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https://github.com/TwilitRealm/dusklight
synced 2026-09-02 00:38:46 -04:00
fix combo input checking
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@@ -18,7 +18,7 @@ static daAlink_c* getPlayer() {
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return (daAlink_c*)dComIfGp_getPlayer(0);
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}
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static void consumeButtons(u32 mask) {
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static void consumeButtons(u16 mask) {
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mDoCPd_c::getCpadInfo(PAD_1).mPressedButtonFlags &= ~mask;
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mDoCPd_c::getCpadInfo(PAD_1).mButtonFlags &= ~mask;
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}
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@@ -107,8 +107,8 @@ void processGameCombos() {
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getTransientSettings().moveLinkActive = false;
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}
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const u32 held = mDoCPd_c::getHold(PAD_1);
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const u32 trig = mDoCPd_c::getTrig(PAD_1);
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const u16 held = mDoCPd_c::getHold(PAD_1) & 0xFFFF;
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const u16 trig = mDoCPd_c::getTrig(PAD_1) & 0xFFFF;
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for (const auto& combo : kCombos) {
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if ((held & combo.holdMask) != combo.holdMask) {
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@@ -8,12 +8,12 @@ struct GameCombo {
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using ConditionFn = bool(*)();
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using ActionFn = void(*)();
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u32 holdMask; // all of these must be held (getHold)
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u32 trigMask; // at least one must be newly triggered (getTrig); 0 = fires every frame while holdMask is held
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u16 holdMask; // all of these must be held (getHold)
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u16 trigMask; // at least one must be newly triggered (getTrig); 0 = fires every frame while holdMask is held
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bool strict; // if true: (held & ~trigMask) must equal holdMask exactly, no extra buttons held
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ConditionFn condition; // extra game-state guard; nullptr = no extra check
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ActionFn action; // runs when the combo is fired
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u32 consumeMask; // buttons to clear after firing; 0 = pass-through
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u16 consumeMask; // buttons to clear after firing; 0 = pass-through
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bool exclusive; // stop evaluating future combos if this fires
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};
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