Specify ground to air transitions and thresholds
CI / build-and-test (pull_request) Successful in 1m13s
CI / build-and-test (pull_request) Successful in 1m13s
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@@ -9,12 +9,28 @@ use crate::{math::int::FGi32, menus::style::FGUiStyle};
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#[reflect(opaque)]
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pub struct FighterSettingsCommon {
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pub walk_speed_ease: FGi32,
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/// Maximum allowed horizontal velocity
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pub ground_max_horizontal_velocity: FGi32,
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/// Ground friction applied when the fighter is above the walk speed
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pub ground_friction_over_walk_speed_multiplier: FGi32,
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pub knockback_stacking_window: u32,
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pub knockback_decay_per_frame: FGi32,
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/// Multiplier that translates knockback -> game unit velocity
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pub knockback_launch_velocity_multiplier: FGi32,
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pub hitstun_frames_per_unit_knockback: FGi32,
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/// If an attack's hitstop > this value it will cause a grounded fighter to either bounce (if a meteor/spike)
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/// or to become airborne
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pub tumble_bounce_hitstop_threshold: u32,
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/// Angle diff from straight down under which the attack will count as a meteor
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pub meteor_angle_threshold: FGi32,
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/// Angle diff from straight up under which the attack will force an airborne state
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pub attack_ground_to_airborne_transition_vertical_angle_threshold: FGi32,
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}
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#[derive(Reflect, Serialize, Deserialize, Clone)]
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#[reflect(opaque)]
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