mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:10:51 +02:00
set FULL tilt to 35
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+3
-3
@@ -5,7 +5,7 @@
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### Added
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- **A `FULL` rung on the VOXEL row**, directly after `OFF`. One choice that
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puts the whole mode in its intended state -- the 50-degree camera, the
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puts the whole mode in its intended state -- the 35-degree camera, the
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miniature blur at maximum, the horizon flat, the view fitted, and battles
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on the map -- rather than making a player assemble it from four rows.
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@@ -29,9 +29,9 @@
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with nothing on screen saying a keypress had done it. `FULL` stays on the
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OPTIONS row, where a preset that changes other rows belongs.
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A press FROM `FULL` goes to `75`. `FULL` is already the 50-degree camera,
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A press FROM `FULL` goes to `50`. `FULL` is already the 35-degree camera,
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so stepping to the rung of that name would look like the key had done
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nothing.
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nothing. Matched by angle, so it follows `FULL` if that is ever retuned.
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- **The mode's four options are one block in the menu.** The engine splices
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a pipeline row in beside TILT and lands a mod's own rows at the end of the
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+6
-5
@@ -29,10 +29,10 @@ local Voxel = {}
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-- it rather than assembling it from four rows. It sits directly after OFF
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-- because that is the order those two get used in.
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--
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-- Its ANGLE is 50 degrees, the same as the rung of that name. The duplicate
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-- Its ANGLE is 35 degrees, the same as the rung of that name. The duplicate
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-- in the table is deliberate: the ladder is a list of what each rung LOOKS
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-- like, and two rungs may look the same while meaning different things.
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Voxel.ANGLES_DEG = { 0, 50, 15, 35, 50, 75 }
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Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75 }
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Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75" }
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Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
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@@ -56,9 +56,10 @@ Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5 } -- OFF, 15, 35, 50, 75
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-- The rung a press moves to from `level`.
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--
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-- A level that is not on the key's path -- FULL, reached from the menu --
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-- steps on from whichever rung shows the SAME camera it does. FULL is 50
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-- degrees, so a press from it goes to 75 rather than back to 50, and the key
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-- never appears to do nothing.
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-- steps on from whichever rung shows the SAME camera it does. FULL is 35
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-- degrees, so a press from it goes to 50 rather than back to 35, and the key
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-- never appears to do nothing. Matched by ANGLE rather than by a hardcoded
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-- rung, so retuning FULL moves the key's answer with it.
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function Voxel.nextHotkeyLevel(level)
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level = level or Voxel.level
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local order = Voxel.HOTKEY_ORDER
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@@ -840,12 +840,15 @@ end
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T.eq(table.concat(walk, ","), "15,35,50,75,OFF,15",
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"3 walks OFF -> 15 -> 35 -> 50 -> 75 and wraps, never touching FULL")
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-- FULL is 50 degrees, so a press from it goes ON to 75 rather than back to
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-- the rung that shows the same camera -- the key never appears to do nothing
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-- FULL is 35 degrees, so a press from it goes ON to 50 rather than back to
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-- the rung that shows the same camera -- the key never appears to do nothing.
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-- Matched by angle, so this follows FULL if it is ever retuned.
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T.eq(VoxelState.ANGLES_DEG[VoxelState.FULL_LEVEL + 1], 35,
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"FULL is the 35-degree camera")
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Pipelines.setLevel("voxel", VoxelState.FULL_LEVEL)
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Game.keypressed(keyGame, "3")
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T.eq(Pipelines.levelLabel("voxel"), "75",
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"a press from FULL goes to 75, since FULL already IS the 50 camera")
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T.eq(Pipelines.levelLabel("voxel"), "50",
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"a press from FULL goes to 50, since FULL already IS the 35 camera")
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Pipelines.setLevel("voxel", 0)
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Game.keypressed(keyGame, "3")
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