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cleanup and psyche up fix (#321)
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2 changed files with 18 additions and 0 deletions
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@ -82,6 +82,7 @@ pub unsafe fn handle_buffs(
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SoundModule::stop_all_sound(module_accessor); // silences buff sfx other than KO Punch
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SoundModule::stop_all_sound(module_accessor); // silences buff sfx other than KO Punch
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ControlModule::stop_rumble(module_accessor, false);
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ControlModule::stop_rumble(module_accessor, false);
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MotionAnimcmdModule::set_sleep(module_accessor, false);
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MotionAnimcmdModule::set_sleep(module_accessor, false);
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CameraModule::stop_quake(module_accessor, *CAMERA_QUAKE_KIND_M); // stops Psyche-Up quake
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let menu_vec = MENU.buff_state.to_vec();
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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)
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SoundModule::pause_se_all(module_accessor, true);
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SoundModule::pause_se_all(module_accessor, true);
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ControlModule::stop_rumble(module_accessor, true);
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ControlModule::stop_rumble(module_accessor, true);
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SoundModule::stop_all_sound(module_accessor);
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SoundModule::stop_all_sound(module_accessor);
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// Return camera to normal when loading save state
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SlowModule::clear_whole(module_accessor);
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CameraModule::zoom_out(module_accessor, 0);
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// Remove blue effect (but does not remove darkened screen)
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EffectModule::kill_kind(
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module_accessor,
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Hash40::new("sys_bg_criticalhit"),
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false,
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false
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);
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// Removes the darkened screen from special zooms
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// If there's a crit that doesn't get removed, it's likely bg_criticalhit2.
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EffectModule::remove_screen(module_accessor,Hash40::new("bg_criticalhit"),0);
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// Remove all quakes to prevent screen shake lingering through load.
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for quake_kind in *CAMERA_QUAKE_KIND_NONE..=*CAMERA_QUAKE_KIND_MAX {
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CameraModule::stop_quake(module_accessor, quake_kind);
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}
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StatusModule::change_status_request(module_accessor, *FIGHTER_STATUS_KIND_DEAD, false);
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StatusModule::change_status_request(module_accessor, *FIGHTER_STATUS_KIND_DEAD, false);
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}
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}
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