Quick fixes for optional animations (#612)

* Quick fix for flipped Jump/RunJump anims

accidentally used the condition the wrong way, my bad LOL

* >= moment

so thats why it was playing the fall animation for a single frame

* Reverted attempted fixes accidentally left in for CrouchBump
This commit is contained in:
SkyanUltra
2025-10-17 08:56:12 -04:00
committed by GitHub
parent a0521becb4
commit ed297891fd
2 changed files with 13 additions and 9 deletions

View File

@@ -159,7 +159,7 @@ const ANIMATION_FALLBACKS := {
"WingCrouch": "WaterCrouch",
"CrouchFall": "Crouch",
"CrouchJump": "Crouch",
"CrouchBump": "Crouch",
"CrouchBump": "Bump",
"CrouchMove": "Crouch",
"IdleAttack": "MoveAttack",
"CrouchAttack": "IdleAttack",
@@ -685,6 +685,10 @@ func set_power_state_frame() -> void:
$ResourceSetterNew.update_resource()
if %Sprite.sprite_frames != null:
can_pose = %Sprite.sprite_frames.has_animation("PoseDoor")
can_bump_jump = %Sprite.sprite_frames.has_animation("JumpBump")
can_bump_crouch = %Sprite.sprite_frames.has_animation("CrouchBump")
can_bump_swim = %Sprite.sprite_frames.has_animation("SwimBump")
can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
func get_power_up(power_name := "") -> void: