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Miscellaneous Bugfixes From My Multiplayer Branch
This is just a bunch of bugfixes I did while I was working on the Multiplayer Support PR. I know I should've kept them separate, but then I'd also be dealing with said bugs. So this PR adds most of the bugfixes I did while working on Multiplayer. - De-globalized Pipe SFX from Pipe Cutscene (helps with lowering audio) - De-globalized 1-up SFX for Players - Removed an error log spam with the `ResourceSetter`s (involving connecting already connected signals) - Made sure to insert "BaseAssets" folder into the FIRST slot in the Resource Packs array. - Replaced `"BaseAssets"` for the above fix with `Godot.ROM_PACK_NAME` - Removed unused `"character"` setting from `SettingsManager` - Reset P-Switch timer when `Global.reset_values()` is called. Fixes bug when pressing a P-Switch and immediately restarting the level. - Added Skid SFX to `AudioManager` - Added slightly longer delay for when pausing with a controller (it can easily unpause before you press the button again) - Null check if LevelBG is in the level or not (for added for test levels)
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@@ -36,17 +36,18 @@ var update_on_spawn := true
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func _init() -> void:
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set_process_mode(Node.PROCESS_MODE_ALWAYS)
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func _ready() -> void:
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Global.level_time_changed.connect(update_resource)
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Global.level_theme_changed.connect(update_resource)
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func _enter_tree() -> void:
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safety_check()
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if update_on_spawn:
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update_resource()
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Global.level_time_changed.connect(update_resource)
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Global.level_theme_changed.connect(update_resource)
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func safety_check() -> void:
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if Settings.file.visuals.resource_packs.has("BaseAssets") == false:
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Settings.file.visuals.resource_packs.append("BaseAssets")
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if Settings.file.visuals.resource_packs.has(Global.ROM_PACK_NAME) == false:
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Settings.file.visuals.resource_packs.insert(Global.ROM_PACK_NAME, 0)
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func update_resource() -> void:
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randomize()
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