Auto-aim should lead slightly. Auto-retreat should attempt max distance retreat. Release Build 8598.
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@ -1452,9 +1452,9 @@ const vf2d Player::GetAimingLocation(bool useWalkDir,bool invert){
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}
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}
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if(closestPoint!=vf2d{std::numeric_limits<float>::max(),std::numeric_limits<float>::max()}){
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//geom2d::line<float>aimingLine=geom2d::line<float>(GetPos(),closestPoint);
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//vf2d aimingPoint=aimingLine.rpoint((invert?-1.f:1.f)*operator""_Pixels("Player.Aiming Cursor Max Distance"_F));
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return game->GetScreenSize()/2+closestPoint-GetPos();
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geom2d::line<float>aimingLine=geom2d::line<float>(GetPos(),closestPoint);
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vf2d aimingPoint=aimingLine.rpoint(invert?(-operator""_Pixels("Player.Aiming Cursor Max Distance"_F)):std::min(aimingLine.length()+24.f,operator""_Pixels("Player.Aiming Cursor Max Distance"_F)));
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return game->GetScreenSize()/2+aimingPoint-GetPos();
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}else
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return game->GetScreenSize()/2+vf2d{float(operator""_Pixels("Player.Aiming Cursor Max Distance"_F)),aimingAngle.y}.cart();
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}
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@ -10,6 +10,9 @@ Upon the second time entering a stage, the game will spawn a timer that the play
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Upon completion of a stage in time trial mode if the player beat their previous time (which they likely will) the record will update.
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For each class and stage combination there will be a "dev time"
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Settings menu doesn't scroll back up properly while the scrollbar does?
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Merchant descriptions have no newlines.
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============================================
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Consider a "killed by player" / "marked by player" flag for monsters to determine if a player gets credit for a monster kill (for achievements)
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Make another actions config file for the main build (The app # is different)
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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 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 8595
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#define VERSION_BUILD 8598
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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