TeamREPENTOGON / TeamREPENTOGON/REPENTOGON

EntityPlayer.UnlockedAim, or a similar callback

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callback request enhancement lua
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

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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