add player damage animations
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198371e529
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@ -44,6 +44,10 @@ set(ASSETS
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assets-cg/player/player_attack_right.png
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assets-cg/player/player_attack_down.png
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assets-cg/player/player_attack_left.png
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assets-cg/player/player_damage_up.png
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assets-cg/player/player_damage_right.png
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assets-cg/player/player_damage_down.png
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assets-cg/player/player_damage_left.png
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# Skill animations
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assets-cg/skills/swing_up.png
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assets-cg/skills/swing_right.png
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@ -34,3 +34,19 @@ player_attack_right.png:
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player_attack_left.png:
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next: anim_player_idle_left
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player_damage_*.png:
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frame_duration: 90
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center: 12, 17
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player_damage_down.png:
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next: anim_player_idle_down
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player_damage_up.png:
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next: anim_player_idle_up
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player_damage_right.png:
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next: anim_player_idle_right
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player_damage_left.png:
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next: anim_player_idle_left
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@ -14,6 +14,7 @@
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DIRECTIONAL_ANIM(anim_player_idle);
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DIRECTIONAL_ANIM(anim_player_attack);
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DIRECTIONAL_ANIM(anim_player_damage);
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DIRECTIONAL_ANIM(anim_swing);
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/* Animation functions. */
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@ -70,4 +70,5 @@ extern anim_frame_t anim_bat_damage_right[];
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/* Quadri-directional animations. */
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extern anim_frame_t *anim_player_idle[4];
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extern anim_frame_t *anim_player_attack[4];
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extern anim_frame_t *anim_player_damage[4];
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extern anim_frame_t *anim_swing[4];
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@ -154,6 +154,9 @@ int entity_damage(entity_t *e, int base_damage)
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else
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entity_set_anim(e, enemies[e->identity]->anim_damage[index]);
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}
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else {
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entity_set_anim(e, anim_player_damage[e->movement.facing]);
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}
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return damage;
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}
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