Remove the hesitation check from sliding teeth
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2ee61634a6
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@ -405,8 +405,12 @@ export class Level {
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// Teeth can only move the first 4 of every 8 tics, though "first"
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// Teeth can only move the first 4 of every 8 tics, though "first"
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// can be adjusted
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// can be adjusted
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if (actor.type.uses_teeth_hesitation && (this.tic_counter + this.step_parity) % 8 >= 4)
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if (actor.slide_mode == null &&
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actor.type.uses_teeth_hesitation &&
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(this.tic_counter + this.step_parity) % 8 >= 4)
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{
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continue;
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continue;
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}
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let direction_preference;
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let direction_preference;
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// Actors can't make voluntary moves on ice, so they're stuck with
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// Actors can't make voluntary moves on ice, so they're stuck with
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@ -442,6 +442,8 @@ class Player extends PrimaryView {
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else {
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else {
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// Either we weren't holding any keys, or we let go of our primary action; either
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// Either we weren't holding any keys, or we let go of our primary action; either
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// way, act like we're starting from scratch and check keys in priority order
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// way, act like we're starting from scratch and check keys in priority order
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// TODO actually i'm not sure these are necessary if we check the player's facing
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// first?
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this.primary_action = null;
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this.primary_action = null;
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this.secondary_action = null;
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this.secondary_action = null;
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