WASD: resume the walk right after a weapon set switch (untested in-game)
Switching between weapon classes resets the hero's animation state inside cUI_Taskbar2::SelectWeaponSet, which dropped the walk for a tick. The hook sends the WASD walk again at once. Checkpoint before the movement rework. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
1 parent
184c7058fd
commit
d296e2850b
4 files changed
+79
-12
No files matched your search
@@ -79,3 +79,18 @@ Now (`src/mods/input.cpp`, `FocusedTextField`): keys pass to the game while the
|
||||
focused control is a writable edit control that `cUI_EditControl::Render`
|
||||
(0x737ae0, thiscall (renderer), ret 4, returns at once while hidden) drew in
|
||||
the last 250 ms. The render hook only notes the focused control.
|
||||
|
||||
## Weapon set switch while walking (2026-10-18)
|
||||
|
||||
Request: the hero stops for a moment when switching weapon sets (F-keys)
|
||||
while walking with WASD.
|
||||
|
||||
Measured (state per tick + orders): `cUI_Taskbar2::SelectWeaponSet`
|
||||
(`0x6e1440`, ret 8) sends order 0x114 (set, items) and 0x107; between melee
|
||||
sets the walk goes on, between a melee and a bow set the hero drops to idle
|
||||
for one tick: the weapon class changed, and the switch resets the hero's
|
||||
animation state (`0x54e540(1, 0)`). The next WASD tick restarts the walk.
|
||||
|
||||
Now: `SelectWeaponSet` is hooked (`skillbar.cpp`) and calls
|
||||
`mods::wasd::ResumeWalk`, which sends the walk for the held keys at once.
|
||||
Not yet confirmed in-game.
|
||||
Reference in new issue
Block a user