b/Adventures in Lestoria/AdventuresInLestoria.cpp index 60c78895..93653f28 100644 --- a/Adventures in Lestoria/AdventuresInLestoria.cpp +++ b/Adventures in Lestoria/AdventuresInLestoria.cpp @@ -380,16 +380,17 @@ bool AiL::DownHeld(){ return KEY_DOWN.Held()||KEY_SCROLLVERT_L.Analog()>=0.2f; } bool AiL::LeftReleased(){ - return KEY_LEFT.Released()||Input::UsingGamepad()&&player->movementVelocity.x<0&&KEY_SCROLLHORZ_L.Analog()>-0.2f; + return KEY_LEFT.Released()|| + Input::UsingGamepad()&&!KEY_LEFT.Held()&&player->movementVelocity.x<0&&KEY_SCROLLHORZ_L.Analog()>-0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::RightReleased(){ - return KEY_RIGHT.Released()||Input::UsingGamepad()&&player->movementVelocity.x>0&&KEY_SCROLLHORZ_L.Analog()<0.2f; + return KEY_RIGHT.Released()||Input::UsingGamepad()&&!KEY_RIGHT.Held()&&player->movementVelocity.x>0&&KEY_SCROLLHORZ_L.Analog()<0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::UpReleased(){ - return KEY_UP.Released()||Input::UsingGamepad()&&player->movementVelocity.y<0&&KEY_SCROLLVERT_L.Analog()>-0.2f; + return KEY_UP.Released()||Input::UsingGamepad()&&!KEY_UP.Held()&&player->movementVelocity.y<0&&KEY_SCROLLVERT_L.Analog()>-0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::DownReleased(){ - return KEY_DOWN.Released()||Input::UsingGamepad()&&player->movementVelocity.y>0&&KEY_SCROLLVERT_L.Analog()<0.2f; + return KEY_DOWN.Released()||Input::UsingGamepad()&&!KEY_DOWN.Held()&&player->movementVelocity.y>0&&KEY_SCROLLVERT_L.Analog()<0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::LeftPressed(){ return KEY_LEFT.Pressed(); diff --git a/Adventures in Lestoria/Version.h b/Adventures in Lestoria/Version.h index c9c76d3d..5524d64a 100644 --- a/Adventures in Lestoria/Version.h +++ b/Adventures in Lestoria/Version.h @@ -39,7 +39,7 @@ All rights reserved. #define VERSION_MAJOR 0 #define VERSION_MINOR 4 #define VERSION_PATCH 4 -#define VERSION_BUILD 7895 +#define VERSION_BUILD 7896 #define stringify(a) stringify_(a) #define stringify_(a) #a diff --git a/x64/Release/Adventures in Lestoria.exe b/x64/Release/Adventures in Lestoria.exe index eecfb1ce..d5f0da7a 100644 Binary files a/x64/Release/Adventures in Lestoria.exe and b/x64/Release/Adventures in Lestoria.exe differ