Implement fast falling (#44)
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Reviewed-on: #44
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #44.
This commit is contained in:
2026-09-18 22:23:03 +00:00
committed by EIREXE
parent 9f51207f48
commit 7269a1cb49
12 changed files with 123 additions and 55 deletions
+2 -2
View File
@@ -38,7 +38,7 @@ use crate::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, manifest::FighterManifest, state::{FighterState, fall::FallState}, visual::FighterAnimations,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -299,7 +299,7 @@ pub fn spawn_fighter(
visual_root,
animations,
attack_scripts,
FighterState::Fall(FallState),
FighterState::Fall(FallState::new(AirborneStateCommon::default())),
animation::FighterAnimationFrame::new(animation::AnimKind::Wait, true),
(
baked_animation::FighterBoneMatrices::default(),