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[Replay] Skip damage animations when skipping backward in replays (#7249)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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parent
b01e107908
commit
745e94f332
11 changed files with 40 additions and 17 deletions
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@ -262,14 +262,15 @@ void PlayerEventHandler::eventCreateCounter(const Event_CreateCounter &event)
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player->addCounter(event.counter_info());
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}
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void PlayerEventHandler::eventSetCounter(const Event_SetCounter &event)
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void PlayerEventHandler::eventSetCounter(const Event_SetCounter &event, EventProcessingOptions options)
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{
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CounterState *ctr = player->getCounters().value(event.counter_id(), nullptr);
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if (!ctr) {
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return;
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}
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int oldValue = ctr->getValue();
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ctr->setValue(event.value());
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const bool skipDamageAnimation = options.testFlag(SKIP_DAMAGE_ANIMATION);
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ctr->setValue(event.value(), skipDamageAnimation);
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emit logSetCounter(player, ctr->getName(), event.value(), oldValue);
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}
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@ -625,7 +626,7 @@ void PlayerEventHandler::processGameEvent(GameEvent::GameEventType type,
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eventCreateCounter(event.GetExtension(Event_CreateCounter::ext));
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break;
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case GameEvent::SET_COUNTER:
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eventSetCounter(event.GetExtension(Event_SetCounter::ext));
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eventSetCounter(event.GetExtension(Event_SetCounter::ext), options);
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break;
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case GameEvent::DEL_COUNTER:
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eventDelCounter(event.GetExtension(Event_DelCounter::ext));
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