Rework input buffer to match HDR closer (#79)
## Summary - Preserve distinct same-action bindings in rollback input frames. - Add independent command lifetimes with tap and state-scoped hold buffering. - Detect second shield bindings and consume shield commands for air dodge. - Fix duplicate keyboard mappings being overwritten. Reviewed-on: #79 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #79.
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@@ -42,6 +42,9 @@ impl FighterStateImpl for GroundAttackState {
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context
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.input
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.consume_command(crate::input::FighterCommands::Attack);
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state_context.play_animation(self.attack_kind.get_animation(), false);
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let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
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state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
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