Move class-specific animation update functions into their own class update functions.
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				| @ -60,6 +60,28 @@ Warrior::Warrior(std::string name,Class cl,Ability rightClickAbility,Ability abi | ||||
| {} | ||||
| 
 | ||||
| void Warrior::Update(float fElapsedTime){ | ||||
| 	ACCESS_PLAYER | ||||
| 	if(p.GetState()==State::SWING_SWORD){ | ||||
| 		switch(p.GetFacingDirection()){ | ||||
| 			case UP:{ | ||||
| 				p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N); | ||||
| 			}break; | ||||
| 			case DOWN:{ | ||||
| 				p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S); | ||||
| 			}break; | ||||
| 			case LEFT:{ | ||||
| 				p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W); | ||||
| 			}break; | ||||
| 			case RIGHT:{ | ||||
| 				p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E); | ||||
| 			}break; | ||||
| 		} | ||||
| 		p.SetSwordSwingTimer(p.GetSwordSwingTimer()-fElapsedTime); | ||||
| 		if(p.GetSwordSwingTimer()<=0){ | ||||
| 			p.SetSwordSwingTimer(0); | ||||
| 			p.SetState(State::NORMAL);  | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| bool Warrior::AutoAttack(){ | ||||
| @ -277,6 +299,22 @@ void Wizard::Update(float fElapsedTime){ | ||||
| 		CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_WALK_S; | ||||
| 		CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_WALK_W; | ||||
| 	} | ||||
| 	if(p.GetState()==State::CASTING){ | ||||
| 		switch(p.GetFacingDirection()){ | ||||
| 			case UP:{ | ||||
| 				p.UpdateAnimation(AnimationState::WIZARD_CAST_N); | ||||
| 			}break; | ||||
| 			case DOWN:{ | ||||
| 				p.UpdateAnimation(AnimationState::WIZARD_CAST_S); | ||||
| 			}break; | ||||
| 			case LEFT:{ | ||||
| 				p.UpdateAnimation(AnimationState::WIZARD_CAST_W); | ||||
| 			}break; | ||||
| 			case RIGHT:{ | ||||
| 				p.UpdateAnimation(AnimationState::WIZARD_CAST_E); | ||||
| 			}break; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| bool Wizard::AutoAttack(){ | ||||
|  | ||||
| @ -286,47 +286,6 @@ void Crawler::HandleUserInput(float fElapsedTime){ | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	if(player.GetState()==State::SWING_SWORD){ | ||||
| 		setIdleAnimation=false; | ||||
| 		switch(player.GetFacingDirection()){ | ||||
| 			case UP:{ | ||||
| 				player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N); | ||||
| 			}break; | ||||
| 			case DOWN:{ | ||||
| 				player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S); | ||||
| 			}break; | ||||
| 			case LEFT:{ | ||||
| 				player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W); | ||||
| 			}break; | ||||
| 			case RIGHT:{ | ||||
| 				player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E); | ||||
| 			}break; | ||||
| 		} | ||||
| 		player.SetSwordSwingTimer(player.GetSwordSwingTimer()-fElapsedTime); | ||||
| 		if(player.GetSwordSwingTimer()<=0){ | ||||
| 			player.SetSwordSwingTimer(0); | ||||
| 			player.SetState(State::NORMAL);  | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	if(player.GetState()==State::CASTING){ | ||||
| 		setIdleAnimation=false; | ||||
| 		switch(player.GetFacingDirection()){ | ||||
| 			case UP:{ | ||||
| 				player.UpdateAnimation(AnimationState::WIZARD_CAST_N); | ||||
| 			}break; | ||||
| 			case DOWN:{ | ||||
| 				player.UpdateAnimation(AnimationState::WIZARD_CAST_S); | ||||
| 			}break; | ||||
| 			case LEFT:{ | ||||
| 				player.UpdateAnimation(AnimationState::WIZARD_CAST_W); | ||||
| 			}break; | ||||
| 			case RIGHT:{ | ||||
| 				player.UpdateAnimation(AnimationState::WIZARD_CAST_E); | ||||
| 			}break; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	if(player.GetState()!=State::NORMAL){ | ||||
| 		setIdleAnimation=false; | ||||
| 	} | ||||
|  | ||||
| @ -2,7 +2,7 @@ | ||||
| #define VERSION_MAJOR 0 | ||||
| #define VERSION_MINOR 2 | ||||
| #define VERSION_PATCH 0 | ||||
| #define VERSION_BUILD 661 | ||||
| #define VERSION_BUILD 662 | ||||
| 
 | ||||
| #define stringify(a) stringify_(a) | ||||
| #define stringify_(a) #a | ||||
|  | ||||
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