[Ohrrpgce] SVN: james/12684 Add attacker animations "Run and Hide" and "Unhide" that work like "Jump

James Paige Bob at hamsterrepublic.com
Sun Jan 16 06:53:29 PST 2022


On Sat, Jan 15, 2022 at 11:25 PM Ralph Versteegen <teeemcee at gmail.com>
wrote:

> Nice! Just what was always missing.
>
> I think that the name "Run In (unhides attacker)" which you used at first
> was better than "Unhide", because it does more than just unhiding. Plus I
> think that when the attack editor gets cleaned up the Always Hide/Unhide
> options would be placed right below the attack animation option, so
> "Attacker animation: Unhide" "Unhide attacker: YES" would be odd.
>

Good point. I'll rename it back to "Run In"


>
> I noticed some glitches (bug #1234) but they're shared with Jump, so no
> new problem there.
>
> I was hoping that adding BattleSprite.hidden meant some code cleanup
> occurred, but I see you dodged the issue (something I should learn to do)
> and just added it in addition to the .vis mess. Which means that the
> following comment change you made is not correct (or at least, removes
> truth)
>

You caught me! Okay, I went back and did the bare minimum of cleanup to
make my change to that comment accurate :D

   vis as bool   'Roughly, but not exactly, visibility:
>                  'For combatants: Is alive (or dying interruptted) and
> visible (didn't jump).
>                  '  Gets set to YES while an enemy is performing an
> on-death attack.
> -                '  Gets set to NO while it's dissolving or fleeing after
> death, or
> -                '  or if jumped off-screen
> +                '  Gets set to NO while it's dissolving or fleeing after
> death
>
> On Sun, 16 Jan 2022 at 04:15, <subversion at hamsterrepublic.com> wrote:
>
>> james
>> 2022-01-15 07:15:33 -0800 (Sat, 15 Jan 2022)
>> 279
>> Add attacker animations "Run and Hide" and "Unhide" that work like "Jump"
>> and "Land"
>>
>> Add bitsets that allow other attacks to hide/unhide attackers, regardless
>> of their attacker animations
>>
>> Add a .hidden member to the BattleSprite type, instead of overloading the
>> meaning of .vis
>> ---
>> U   wip/attackedit.bas
>> U   wip/battle_udts.bi
>> U   wip/bmod.bi
>> U   wip/bmod.rbas
>> U   wip/bmodsubs.bas
>> U   wip/loading.rbas
>> U   wip/udts.bi
>>
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