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@IceTank IceTank commented Dec 30, 2025

Fixes https://discord.com/channels/834570721070022687/1450606441755840605/1450606441755840605

Middleclicking people (to friend) won't activeate BetterFirework (Quite annoying getting flung at my friends lmao)

@beanbag44
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there are other issues with conflicting binds which complicate the solution. I think keybind settings should have the option to cancel the action so only one bind is triggered, but this also includes listener priority to decide which modules trigger first. The user should have the ability to choose the priority of each module, KillAura having priority over AntiAim for example, but the problem is listener priority is hard set at initialization currently. We could prob just replace the priority for a getter so its mutable but i haven't experimented with it yet.

@emyfops what do you think?

@emyfops
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emyfops commented Dec 31, 2025

there are other issues with conflicting binds which complicate the solution. I think keybind settings should have the option to cancel the action so only one bind is triggered, but this also includes listener priority to decide which modules trigger first. The user should have the ability to choose the priority of each module, KillAura having priority over AntiAim for example, but the problem is listener priority is hard set at initialization currently. We could prob just replace the priority for a getter so its mutable but i haven't experimented with it yet.

@emyfops what do you think?

I hate mutability, the listener priority is know at compile time so we can design modules without having to check for module priority. Now lets say you wanted to have module priority, I believe legacy used to have a small manager for combat modules that would prevent conflicts. If we added this we should also implement a scheduler so that a module can only be active for a certain time before it switches the active module. The scheduler should also handle concurrent actions such as one module rotating while the other is switching item.

@beanbag44
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I hate mutability, the listener priority is know at compile time so we can design modules without having to check for module priority. Now lets say you wanted to have module priority, I believe legacy used to have a small manager for combat modules that would prevent conflicts. If we added this we should also implement a scheduler so that a module can only be active for a certain time before it switches the active module. The scheduler should also handle concurrent actions such as one module rotating while the other is switching item.

I understand not wanting mutability, however i don't think we ever need to check for module priority as the listeners handle that. I don't think we'd need a scheduler as i don't see a scenario where the modules would have to be cycled through. I wouldn't want KillAura being overridden by AntiAim just because its been running for a while. The managers handle conflicting actions by themselves so the only issue is which one gets activated first and for that i think having the choice up to the user seems the most fitting. It could be a simple setting in the same menu we have our debug info and render setting for the build sim (when that gets added).

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3 participants