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FULLPIPE: Scene11: Preserve Dude's state during swing update
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Retro-Junk authored and sev- committed Oct 2, 2016
1 parent ed62aca commit 2d4ce85
Showing 1 changed file with 8 additions and 4 deletions.
12 changes: 8 additions & 4 deletions engines/fullpipe/scenes/scene11.cpp
Expand Up @@ -334,42 +334,46 @@ void sceneHandler11_jumpFromSwing() {
}

void sceneHandler11_swing0() {
int phase = g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex;
g_vars->scene11_dudeOnSwing->_statics = g_vars->scene11_dudeOnSwing->getStaticsById(ST_MAN11_EMPTY);
g_vars->scene11_dudeOnSwing->_movement = 0;
g_vars->scene11_dudeOnSwing->show1(690, 215, MV_MAN11_SWING_0, 0);
g_vars->scene11_dudeOnSwing->startAnim(MV_MAN11_SWING_0, 0, -1);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(phase);

g_vars->scene11_swingDirection = 0;
g_vars->scene11_swingMaxAngle = 45;
g_vars->scene11_swingOldAngle = 0.0;
}

void sceneHandler11_swing1() {
int phase = g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex;
g_vars->scene11_dudeOnSwing->_statics = g_vars->scene11_dudeOnSwing->getStaticsById(ST_MAN11_EMPTY);
g_vars->scene11_dudeOnSwing->_movement = 0;
g_vars->scene11_dudeOnSwing->show1(690, 215, MV_MAN11_SWING_1, 0);
g_vars->scene11_dudeOnSwing->startAnim(MV_MAN11_SWING_1, 0, -1);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(phase);

g_vars->scene11_swingDirection = 1;
g_vars->scene11_swingMaxAngle = 42;
g_vars->scene11_swingOldAngle = -(fabs(g_vars->scene11_swingAngle) * 0.075 + 0.12);
}

void sceneHandler11_swing2() {
int phase = g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex;
g_vars->scene11_dudeOnSwing->_statics = g_vars->scene11_dudeOnSwing->getStaticsById(ST_MAN11_EMPTY);
g_vars->scene11_dudeOnSwing->_movement = 0;
g_vars->scene11_dudeOnSwing->show1(690, 215, MV_MAN11_SWING_2, 0);
g_vars->scene11_dudeOnSwing->startAnim(MV_MAN11_SWING_2, 0, -1);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(phase);

g_vars->scene11_swingDirection = 2;
g_vars->scene11_swingMaxAngle = 48;
g_vars->scene11_swingOldAngle = fabs(g_vars->scene11_swingAngle) * 0.075 + 0.12;
}

void sceneHandler11_emptySwing() {
int phase = g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex;
if (g_vars->scene11_swingDirection)
sceneHandler11_swing0();

Expand All @@ -379,7 +383,7 @@ void sceneHandler11_emptySwing() {
g_vars->scene11_dudeOnSwing->show1(-1, -1, -1, 0);
g_vars->scene11_dudeOnSwing->changeStatics2(ST_KCH_EMPTY);
g_vars->scene11_dudeOnSwing->startAnim(MV_KCH_MOVE2, 0, -1);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(phase);

g_vars->scene11_swingInertia = 0.03; //1.9881250;
}
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