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Add blaster_BC_buttons #582
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df02d64
add destruct
NoSloppy 6fe4def
Merge branch 'profezzorn:master' into Add-BC-Blaster
NoSloppy 6e23e0d
Add files via upload
NoSloppy 21fa83e
ifdef or operand syntax fix
NoSloppy 842d2ce
adjust button held timing for on/off
NoSloppy 4e965d1
swap mode cycle and reload button action
NoSloppy bf997f6
Delete blaster_BC_buttons.h
NoSloppy 1a3205e
Add files via upload
NoSloppy 9a15317
allow derived classes
NoSloppy 54aef0c
SB_Effect override change to SB_Effect2
NoSloppy 3325b63
Update SB_Effect to use EffectLocation
NoSloppy 3b225b5
PVLOG syntax adjust
NoSloppy 171c981
add IsEmpty
NoSloppy b7db818
no virtual needed
NoSloppy 4245a37
full overhaul
NoSloppy 2a8b0ff
restructured Fire() with helpers
NoSloppy 11f2d4e
oops. updated with old file. now correct.
NoSloppy 7fb9a40
Merge branch 'master' into Add-BC-Blaster
NoSloppy a69751b
Split into helper functions
NoSloppy aa0780d
Revamp from 2 years ago PR
NoSloppy c114f04
line returns
NoSloppy 15bd253
exit -> exiting
NoSloppy 09536ae
rm newline
NoSloppy 73c533c
move consts
NoSloppy b477cae
move Setup() and override
NoSloppy 8fc2962
Add EFFECT_BOOM
NoSloppy 91e2096
add EFFECT_BOOM to hybrid_font
NoSloppy 1ac807c
add BOOM printout
NoSloppy 06306c1
move const initialization
NoSloppy a79d3a0
condense preprocessor dirs
NoSloppy e60a4e0
remove dupe
NoSloppy 397a6ad
move int GetBulletCount()
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self-destruct is usually an off-type rather than an effect...
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It is,
But having EFFECT_DESTRUCT allows for blade animations.
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We might want to add a way for TrInOut to handle EFFECT_DESTRUCT so we can have a transition from the on to the off color.
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Hmm. oh, you mean like an "explosion"? Wouldn't that just be the OUT->IN transition, something like
That would play with boom.wav.
I'm not sure what you're saying the integration with EFFECT_DESTRUCT should be.
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oh well that's not right. It works for Destruct, but also shows if powering off normally.
So what did you have in mind?
I glanced at styles/inout_helper.h, but do not know what should happen here.
Maybe if EFFECT_DESTRUCT happens, we somehow bypass
in_tr_.begin();
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Or maybe we just have an EFFECT_BOOM that layers in the blade style on top of the InOutTrL?
Actually, my blaster styles don't even use an InOutTrL.
It's just always on not showing anything most of the time.
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Added EFFECT_BOOM, tested, works well for Boom, unless you had a different idea?