float time_from_last_punch;
ClientActiveObject *selected_object;
- float jump_timer;
+ float jump_timer_up; // from key up until key down
+ float jump_timer_down; // since last key down
+ float jump_timer_down_before; // from key down until key down again
+
float damage_flash;
float update_draw_list_timer;
#endif
// Increase timer for double tap of "keymap_jump"
- if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
- runData.jump_timer += dtime;
+ if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
+ runData.jump_timer_up += dtime;
+ if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
+ runData.jump_timer_down += dtime;
processKeyInput();
processItemSelection(&runData.new_playeritem);
if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
runData.reset_jump_timer = false;
- runData.jump_timer = 0.0f;
+ runData.jump_timer_up = 0.0f;
}
if (quicktune->hasMessage()) {
void Game::toggleFreeMoveAlt()
{
- if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
+ if (!runData.reset_jump_timer) {
+ runData.jump_timer_down_before = runData.jump_timer_down;
+ runData.jump_timer_down = 0.0f;
+ }
+
+ // key down (0.2 s max.), then key up (0.2 s max.), then key down
+ if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
+ runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
toggleFreeMove();
runData.reset_jump_timer = true;