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BF force plays the unlock animation even when he would fist pump
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d1622040b6
commit
c63feaafbd
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@ -375,6 +375,13 @@ class FreeplayDJ extends FlxAtlasSprite
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public function confirm():Void
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public function confirm():Void
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{
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = Confirm;
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currentState = Confirm;
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}
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}
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@ -397,6 +404,13 @@ class FreeplayDJ extends FlxAtlasSprite
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public function fistPumpIntro():Void
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public function fistPumpIntro():Void
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{
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPumpIntro;
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currentState = FistPumpIntro;
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var animPrefix = playableCharData.getAnimationPrefix('fistPump');
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var animPrefix = playableCharData.getAnimationPrefix('fistPump');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroStartFrame());
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroStartFrame());
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@ -404,6 +418,13 @@ class FreeplayDJ extends FlxAtlasSprite
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public function fistPump():Void
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public function fistPump():Void
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{
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPump;
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currentState = FistPump;
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var animPrefix = playableCharData.getAnimationPrefix('fistPump');
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var animPrefix = playableCharData.getAnimationPrefix('fistPump');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopStartFrame());
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopStartFrame());
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@ -411,6 +432,13 @@ class FreeplayDJ extends FlxAtlasSprite
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public function fistPumpLossIntro():Void
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public function fistPumpLossIntro():Void
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{
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPumpIntro;
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currentState = FistPumpIntro;
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var animPrefix = playableCharData.getAnimationPrefix('loss');
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var animPrefix = playableCharData.getAnimationPrefix('loss');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
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@ -418,6 +446,13 @@ class FreeplayDJ extends FlxAtlasSprite
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public function fistPumpLoss():Void
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public function fistPumpLoss():Void
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{
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPump;
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currentState = FistPump;
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var animPrefix = playableCharData.getAnimationPrefix('loss');
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var animPrefix = playableCharData.getAnimationPrefix('loss');
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());
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playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());
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