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Extremelyd1
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Thanks for the PR Bobby!
You mentioned the death animation making more sense as an animation rather than a separate update, but there was a good reason for it. Animation updates are not marked as reliable in networking updates, so if the packet containing the animation gets dropped, the animation doesn't play at all. This doesn't matter in most cases, but for the death animation I figured it would be nice it always played (since it is the last animation that plays before a player disappears from screen).
We'll see how this plays out in practice though. If it happens too often that the animation is dropped, we can revert back to the death animation as a dedicated update rather than in the animation system. The code is (mostly) still there.
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I did notice some problems occasionally, moreso the animation getting overridden, but your reasoning makes more sense. I just wasn't getting the packet for some reason so I decided to go the effect route. |
Adds animations for player deaths. The hook method is a bit more complicated than i'd like, but alas. Team Cherry decided to call their HeroController.OnDeath action before setting any cState properties. I figured it made more sense as an animation effect rather than a player update, but I can change it if need be. There are likely other leftovers that need to be removed as well.
Also fixes a bug where some attack sounds lingered and replayed, seemingly replacing other sound effects. No clue what caused it, but playing the audio as a oneshot seemed to fix it.