Move class-specific animation update functions into their own class update functions.
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0dfb58a777
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@ -60,6 +60,28 @@ Warrior::Warrior(std::string name,Class cl,Ability rightClickAbility,Ability abi
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{}
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{}
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void Warrior::Update(float fElapsedTime){
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void Warrior::Update(float fElapsedTime){
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ACCESS_PLAYER
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if(p.GetState()==State::SWING_SWORD){
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switch(p.GetFacingDirection()){
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case UP:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
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}break;
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case DOWN:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
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}break;
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case LEFT:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
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}break;
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case RIGHT:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
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}break;
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}
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p.SetSwordSwingTimer(p.GetSwordSwingTimer()-fElapsedTime);
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if(p.GetSwordSwingTimer()<=0){
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p.SetSwordSwingTimer(0);
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p.SetState(State::NORMAL);
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}
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}
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}
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}
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bool Warrior::AutoAttack(){
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bool Warrior::AutoAttack(){
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@ -277,6 +299,22 @@ void Wizard::Update(float fElapsedTime){
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CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_WALK_S;
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CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_WALK_S;
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CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_WALK_W;
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CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_WALK_W;
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}
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}
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if(p.GetState()==State::CASTING){
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switch(p.GetFacingDirection()){
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case UP:{
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p.UpdateAnimation(AnimationState::WIZARD_CAST_N);
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}break;
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case DOWN:{
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p.UpdateAnimation(AnimationState::WIZARD_CAST_S);
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}break;
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case LEFT:{
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p.UpdateAnimation(AnimationState::WIZARD_CAST_W);
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}break;
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case RIGHT:{
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p.UpdateAnimation(AnimationState::WIZARD_CAST_E);
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}break;
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}
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}
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}
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}
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bool Wizard::AutoAttack(){
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bool Wizard::AutoAttack(){
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@ -286,47 +286,6 @@ void Crawler::HandleUserInput(float fElapsedTime){
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}
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}
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}
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}
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if(player.GetState()==State::SWING_SWORD){
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setIdleAnimation=false;
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switch(player.GetFacingDirection()){
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case UP:{
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player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
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}break;
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case DOWN:{
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player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
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}break;
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case LEFT:{
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player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
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}break;
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case RIGHT:{
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player.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
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}break;
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}
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player.SetSwordSwingTimer(player.GetSwordSwingTimer()-fElapsedTime);
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if(player.GetSwordSwingTimer()<=0){
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player.SetSwordSwingTimer(0);
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player.SetState(State::NORMAL);
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}
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}
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if(player.GetState()==State::CASTING){
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setIdleAnimation=false;
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switch(player.GetFacingDirection()){
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case UP:{
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player.UpdateAnimation(AnimationState::WIZARD_CAST_N);
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}break;
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case DOWN:{
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player.UpdateAnimation(AnimationState::WIZARD_CAST_S);
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}break;
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case LEFT:{
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player.UpdateAnimation(AnimationState::WIZARD_CAST_W);
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}break;
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case RIGHT:{
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player.UpdateAnimation(AnimationState::WIZARD_CAST_E);
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}break;
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}
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}
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if(player.GetState()!=State::NORMAL){
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if(player.GetState()!=State::NORMAL){
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setIdleAnimation=false;
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setIdleAnimation=false;
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}
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}
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 661
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#define VERSION_BUILD 662
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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