Moved dungen code to DunGenPlus

Added critical damage as a mechanic
Maid knife feed deals critical damage, then kills on second time
Added concept of treasure room with kitchen
Frames now only start at the player when not being looked
New attempt at snowglobe animations, it broke though
Added concept of indoor weathers
LethalConfig compability now changes the color of configs that my presets touch
Added jukebox
Changed modGUID
Removed AC compability
Falling into void deals critical damage and teleports, then kills on second time
Maid spawns revenant ghost on death
This commit is contained in:
LadyAliceMargatroid 2024-08-02 08:56:09 -07:00
parent faa391c309
commit 056cac8df1
63 changed files with 976 additions and 2061 deletions

View file

@ -29,7 +29,27 @@ namespace ScarletMansion.GamePatch.Components
if (audioClipIndex == -1) comp.statusEffectAudioIndex = 0;
comp.statusEffectAudioIndex = audioClipIndex;
if (comp.isSinking) return;
if (comp.isSinking) {
// teleporting them out for a second time in life
// won't be easy though kek
var scarletPlayer = ScarletPlayerControllerB.GetScarletPlayerScript(comp);
if (scarletPlayer != null && !scarletPlayer.fellInPit && comp.sinkingValue >= 0.9f && comp.health > 20) {
var selfPos = scarletPlayer.transform.position;
var farthestAINode = RoundManager.Instance.insideAINodes
.Select(n => n.transform.position)
.OrderByDescending(n => (selfPos - n).magnitude).FirstOrDefault();
comp.TeleportPlayer(farthestAINode);
var damage = ScarletNetworkManagerUtility.GetCriticalDamageToPlayer(comp, false);
comp.DamagePlayer(damage, false, true, CauseOfDeath.Suffocation);
ScarletNetworkManager.Instance.CreateSpawnAudioPrefab(farthestAINode, comp.actualClientId);
StopSinkingLocalPlayer(comp);
scarletPlayer.fellInPit = true;
}
return;
}
if (sinkingLocalPlayer){
if (!comp.CheckConditionsForSinkingInQuicksand()) {