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Fix 2hand idle animation #6093
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Fix 2hand idle animation #6093
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Should be now proper and not just outright bad |
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Thank you for fixing it Reppan, it was one of my first enhancements and probably still one of my favourite 💜 |
| (Player_GetMeleeWeaponHeld2(this) != 0)))) { | ||
| (Player_GetMeleeWeaponHeld2(this) != 0))) || | ||
| ((commonType + FIDGET_SWORD_SWING == FIDGET_SWORD_SWING) && | ||
| Player_HoldsTwoHandedWeapon(this))) { |
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Is this part necessary?
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Yes. i have tried to remove it but without it 2handed idle animation just will not play
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My hunch is this is likely due to my other comment about the VB part being wrong
| if ((commonType + FIDGET_SWORD_SWING == FIDGET_SWORD_SWING) && | ||
| Player_HoldsTwoHandedWeapon(this) && | ||
| CVarGetInteger(CVAR_ENHANCEMENT("TwoHandedIdle"), 0) == 1) { | ||
| //! @bug This code is unreachable. |
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Rather than remove the original decomp comment, we can add our own explaining the user can opt to fix this bug
| } | ||
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| static void RegisterFidgetIdleOverrides() { | ||
| REGISTER_VB_SHOULD(VB_TWO_HANDED_FIDGET_IDLE, { |
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Use COND_VB_SHOULD here
| REGISTER_VB_SHOULD(VB_TWO_HANDED_FIDGET_IDLE, { | ||
| // Only allow the two-handed fidget when the toggle is enabled; otherwise keep vanilla behavior. | ||
| if (*should) { | ||
| *should = CVarGetInteger(CVAR_ENHANCEMENT("TwoHandedIdle"), 0) != 0; |
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Looking at the original implementation, this should be doing a comparison check with the common type arg
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how did i even nuke this one???? |
add a VB to enable 2hand idle animation
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