Player unit spawns before core animation finishes (#8375)
* Player unit spawns before core animation finishes * the * Shouldn't the landing particles also be aimed at the tile's world pos?
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@@ -193,7 +193,7 @@ public class Control implements ApplicationListener, Loadable{
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if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
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if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
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coreDelay = coreLandDuration;
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coreDelay = coreLandDuration;
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//delay player respawn so animation can play.
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//delay player respawn so animation can play.
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player.deathTimer = -80f;
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player.deathTimer = Player.deathDelay - coreLandDuration;
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//TODO this sounds pretty bad due to conflict
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//TODO this sounds pretty bad due to conflict
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if(settings.getInt("musicvol") > 0){
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if(settings.getInt("musicvol") > 0){
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Musics.land.stop();
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Musics.land.stop();
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@@ -395,7 +395,7 @@ public class CoreBlock extends StorageBlock{
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if(renderer.getLandTime() >= 1f){
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if(renderer.getLandTime() >= 1f){
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tile.getLinkedTiles(t -> {
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tile.getLinkedTiles(t -> {
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if(Mathf.chance(0.4f)){
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if(Mathf.chance(0.4f)){
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Fx.coreLandDust.at(t.worldx(), t.worldy(), angleTo(t) + Mathf.range(30f), Tmp.c1.set(t.floor().mapColor).mul(1.5f + Mathf.range(0.15f)));
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Fx.coreLandDust.at(t.worldx(), t.worldy(), angleTo(t.worldx(), t.worldy()) + Mathf.range(30f), Tmp.c1.set(t.floor().mapColor).mul(1.5f + Mathf.range(0.15f)));
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}
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}
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});
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});
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