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KamiUnitY

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KamiUnitY

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About this mod

Guarantee combat ability activation when player try to activate them in middle of animation

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Changelogs
Did you know, If not server issues these could be things that prevented you from activating your ability
- You could hold the key to hold the ability
- You could cancel holding ability by just start sprinting
- You could cancel holding ability by just right click
- Dash ability wont work if you pressed it while sliding, dodging, sometimes even just running down stair
- Psyker's shield and Zealot's Relic don't work if you try to activate them in middle of many animations.

Features:
- mod will help you press ability key if it didn't get activated when you pressed it
- this mod help a lot with dash ability, you can press it while dodging, sliding now
- help a lot with Psyker's shield ability. no more ghost shield, hopefully :P
- help prevent ability cancelation by accident, this apply to all abilities that can be held.
- a workaround fix for Heavy sword's Special + Relic and Psyker Shield bug (Fatshark fixed it)
- mod option to prevent cancel ability by right click on short ability press (0.3s) (Enabled by default)
- mod option to completely prevent cancel ability on start sprinting (Enabled by default)

- mod option for preventing Zealot's double dashing (Disabled by default)
- mod option for disable function of holding ability when you holding the key. (Disabled by default)
- mod option for preventing chorus cancel from ability key (Disabled by default)

Installation Requirement:
If you have Chat BlockMultiBind installed, guarantee_ability_activation need to be put below them

Thanks to everyone on the Darktide Modders Discord for helping me with my noob question. xD (Zombine04, ItsAlxl, ronvoluted, raindish, Wobin, Aussiemon)
Special thanks to grasmann for modding_tools helping me creating this mod a lot faster

Translations:
- Russian localization by xsSplater
- Chinese localization by deluxghost

Known bugs:
- double pressing Shout ability during mission will cause input lock (should completely fixed now after 1.0.3)