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Cloak Animation Fix
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parent
828e32c1e9
commit
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@ -88,11 +88,15 @@ function ShapeBaseImageData::onFire(%data, %obj, %slot)
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}
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else
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{
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if( %obj.getEnergyLevel() > 20 )
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{
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%obj.setCloaked( false );
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%obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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}
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// if( %obj.getEnergyLevel() > 20 )
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// {
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// %obj.setCloaked( false );
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// %obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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// }
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//We check if the player is still cloaked now. So no need to limit to 20% energy for the cloak in/out animation
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%obj.setCloaked( false );
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%obj.reCloak = schedule( 500, 0, "checkCloakState", %obj);
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}
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}
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@ -422,12 +426,16 @@ function ShockLanceImage::onFire(%this, %obj, %slot)
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}
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else
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{
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if( %obj.getEnergyLevel() > 20 )
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{
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%obj.setCloaked( false );
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%obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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}
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}
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// if( %obj.getEnergyLevel() > 20 )
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// {
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// %obj.setCloaked( false );
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// %obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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// }
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//We check if the player is still cloaked now. So no need to limit to 20% energy for the cloak in/out animation
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%obj.setCloaked( false );
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%obj.reCloak = schedule( 500, 0, "checkCloakState", %obj);
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}
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}
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%muzzlePos = %obj.getMuzzlePoint(%slot);
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@ -773,3 +781,9 @@ function Flag::shouldApplyImpulse(%data, %obj)
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else
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return true;
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}
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function checkCloakState(%obj)
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{
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if(%obj.getImageState($BackpackSlot) $= "activate")
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%obj.setCloaked(true);
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}
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