From c63feaafbd07c376359492d4dabbbc01f0d2c9a6 Mon Sep 17 00:00:00 2001 From: EliteMasterEric Date: Wed, 11 Sep 2024 06:00:06 -0400 Subject: [PATCH] BF force plays the unlock animation even when he would fist pump --- source/funkin/ui/freeplay/FreeplayDJ.hx | 35 +++++++++++++++++++++++++ 1 file changed, 35 insertions(+) diff --git a/source/funkin/ui/freeplay/FreeplayDJ.hx b/source/funkin/ui/freeplay/FreeplayDJ.hx index 51829d44d..3d9ffd4d6 100644 --- a/source/funkin/ui/freeplay/FreeplayDJ.hx +++ b/source/funkin/ui/freeplay/FreeplayDJ.hx @@ -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());