Remove the hesitation check from sliding teeth

This commit is contained in:
Eevee (Evelyn Woods) 2020-09-14 22:30:12 -06:00
parent 2ee61634a6
commit 6d26362cb0
2 changed files with 7 additions and 1 deletions

View File

@ -405,8 +405,12 @@ export class Level {
// Teeth can only move the first 4 of every 8 tics, though "first" // Teeth can only move the first 4 of every 8 tics, though "first"
// can be adjusted // can be adjusted
if (actor.type.uses_teeth_hesitation && (this.tic_counter + this.step_parity) % 8 >= 4) if (actor.slide_mode == null &&
actor.type.uses_teeth_hesitation &&
(this.tic_counter + this.step_parity) % 8 >= 4)
{
continue; continue;
}
let direction_preference; let direction_preference;
// Actors can't make voluntary moves on ice, so they're stuck with // Actors can't make voluntary moves on ice, so they're stuck with

View File

@ -442,6 +442,8 @@ class Player extends PrimaryView {
else { else {
// Either we weren't holding any keys, or we let go of our primary action; either // Either we weren't holding any keys, or we let go of our primary action; either
// way, act like we're starting from scratch and check keys in priority order // way, act like we're starting from scratch and check keys in priority order
// TODO actually i'm not sure these are necessary if we check the player's facing
// first?
this.primary_action = null; this.primary_action = null;
this.secondary_action = null; this.secondary_action = null;