TeamREPENTOGON / TeamREPENTOGON/REPENTOGON
EntityPlayer.UnlockedAim, or a similar callback
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 345
- Forks
- 51
- Avg merge
- 11h 2m
- Merged PRs (30d)
- 4
Description
While you can override which way the player is aiming in with the mc_input callback, the directions the player are facing are hard locked unless you have marked or analog stick. Giving the player innate copies of these items are not preferable workarounds due to their additional effects (analog stick specifically because tears ups are the biggest pain in the ass to deal with) so it would be good if you could provide the effect of unlocked aim without just giving the player the full effects of one of these items
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the existing mc_input callback and the EntityPlayer API to understand how aiming and facing directions are currently exposed. The issue is complete when an equivalent unlocked-aim capability is available without granting Marked or Analog Stick effects; no specific files or tests are named.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- api, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100