Controller vibrations should all be halted during the death screen and reset (as a failsafe) when reloading a stage. Release Build 8947.

pull/57/head
sigonasr2 10 months ago
parent a88b0b810b
commit f5acd59b5b
  1. 2
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 1
      Adventures in Lestoria/State_Death.cpp
  3. 2
      Adventures in Lestoria/Version.h
  4. BIN
      x64/Release/Adventures in Lestoria.exe

@ -2168,6 +2168,7 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
worldColorFunc=[&](vi2d pos){return game->worldColor;};
levelTime=0;
bossName="";
worldShakeTime=0.f;
encounterDuration=0;
totalDamageDealt=0;
encounterStarted=false;
@ -2175,6 +2176,7 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
Inventory::Clear("Monster Loot");
Inventory::Clear("Stage Loot");
Inventory::ResetLoadoutItemsUsed();
Input::StopVibration();
Input::SetLightbar({255,0,255});

@ -82,6 +82,7 @@ void State_Death::OnUserUpdate(AiL*game){
if(!Menu::IsMenuOpen()){
Menu::OpenMenu(MenuType::DEATH);
}
Input::StopVibration();
game->SetMosaicEffect(uint8_t(util::lerp(9.f,1.f,(gameSlowdownPct-7)/3.f)));
Input::SetLightbar(PixelLerp(BLACK,DARK_RED,sin(1.5f*game->GetRuntime())/2.f+0.5f));
}

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 8944
#define VERSION_BUILD 8947
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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