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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Active input-scheme ids for the local player, streamed in <see cref="PlayerInput.Scheme"/> so the
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/// server can apply aim-assist only to gamepad shots while leaving precise mouse aim exact.
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/// <para>
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/// A plain <c>byte</c> (not an <c>enum</c>) deliberately: this value is compared inside the
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/// Burst-compiled <c>AbilityFireSystem</c>, and cross-assembly <c>enum</c> use inside Burst code has
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/// tripped the Burst type-hash internal compiler error in this project before (see CLAUDE.md /
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/// ProjectileClassificationSystem). Integer consts are Burst-safe and replicate as a single byte.
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/// </para>
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/// </summary>
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public static class InputSchemeId
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{
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/// <summary>Mouse + keyboard: aim is the cursor direction; shots are precise (no auto-target assist).</summary>
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public const byte KeyboardMouse = 0;
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/// <summary>Gamepad: aim is the right-stick direction; the server applies the auto-target assist cone.</summary>
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public const byte Gamepad = 1;
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}
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}
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