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cleanup and psyche up fix (#321)

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GradualSyrup 2022-03-18 12:53:06 -05:00 committed by GitHub
parent b879762f0d
commit c6c4105fc3
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 18 additions and 0 deletions

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@ -82,6 +82,7 @@ pub unsafe fn handle_buffs(
SoundModule::stop_all_sound(module_accessor); // silences buff sfx other than KO Punch
ControlModule::stop_rumble(module_accessor, false);
MotionAnimcmdModule::set_sleep(module_accessor, false);
CameraModule::stop_quake(module_accessor, *CAMERA_QUAKE_KIND_M); // stops Psyche-Up quake
let menu_vec = MENU.buff_state.to_vec();

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@ -229,6 +229,23 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
SoundModule::pause_se_all(module_accessor, true);
ControlModule::stop_rumble(module_accessor, true);
SoundModule::stop_all_sound(module_accessor);
// Return camera to normal when loading save state
SlowModule::clear_whole(module_accessor);
CameraModule::zoom_out(module_accessor, 0);
// Remove blue effect (but does not remove darkened screen)
EffectModule::kill_kind(
module_accessor,
Hash40::new("sys_bg_criticalhit"),
false,
false
);
// Removes the darkened screen from special zooms
// If there's a crit that doesn't get removed, it's likely bg_criticalhit2.
EffectModule::remove_screen(module_accessor,Hash40::new("bg_criticalhit"),0);
// Remove all quakes to prevent screen shake lingering through load.
for quake_kind in *CAMERA_QUAKE_KIND_NONE..=*CAMERA_QUAKE_KIND_MAX {
CameraModule::stop_quake(module_accessor, quake_kind);
}
StatusModule::change_status_request(module_accessor, *FIGHTER_STATUS_KIND_DEAD, false);
}