Cloak Animation Fix

This commit is contained in:
ChocoTaco 2021-11-15 13:56:11 -05:00
parent 828e32c1e9
commit ed155c861a

View file

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