BF force plays the unlock animation even when he would fist pump

This commit is contained in:
EliteMasterEric
2024-09-11 06:00:06 -04:00
parent d1622040b6
commit c63feaafbd
+35
View File
@@ -375,6 +375,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function confirm():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = Confirm;
}
@@ -397,6 +404,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPumpIntro():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPumpIntro;
var animPrefix = playableCharData.getAnimationPrefix('fistPump');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroStartFrame());
@@ -404,6 +418,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPump():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPump;
var animPrefix = playableCharData.getAnimationPrefix('fistPump');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopStartFrame());
@@ -411,6 +432,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPumpLossIntro():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPumpIntro;
var animPrefix = playableCharData.getAnimationPrefix('loss');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpIntroBadStartFrame());
@@ -418,6 +446,13 @@ class FreeplayDJ extends FlxAtlasSprite
public function fistPumpLoss():Void
{
// We really don't want to play anything but the new character animation here.
if (PlayerRegistry.instance.hasNewCharacter())
{
currentState = NewUnlock;
return;
}
currentState = FistPump;
var animPrefix = playableCharData.getAnimationPrefix('loss');
playFlashAnimation(animPrefix, true, false, false, playableCharData.getFistPumpLoopBadStartFrame());