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Lobstrosities don't do the wind up tell as part of their charge. #72321

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Gristlebee opened this issue Dec 28, 2022 · 1 comment · Fixed by #73480
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Lobstrosities don't do the wind up tell as part of their charge. #72321

Gristlebee opened this issue Dec 28, 2022 · 1 comment · Fixed by #73480

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@Gristlebee
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Gristlebee commented Dec 28, 2022

Round ID: 197154

Testmerges: #72300

Reproduction:

Find a lobstrosity on lavaland or icebox.
Wait for it to charge.
It just stands still doesn't do the shake as a tell.

They've lost this behavior for a while now, and I honestly thought I was misremembering them doing this until I found the original PR #52692

@Sealed101
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Shake() is globally broken and the windup also makes use of that proc

san7890 pushed a commit that referenced this issue Feb 18, 2023
## About The Pull Request

Fixes #72321
Fixes #70388

The shake proc didn't work and hasn't for ages.
I remember it having worked at some point, but it was quite a long time
ago.
I cannot guarantee that the end result here is the same as it was, the
reason here being that I have no idea how this proc ever worked in the
first place. My limited understanding of the `animate` proc implies that
the previous implementation as written would never have acted as you
would expect it to, but clearly at some time in the past it did work. A
mystery.

As a result of the previous, possibly because the proc never _did_ work
as expected and just did something which looked vaguely correct most of
the time, both the default values and the values people were passing
into this proc were completely ridiculous.
Why would anyone ever want to pixel shift an object with a range of _15_
pixels in all directions? That's half a full tile! And why would you
want it to do this for 25 seconds?
So I also changed the values being passed in, because you really want
pretty small numbers passed into here most of the time.

Here's a video of everything that vibrates:
https://www.youtube.com/watch?v=Q0hoqmaXkKA

The exception is the v8 engine. I left this alone because it seems to
try and start shaking while in your hands, which doesn't work, and I
don't know how to fix that. This has potentially _also_ never worked.

## Why It's Good For The Game

Now you can see intended visual indicators for:
- Lobstrosities charging.
- Beepsky being EMPed.
- The Savannah Ivanov preparing to jump.
- The DNA infuser putting someone through the spin cycle.
- The mystery box admin item I had no previous idea even existed (fun
animations on this one).
- Anything else which wants to use this proc to create vibrating objects
in the future.

## Changelog

:cl:
fix: Lobstrosities and Tarantulas will once more vibrate to let you know
they're about to charge at you.
fix: The Savannah Ivanov will once more vibrate to let you know it's
about to jump into the air.
fix: The DNA infuser will now vibrate to let people know that it's busy
blending someone with a dead animal.
/:cl:
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