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Charge animation imprevement
just sync the frame to the charge amount
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2 changed files with 3 additions and 9 deletions
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@ -44,7 +44,7 @@ Make sure this matches the actual number of states
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#define INSTAWHIP_TETHERBLOCK (TICRATE*4)
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#define PUNISHWINDOW (7*TICRATE/10)
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#define BAIL_MAXCHARGE (84) // tics to bail when in painstate nad in air, on ground is half
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#define BAIL_MAXCHARGE (84) // tics to bail when in painstate nad in air, on ground is half, if you touch this, also update Obj_BailChargeThink synced animation logic
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#define BAIL_DROP (FRACUNIT/2)
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#define BAIL_BOOST (FRACUNIT)
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#define BAIL_DROPFREQUENCY (3)
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@ -67,14 +67,8 @@ void Obj_BailChargeThink (mobj_t *aura)
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aura->flags |= MF_NOCLIPTHING;
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// aura->color = mo->color;
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aura->extravalue1 = max(0, aura->extravalue1-1);
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if (aura->extravalue1 == 0 && (!P_IsObjectOnGround(player->mo) || player->tumbleBounces != 0))
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{
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aura->anim_duration = 2; // hack the shit out of FF_ANIMATE hell yeah
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aura->extravalue1 = 2;
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}
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// aura->renderflags &= ~RF_DONTDRAW;
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aura->anim_duration = 999; // This prevents FF_ANIMATE from working, we're gonna animate manually ourselves here
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aura->frame = ((player->bailcharge-1)/2); // By syncing the frame with the charge timer here
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fixed_t baseScale = 12*mo->scale/10;
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