Fixed Toss Boys Ball Pop Prepare in Touch Mode (#876)
They didnt prepare in touch mode - it;s a holdover from when the ball pop was going to be a flick
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@ -497,7 +497,6 @@ namespace HeavenStudio.Games
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else if (passBallDict[beat + length].datamodel == "tossBoys/pop")
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{
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currentBall.willBePopped = true;
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length - 1, delegate { GetCurrentReceiver().PopBallPrepare(); })
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@ -517,7 +516,6 @@ namespace HeavenStudio.Games
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else if (eventDatamodel == "tossBoys/pop")
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{
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currentBall.willBePopped = true;
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length - 1, delegate { GetCurrentReceiver().PopBallPrepare(); })
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@ -584,7 +582,6 @@ namespace HeavenStudio.Games
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if (passBallDict.ContainsKey(beat + currentEventLength) && passBallDict[beat + currentEventLength].datamodel == "tossBoys/pop")
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{
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currentBall.willBePopped = true;
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + currentEventLength - 1, delegate { GetCurrentReceiver().PopBallPrepare(); })
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