Working on the player respawn correctly
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@@ -7,7 +7,6 @@
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#include "GameConstants.h"
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#include "Environment.h"
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namespace ZL {
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const float ATTACK_COOLDOWN_TIME = 1.6f;
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@@ -431,9 +430,9 @@ void Character::update(int64_t deltaMs) {
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{
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currentState = AnimationState::DEATH_IDLE;
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if (onDeathAnimComplete) {
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auto cb = std::move(onDeathAnimComplete);
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onDeathAnimComplete = nullptr;
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cb();
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//auto cb = std::move(onDeathAnimComplete);
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//onDeathAnimComplete = nullptr;
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onDeathAnimComplete();
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//TODO: need to add some delay here
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currentState = AnimationState::STAND;
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resetAnim = true;
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+33
-14
@@ -16,6 +16,7 @@
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#ifdef EMSCRIPTEN
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#include <emscripten.h>
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#endif
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@@ -194,28 +195,46 @@ namespace ZL
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uniInteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects_uni_interior.json";
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uniInteriorParams.npcsJsonPath = "resources/config2/npcs_uni_interior.json";
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uniInteriorParams.dialoguesJsonPath = "resources/dialogue/uni_interior_dialogues.json";
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/*uniInteriorParams.navigationJsonPaths = {
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"resources/config2/navigation_interior.json",
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"resources/config2/navigation_interior.json",
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"resources/config2/navigation_interior.json",
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"resources/config2/navigation_interior.json",
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"resources/config2/navigation_interior.json",
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"resources/config2/navigation_interior.json",
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"resources/config2/navigation_interior.json"
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};*/
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//uniInteriorParams.navigationJsonPaths = {"resources/navigation/uni_interior_basic0_objects_opendoors.json"};
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//uniInteriorParams.navigationJsonPaths = { "resources/w/nav_uni_interior.txt" };
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/*
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uniInteriorParams.navigationJsonPaths = {
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"resources/navigation/uni_interior0_all_locked.txt",
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"resources/navigation/uni_interior0_hall.txt",
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"resources/navigation/uni_interior0_lr_hall.txt",
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"resources/navigation/uni_interior_basic0_objects_opendoors.txt",
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"resources/navigation/uni_interior0_aiperi_lr_tr_hall.json",
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"resources/navigation/uni_interior0_aiperi_lr_tr_hall.txt",
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"resources/navigation/uni_interior1_night.txt",
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"resources/navigation/uni_interior1_darklands_open.txt"
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"resources/navigation/uni_interior1_darklands_open.txt", //6
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"resources/navigation/uni_interior2_locked.txt",
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"resources/navigation/uni_interior2_unlocked_s1.txt",
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"resources/navigation/uni_interior2_unlocked_s2.txt",
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"resources/navigation/uni_interior2_unlocked_s3.txt",
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"resources/navigation/uni_interior2_unlocked_n2.txt",
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"resources/navigation/uni_interior2_unlocked_n3.txt",
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"resources/navigation/uni_interior2_unlocked_hall.txt"
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};*/
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uniInteriorParams.navigationJsonPaths = {
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"resources/navigation/uni_interior0_all_locked.json",
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"resources/navigation/uni_interior0_hall.json",
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"resources/navigation/uni_interior0_lr_hall.json",
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"resources/navigation/uni_interior_basic0_objects_opendoors.json",
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"resources/navigation/uni_interior0_aiperi_lr_tr_hall.json",
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"resources/navigation/uni_interior1_night.json",
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"resources/navigation/uni_interior1_darklands_open.json", //6
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"resources/navigation/uni_interior2_locked.json",
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"resources/navigation/uni_interior2_unlocked_s1.json",
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"resources/navigation/uni_interior2_unlocked_s2.json",
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"resources/navigation/uni_interior2_unlocked_s3.json",
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"resources/navigation/uni_interior2_unlocked_n2.json",
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"resources/navigation/uni_interior2_unlocked_n3.json",
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"resources/navigation/uni_interior2_unlocked_hall.json"
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};
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uniInteriorParams.teleportsJsonPath = "resources/config2/teleports.json";
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uniInteriorParams.triggerZonesJsonPath = "resources/config2/trigger_zones_uni_interior.json";
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uniInteriorParams.scriptPath = "resources/start_uni_interior.lua";
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@@ -227,6 +227,15 @@ namespace ZL {
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return it != this_impl->globalFloats->end() ? it->second : 0.0f;
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});
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api.set_function("get_player_x",
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[game]() -> float {
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return game->player ? game->player->position.x() : 0.0f;
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});
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api.set_function("get_player_z",
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[game]() -> float {
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return game->player ? game->player->position.z() : 0.0f;
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});
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// set_player_hp(value) — sets the player's current HP directly.
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api.set_function("set_player_hp",
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[game](float value) {
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