The face animation stuff here too.
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Before Width: | Height: | Size: 183 B After Width: | Height: | Size: 295 B |
Before Width: | Height: | Size: 183 B After Width: | Height: | Size: 216 B |
Before Width: | Height: | Size: 392 B After Width: | Height: | Size: 583 B |
Before Width: | Height: | Size: 604 B After Width: | Height: | Size: 772 B |
Before Width: | Height: | Size: 102 B After Width: | Height: | Size: 105 B |
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@ -1,3 +1,3 @@
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[default]
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ASH_MODVER="\cjCHILD OF ASH\c- \cw0.1a r108 \cu(Fri 22 Mar 16:01:14 CET 2024)\c-";
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ASH_SHORTVER="\cw0.1a r108 \cu(2024-03-22 16:01:14)\c-";
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ASH_MODVER="\cjCHILD OF ASH\c- \cw0.1a r109 \cu(Wed Apr 17 19:09:28 CEST 2024)\c-";
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ASH_SHORTVER="\cw0.1a r109 \cu(2024-04-17 19:09:28)\c-";
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@ -56,15 +56,28 @@ extend Class MarisaStatusBar
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let paindir = demo.paindir;
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let facetimer = demo.facetimer;
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let blinktime = demo.blinktime;
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if ( CPlayer.Health <= 0 ) return 16;
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if ( isInvulnerable() && (facestate >= FS_LOPAIN) ) return 4;
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if ( facestate == FS_OUCH ) return (paindir==-1)?14:(paindir==1)?15:13;
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if ( facestate == FS_HIPAIN ) return (paindir==-1)?11:(paindir==1)?12:10;
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if ( facestate == FS_LOPAIN ) return (paindir==-1)?8:(paindir==1)?9:7;
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if ( facestate == FS_GRIN ) return 4;
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if ( facestate == FS_SAD ) return 5;
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if ( facestate == FS_BLUSH ) return 6;
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// TODO unblinking face variant
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if ( CPlayer.Health <= 0 ) return 24;
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if ( facestate == FS_RAMPAGE )
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return (CPlayer.cheats&CF_FRIGHTENING)?13:12;
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if ( facestate == FS_EVILGRIN ) return 25;
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if ( facestate == FS_GRIN ) return (CPlayer.cheats&CF_FRIGHTENING)?25:4;
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if ( facestate == FS_SAD ) return (CPlayer.cheats&CF_FRIGHTENING)?21:8;
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if ( facestate == FS_BLUSH ) return (CPlayer.cheats&CF_FRIGHTENING)?13:14;
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if ( isInvulnerable() )
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{
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if ( blinktime < 0 ) return 7;
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return demo.lookdir+4;
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}
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if ( facestate == FS_OUCH ) return (paindir==-1)?22:(paindir==1)?23:21;
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if ( facestate == FS_HIPAIN ) return (paindir==-1)?19:(paindir==1)?20:18;
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if ( facestate == FS_LOPAIN ) return (paindir==-1)?16:(paindir==1)?17:15;
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if ( CPlayer.Health <= 25 ) // low HP face
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{
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if ( blinktime < 0 ) return 11;
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return demo.lookdir+8;
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}
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if ( CPlayer.cheats&CF_FRIGHTENING )
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return demo.lookdir+25;
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if ( blinktime < 0 ) return 3;
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return demo.lookdir;
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}
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@ -1,15 +1,16 @@
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// Here comes a not-so-ordinary witch
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Enum ESayaFaceState
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Enum EMarisaFaceState
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{
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FS_DEFAULT,
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FS_GRIN,
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FS_BLUSH,
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FS_EVILGRIN,
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FS_SAD,
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FS_BLUSH,
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FS_LOPAIN,
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FS_HIPAIN,
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FS_OUCH,
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FS_DEAD // UNUSED
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FS_RAMPAGE
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};
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Class MarisaPlayer : SWWMPlayer
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@ -54,7 +55,7 @@ Class MarisaPlayer : SWWMPlayer
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override void UpdateFace()
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{
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// damage handling
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if ( facedamage )
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if ( facedamage && (facestate < FS_RAMPAGE) )
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{
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if ( lastdamage > 50 )
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{
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@ -80,6 +81,15 @@ Class MarisaPlayer : SWWMPlayer
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}
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}
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facedamage = false;
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// "evil" grin variant, for BFG-tier weapons
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// (takes priority over sad face, unlike standard grin)
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if ( faceevilgrin && (facestate <= FS_SAD) )
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{
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facestate = FS_EVILGRIN;
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facetimer = 50;
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facegrin = false; // cancels normal grin
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}
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faceevilgrin = false;
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if ( facegrin && (facestate < FS_SAD) )
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{
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facestate = FS_GRIN;
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@ -107,6 +117,8 @@ Class MarisaPlayer : SWWMPlayer
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blinktime = 30;
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}
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}
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// TODO: rampage face when holding attack
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// (takes priority over everything else)
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if ( !(gametic&1) )
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{
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if ( blinktime <= 0 )
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@ -134,6 +146,27 @@ Class MarisaPlayer : SWWMPlayer
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// TODO: update the actual texture on the model
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}
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override void PlayRevive()
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{
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Super.PlayRevive();
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// force ouch face
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facestate = FS_OUCH;
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facetimer = 40;
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paindir = 0;
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}
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override void AddInventory( Inventory item )
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{
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Super.AddInventory(item);
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if ( (item is 'Weapon') && level.maptime )
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{
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A_StartSound("*weaponlaugh",CHAN_VOICE);
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if ( (item is 'SWWMWeapon') && SWWMWeapon(item).bISBFGTIER )
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faceevilgrin = true;
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else facegrin = true;
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}
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}
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override Weapon PickWeapon( int slot, bool checkammo )
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{
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if ( (slot >= 8) && (slot <= 9) ) EventHandler.SendNetworkEvent("marisaspellslot",slot-8);
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