Fix run direction not being taken into account when accelerating (Fixes #11) (#35)
CI / build-and-test (push) Successful in 10m58s
CI / build-and-test (push) Successful in 10m58s
Reviewed-on: #35 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #35.
This commit is contained in:
@@ -41,7 +41,7 @@ impl FighterStateImpl for RunState {
|
||||
let last_frame = state_context.input.get_last_frame();
|
||||
let (accel, target_vel) = state_context
|
||||
.fighter_attributes
|
||||
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
|
||||
.get_accel_and_target_dashrun(&last_frame, state_context.facing_direction.to_sign());
|
||||
let accel = ground::compute_ground_accel(
|
||||
accel,
|
||||
target_vel,
|
||||
|
||||
Reference in New Issue
Block a user