Controller vibrations should all be halted during the death screen and reset (as a failsafe) when reloading a stage. Release Build 8947.
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@ -2168,6 +2168,7 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
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worldColorFunc=[&](vi2d pos){return game->worldColor;};
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worldColorFunc=[&](vi2d pos){return game->worldColor;};
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levelTime=0;
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levelTime=0;
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bossName="";
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bossName="";
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worldShakeTime=0.f;
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encounterDuration=0;
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encounterDuration=0;
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totalDamageDealt=0;
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totalDamageDealt=0;
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encounterStarted=false;
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encounterStarted=false;
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@ -2175,6 +2176,7 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
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Inventory::Clear("Monster Loot");
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Inventory::Clear("Monster Loot");
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Inventory::Clear("Stage Loot");
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Inventory::Clear("Stage Loot");
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Inventory::ResetLoadoutItemsUsed();
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Inventory::ResetLoadoutItemsUsed();
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Input::StopVibration();
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Input::SetLightbar({255,0,255});
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Input::SetLightbar({255,0,255});
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@ -82,6 +82,7 @@ void State_Death::OnUserUpdate(AiL*game){
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if(!Menu::IsMenuOpen()){
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if(!Menu::IsMenuOpen()){
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Menu::OpenMenu(MenuType::DEATH);
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Menu::OpenMenu(MenuType::DEATH);
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}
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}
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Input::StopVibration();
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game->SetMosaicEffect(uint8_t(util::lerp(9.f,1.f,(gameSlowdownPct-7)/3.f)));
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game->SetMosaicEffect(uint8_t(util::lerp(9.f,1.f,(gameSlowdownPct-7)/3.f)));
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Input::SetLightbar(PixelLerp(BLACK,DARK_RED,sin(1.5f*game->GetRuntime())/2.f+0.5f));
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Input::SetLightbar(PixelLerp(BLACK,DARK_RED,sin(1.5f*game->GetRuntime())/2.f+0.5f));
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}
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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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 8944
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#define VERSION_BUILD 8947
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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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