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Prevent jump spamming, disable face-target while mounted, remove auto-attack on right-click target
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3 changed files with 3 additions and 5 deletions
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@ -935,7 +935,7 @@ void Renderer::update(float deltaTime) {
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// Movement-facing comes from camera controller and is decoupled from LMB orbit.
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if (cameraController->isMoving() || cameraController->isRightMouseHeld()) {
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characterYaw = cameraController->getFacingYaw();
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} else if (inCombat_ && targetPosition && !emoteActive) {
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} else if (inCombat_ && targetPosition && !emoteActive && !isMounted()) {
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// Face target when in combat and idle
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glm::vec3 toTarget = *targetPosition - characterPosition;
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if (glm::length(glm::vec2(toTarget.x, toTarget.y)) > 0.1f) {
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