Feature: Add clearTarget input binding and resolution for player start actions
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@@ -20,6 +20,7 @@ export interface PlayerStartActionInputState
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sprint: number;
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sprint: number;
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crouch: number;
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crouch: number;
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interact: number;
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interact: number;
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clearTarget: number;
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pauseTime: number;
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pauseTime: number;
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}
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}
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@@ -297,6 +298,10 @@ export function resolvePlayerStartActionInputs(
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pressedKeys.has(bindings.keyboard.interact) ? 1 : 0,
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pressedKeys.has(bindings.keyboard.interact) ? 1 : 0,
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readGamepadActionBindingStrength(gamepads, bindings.gamepad.interact)
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readGamepadActionBindingStrength(gamepads, bindings.gamepad.interact)
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),
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),
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clearTarget: Math.max(
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pressedKeys.has(bindings.keyboard.clearTarget) ? 1 : 0,
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readGamepadActionBindingStrength(gamepads, bindings.gamepad.clearTarget)
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),
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pauseTime: Math.max(
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pauseTime: Math.max(
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pressedKeys.has(bindings.keyboard.pauseTime) ? 1 : 0,
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pressedKeys.has(bindings.keyboard.pauseTime) ? 1 : 0,
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readGamepadActionBindingStrength(gamepads, bindings.gamepad.pauseTime)
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readGamepadActionBindingStrength(gamepads, bindings.gamepad.pauseTime)
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@@ -322,6 +327,15 @@ export function resolvePlayerStartInteractInput(
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.interact;
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.interact;
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}
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}
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export function resolvePlayerStartClearTargetInput(
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pressedKeys: ReadonlySet<string>,
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bindings: PlayerStartInputBindings,
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gamepads: ArrayLike<Gamepad | null> | null | undefined = getAvailableGamepads()
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): number {
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return resolvePlayerStartActionInputs(pressedKeys, bindings, gamepads)
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.clearTarget;
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}
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export function resolveDefaultTargetCycleInput(
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export function resolveDefaultTargetCycleInput(
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gamepads: ArrayLike<Gamepad | null> | null | undefined = getAvailableGamepads()
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gamepads: ArrayLike<Gamepad | null> | null | undefined = getAvailableGamepads()
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): number {
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): number {
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