Face animation stuff.
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@ -1,3 +1,3 @@
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[default]
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SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r142 \cu(Wed Apr 17 18:44:15 CEST 2024)\c-";
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SAYA_SHORTVER="\cw0.1a r142 \cu(2024-04-17 18:44:15)\c-";
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SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r143 \cu(Wed Apr 17 18:44:23 CEST 2024)\c-";
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SAYA_SHORTVER="\cw0.1a r143 \cu(2024-04-17 18:44:23)\c-";
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@ -52,13 +52,32 @@ extend Class SayaStatusBar
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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 14;
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if ( isInvulnerable() && (facestate >= FS_LOPAIN) ) return 4;
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if ( facestate == FS_OUCH ) return (paindir==-1)?12:(paindir==1)?13:11;
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if ( facestate == FS_HIPAIN ) return (paindir==-1)?9:(paindir==1)?10:8;
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if ( facestate == FS_LOPAIN ) return (paindir==-1)?6:(paindir==1)?7:5;
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if ( CPlayer.Health <= 0 )
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{
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if ( SayaPlayer(demo).lastword ) return 23;
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return 22;
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}
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if ( facestate == FS_RAMPAGE )
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{
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// TODO: tiers
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return 13;
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}
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if ( facestate == FS_EVILGRIN ) return 12;
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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_SAD ) return 8;
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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)?20:(paindir==1)?21:19;
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if ( facestate == FS_HIPAIN ) return (paindir==-1)?17:(paindir==1)?18:16;
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if ( facestate == FS_LOPAIN ) return (paindir==-1)?9:(paindir==1)?10:8; // re-uses sad face
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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 ( blinktime < 0 ) return 3;
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return demo.lookdir;
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}
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@ -5,15 +5,17 @@ Enum ESayaFaceState
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FS_DEFAULT,
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FS_GRIN,
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FS_SAD,
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FS_EVILGRIN,
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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 SayaPlayer : SWWMPlayer
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{
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int SpellSel;
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bool lastword;
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Default
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{
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@ -54,7 +56,7 @@ Class SayaPlayer : 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 +82,15 @@ Class SayaPlayer : 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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@ -92,6 +103,10 @@ Class SayaPlayer : SWWMPlayer
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facetimer = 50;
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}
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facesad = false;
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// TODO: rampage face when holding attack
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// (takes priority over everything else,
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// also Saya has three "tiers" to it,
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// more to that will come when implemented)
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if ( facetimer > 0 )
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{
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facetimer--;
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@ -134,10 +149,35 @@ Class SayaPlayer : SWWMPlayer
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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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facegrin = true;
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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 int GetRespawnTimer()
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{
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// start smug
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A_StartSound("saya/lastword",CHAN_VOICE);
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lastword = true;
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return 60;
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}
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override void PreRespawn()
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{
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// end smug
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lastword = false;
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// TODO spawn blast and backpack
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}
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override void PostRespawn()
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{
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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 Weapon PickWeapon( int slot, bool checkammo )
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{
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if ( slot == 8 ) EventHandler.SendNetworkEvent("sayaspellslot",0);
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