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Refactor WithAttackAnimation to support multiple sprite bodies #13350
This seems like a more reasonable approach, but IMO we should go further: require all
referenced this pull request
May 28, 2017
Even ignoring performance, it is entirely possible that mods might want to 'share' an attack anim between two armaments (for example, dual-barreled units might need two armaments to fire from both barrels at the same time, imagine TS Wolverine firing visible projectiles), so being forced to give one of the armaments a different name just to avoid a crash is a bit inconvenient.
Rebased and updated. Dropped the Single->First commit again (see discussion on #13378).
@rob-v If you add
to RA V2RL or TS SMECH, they'll crash on bleed. With this PR, they'll show both bodies, but only the default one will be modified by the attack anim trait.
Additionally, you can test for regressions just by checking if V2RL aim/reload anim and TS Wolverine attack anim still work.
The conditional part could by tested by making
Ah yes, the default value for