dsda: "always run" option
upstream uses a hotkey toggle instead but vanilla didn't have it. even "always run" itself was just a vanilla bug. I don't want to have a special on-the-fly input for autorun toggle, hopefully user either wants to always run + occasional mouse movement, or only run using the proper button
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@ -48,7 +48,8 @@ namespace BizHawk.Emulation.Cores.Computers.Doom
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{
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if ((playersPresent & (1 << i)) is not 0)
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{
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int speedIndex = Convert.ToInt32(controller.IsPressed($"P{i+1} Run")); // todo: xor depending on autorun
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int speedIndex = Convert.ToInt32(controller.IsPressed($"P{i+1} Run")
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|| _syncSettings.AlwaysRun);
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int turnSpeed = 0;
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// lower speed for tapping turn buttons
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@ -258,12 +258,12 @@ namespace BizHawk.Emulation.Cores.Computers.Doom
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[Description("Sets strict mode restrictions, preventing TAS-only inputs.")]
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[DefaultValue(true)]
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public bool StrictMode { get; set; }
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/*
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[DisplayName("Auto Run")]
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[Description("")]
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[DisplayName("Always Run")]
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[Description("Toggles whether the player is permanently in the running state, without the slower walking speed available. This emulates a bug in vanilla Doom: setting the joystick run button to an invalid high number causes the game to always have it enabled.")]
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[DefaultValue(true)]
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public bool AutoRun { get; set; }
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*/
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public bool AlwaysRun { get; set; }
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[DisplayName("Turning Resolution")]
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[Description("\"Shorttics\" refers to decreased turning resolution used for demos. \"Longtics\" refers to the regular turning resolution outside of a demo-recording environment.")]
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[DefaultValue(TurningResolution.Longtics)]
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