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Movement release
About This Mod
Although it is certainly a great game, there have been a few minor moments in the movement system that have bothered me since the launch. And now I've finally taken the time to eliminate them.
Please keep in mind that it's still not a finished job, but I think I've done pretty well. Of course, it's possible that this will ruin your game a little, especially if you're not playing like I am (kb+m, and I prefer sprint).
Issue 1 - Sprint Block
What it is: When you sprint, jump or slide and go back to walking, even if you still hold a sprint, you do not sprint. Instead, you're just walking slowly. So you constantly have to let go of the sprint and press it again. This is especially annoying when you try to call Kerentsikov with a slide, since you need to sprint for it.
Why this happens: It's done on purpose. It's a feature, not a bug. There is a special function for this: sprintInputLock. SprintInputLock is activated when you enter a sprint, and removed when you release the sprint key. And as long as it's active, you can't enter the sprint, it's blocked.
What I did: CDPR came up with a lock on entering the sprint, I came up with a workaround for the lock on entering the sprint. When you're about to enter a sprint and you're holding a sprint, and the only thing that stops you is sprintInputLock, ignore it.
Problem 2 - Walking junction
What it is: You try to walk at a reasonable speed, diving into the game and all that, and suddenly your character starts running (not springing). The Walking Tumbler turned off itself. This occurs mainly when you enter certain areas, such as your home. So, when Vi returns home and crosses the threshold of his apartment, he starts running.
Why this happens: Made on purpose. I'm not making up, I first thought it was some kind of reboot problem, that the engine goes back to its default state when you enter the new zone, after all, the walking switch was added retroactively. But no, the cancelation of walking is caused by ForceDisableToggleWalk. Why? I have no idea.
What I did: I block ForceDisableToggleWalk if you're not in combat. Don't forget that I have no idea why they added it at all, so there's a certain chance that it might cause some problems in the future. But I've been playing like this for two days and I don't see any problems.
Problem 3 - Sliding Squat
What it is: You are in the middle of a quick fight surrounded by enemies, and decide to crawl aside to get out, while you find it difficult to aim and call Kerentsikov. Instead, you crouch. Now you sit in the middle of the battlefield, hardly moving. And then you die.
Why this happens: It happens because, technically, sliding is a special form of squat. That is why there is no slide button in the game, but only a squat/slide button. When you press this button, the game first checks: Can we squat? If so, can we slide? If so, we slide, but otherwise we go back to squats. Sitting down is easy, you can do it almost all the time, sliding is more difficult. There are a lot of extra conditions for sliding, and most of them are related to the speed of movement. Moving quickly is easy until you are in possession of a weapon, but heavy weapons slow you down, and that's where the problems arise. Because if you're too slow, you're crouching instead of sliding, and the crouching slows you down!
What I did: I came up with a preliminary slip check. When you print (and only then) and click "squat/slide", I first make this preliminary check, and if it's wrong, if you're too slow, I declare squat impossible. And because you can't squat, you keep doing what you've done before, which is sprint. So there's a chance that in a fraction of a second you'll be fast enough, and if you still hold the squat button, you'll successfully slip through. Instead of going back to squat, you slide a fraction of a second later.
Problem 4 - Problem with squat and print (made it optional, now it is in the second file)
What it is: There is a possibility that only I had a problem with the implementation of squat at 2.0. But it works when sprint during squat, and there is a certain coincidence with the slide and sprint. What I can't bear is that when you switch the squat (pressing c) and then press the sprint, you don't sprint, you do the squat. I think the sprint should always end in squats.
Why this happens: Mainly overload the input keys with checks for certain perks.
What I did: I sort the functions a little bit.
Squat sprint is now called by holding down squat and sprint keys during squat. First squat, then press and hold the sprint (then wasd).
The slide is the opposite: first a sprint, then press and hold the sprint.
Holding the sprint when switching the squat (without holding it) will end the squat and move to the sprint.
Release 5 - Crouch-Aim-Doging (also optional)
What it is: It is the most random thing in the world. Recently I cleaned my perches a little, threw away some unnecessary things, and then faced a very, very strange effect. At times I couldn't throw myself in the dash. And after a while of searching, I found myself unable to dodge my hair when I took aim and squat. Some of you may be wondering why I should sit down, aim and dodge at the same time: Because it sets off Kerentsikov!
And it suddenly stopped working.
Why this happens: There is such a perk. "Steady Grip - allows you to shoot in the dash" After thinking about it for a while, I decided to abandon it, because - honestly - the dash lasts a split second, how I can shoot while I'm in the dash, let alone get into anything. And that's where things get weird. After some testing, I realized that the perk had no effect on shooting in the dash. You can do it without the pen. Not that it was good for anything, because see above...
But this perk is a necessary condition for evasion while aiming and squatting, which, in turn, is a necessary condition for launching Kerentsikov from squatting. I don't know why.
What I did: I just deleted it
_________________________________________________________________________
Requires Cyberpunk 2.0/2.01
Dependency: RedScript
Installation: Unzip to game directory. The MovementUnclunkifier folder must be in the Cyberpunk 2077\r6\scripts folder.
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