Re-added remote effect methods

This commit is contained in:
Anuken
2020-08-04 13:38:40 -04:00
parent 3038862af5
commit 0d4e75fc42
23 changed files with 137 additions and 129 deletions

View File

@@ -879,7 +879,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, Pal.darkFlame);
if(!floor().solid && !floor().isLiquid){
Effects.rubble(x, y, block.size);
Effect.rubble(x, y, block.size);
}
}

View File

@@ -100,7 +100,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
//shake when legs contact ground
if(type.landShake > 0){
Effects.shake(type.landShake, type.landShake, l.base);
Effect.shake(type.landShake, type.landShake, l.base);
}
if(type.legSplashDamage > 0){

View File

@@ -181,7 +181,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
@Override
public void landed(){
if(type.landShake > 0f){
Effects.shake(type.landShake, type.landShake, this);
Effect.shake(type.landShake, type.landShake, this);
}
type.landed(base());
@@ -283,9 +283,9 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
float shake = hitSize / 3f;
Effects.scorch(x, y, (int)(hitSize / 5));
Effect.scorch(x, y, (int)(hitSize / 5));
Fx.explosion.at(this);
Effects.shake(shake, shake, this);
Effect.shake(shake, shake, this);
type.deathSound.at(this);
Events.fire(new UnitDestroyEvent(base()));
@@ -304,7 +304,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
if(type.wreckRegions[i].found()){
float range = type.hitsize/4f;
Tmp.v1.rnd(range);
Effects.decal(type.wreckRegions[i], x + Tmp.v1.x, y + Tmp.v1.y, rotation - 90);
Effect.decal(type.wreckRegions[i], x + Tmp.v1.x, y + Tmp.v1.y, rotation - 90);
}
}
}

View File

@@ -156,7 +156,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc{
}
boolean parentize = ammo.keepVelocity;
Effects.shake(weapon.shake, weapon.shake, x, y);
Effect.shake(weapon.shake, weapon.shake, x, y);
weapon.ejectEffect.at(x, y, rotation * side);
ammo.shootEffect.at(x, y, rotation, parentize ? this : null);
ammo.smokeEffect.at(x, y, rotation, parentize ? this : null);