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More AutoMove, now including walking - ready for a look and then test
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@ -287,7 +287,7 @@ namespace MWInput
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float moveX = 0, moveY = 0, moveZ = 0;
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float moveX = 0, moveY = 0, moveZ = 0;
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//execute Automove - condition checked in function
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//execute Automove - condition checked in function
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player.executeAutoMove((float)evt.timeSinceLastEvent);
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player.executeAutoMove((float)evt.timeSinceLastEvent); //or since last frame?
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//Poll and execute movement keys - will disable automove if pressed.
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//Poll and execute movement keys - will disable automove if pressed.
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if(poller.isDown(A_MoveLeft))
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if(poller.isDown(A_MoveLeft))
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@ -125,13 +125,21 @@ namespace MWWorld
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}
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}
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/// <param name="duration">float value representing time since last call</param>
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/// <param name="duration">float value representing time since last call</param>
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void executeAutoMove(float duration)
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void executeAutoMove(float duration) //call by value for MoveZ makes this harder.
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{
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{
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if (this.mAutoMove == true)
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if (this.mAutoMove == true)
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{
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{
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//No code insight! ARGH!
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//TODO: Make player go.
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//Z...? Forward is Z? /boggle
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/*Access moveZ, access walking/running speed, -1 is for correct direction,
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//player.setspeedZ() = speed * duration * -1;
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otherwise you end up running backwards - not a bad idea for a future feature, actually...*/
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/*
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if (this.misWalking == false)
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{
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//inputmanager.moveZ = 300 * duration * -1;
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} else {
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//inputmanager.moveZ = 100 * duration * -1;
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}
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*/
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}
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}
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}
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}
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