Detect if an input sequence is in the buffer and valid
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a85a9a7005
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@ -14,11 +14,30 @@ void UFFInputBufferComponent::AddInput(const FFFInputState& InputState)
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bool UFFInputBufferComponent::CheckInputSequence(const FFFInputCondition& InputCondition)
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bool UFFInputBufferComponent::CheckInputSequence(const FFFInputCondition& InputCondition)
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{
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{
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int CondIdx = InputCondition.Sequence.Num() - 1;
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int FramesSinceValidInput = 0;
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for(int InpIdx = 0; InpIdx < InputBuffer.Num(); InpIdx++)
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for(int InpIdx = 0; InpIdx < InputBuffer.Num(); InpIdx++)
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{
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{
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// read input sequence
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int32 CurrCondition = InputCondition.Sequence[CondIdx].Buttons;
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FFFInputState CurrInput = InputBuffer[InpIdx];
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int32 ThisInput = InputBuffer[InpIdx].Buttons;
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if(ThisInput & CurrCondition)
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{
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CondIdx--;
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FramesSinceValidInput = 0;
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}
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}
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// All conditions were met
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if(CondIdx == -1)
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{
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return true;
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return true;
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}
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FramesSinceValidInput++;
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if(FramesSinceValidInput > InputCondition.Lenience)
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{
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return false;
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}
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}
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return false;
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}
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}
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@ -29,7 +29,6 @@ void AFFPlayerController::FixedTick(float OneFrame)
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{
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{
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//UnacknowledgedInputs.Push(RawInput);
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//UnacknowledgedInputs.Push(RawInput);
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InputBuffer->AddInput(ModifiedInput);
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InputBuffer->AddInput(ModifiedInput);
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//SendInputsToRemote();
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//SendInputsToRemote();
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}
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}
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