Fix run direction not being taken into account when accelerating (Fixes #11) #35

Merged
EIREXE merged 1 commits from run_direction into master 2026-09-16 19:17:40 +00:00
2 changed files with 3 additions and 1 deletions
+2
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@@ -150,6 +150,7 @@ pub struct UpdateContext<'a> {
pub fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub facing_direction: &'a FighterFacingDirection,
}
impl UpdateContext<'_> {
@@ -290,6 +291,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
facing_direction: &self.facing_direction
}
}
+1 -1
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@@ -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,