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EntityPlayer.UnlockedAim, or a similar callback

Open hellfireJune opened this issue 1 year ago • 0 comments

While you can override which way the player is aiming in with the mc_input callback, the directions the player are facing are hard locked unless you have marked or analog stick. Giving the player innate copies of these items are not preferable workarounds due to their additional effects (analog stick specifically because tears ups are the biggest pain in the ass to deal with) so it would be good if you could provide the effect of unlocked aim without just giving the player the full effects of one of these items

hellfireJune avatar Apr 21 '24 07:04 hellfireJune