Harmonize DelayLen for Player and Monster (was 1-based on monseter (>= DelayLen) and 0-based on player (> DelayLen). Now both are 1-based (>= DelayLen)
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0a00d1d7ba
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3ba4bac5e2
7 changed files with 171 additions and 166 deletions
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@ -106,7 +106,7 @@ TEST(AnimationInfo, AttackSwordWarrior) // ProcessAnimationPending should be con
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{
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RunAnimationTest(
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{
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new SetNewAnimationData(16, 0, AnimationDistributionFlags::ProcessAnimationPending, 0, 9),
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new SetNewAnimationData(16, 1, AnimationDistributionFlags::ProcessAnimationPending, 0, 9),
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// ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
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new GameTickData(2, 0),
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new RenderingData(0.0f, 1),
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@ -169,7 +169,7 @@ TEST(AnimationInfo, AttackSwordWarriorWithFastestAttack) // Skipped frames and P
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{
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RunAnimationTest(
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{
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new SetNewAnimationData(16, 0, AnimationDistributionFlags::ProcessAnimationPending, 2, 9),
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new SetNewAnimationData(16, 1, AnimationDistributionFlags::ProcessAnimationPending, 2, 9),
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// ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
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new GameTickData(4, 0),
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new RenderingData(0.0f, 1),
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@ -225,7 +225,7 @@ TEST(AnimationInfo, AttackSwordWarriorRepeated)
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{
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RunAnimationTest(
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{
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new SetNewAnimationData(16, 0, AnimationDistributionFlags::ProcessAnimationPending, 0, 9),
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new SetNewAnimationData(16, 1, AnimationDistributionFlags::ProcessAnimationPending, 0, 9),
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// ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
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new GameTickData(2, 0),
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new RenderingData(0.0f, 1),
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@ -270,7 +270,7 @@ TEST(AnimationInfo, AttackSwordWarriorRepeated)
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new RenderingData(0.3f, 10),
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// Start of repeated attack, cause plr[pnum].AnimInfo.CurrentFrame > plr[myplr]._pAFNum
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new SetNewAnimationData(16, 0, static_cast<AnimationDistributionFlags>(AnimationDistributionFlags::ProcessAnimationPending | AnimationDistributionFlags::RepeatedAction), 0, 9),
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new SetNewAnimationData(16, 1, static_cast<AnimationDistributionFlags>(AnimationDistributionFlags::ProcessAnimationPending | AnimationDistributionFlags::RepeatedAction), 0, 9),
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// ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
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new GameTickData(2, 0),
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new RenderingData(0.0f, 11),
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@ -333,7 +333,7 @@ TEST(AnimationInfo, BlockingWarriorNormal) // Ignored delay for last Frame shoul
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{
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RunAnimationTest(
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{
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new SetNewAnimationData(2, 2, AnimationDistributionFlags::SkipsDelayOfLastFrame),
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new SetNewAnimationData(2, 3, AnimationDistributionFlags::SkipsDelayOfLastFrame),
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new RenderingData(0.0f, 1),
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new RenderingData(0.3f, 1),
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new RenderingData(0.6f, 1),
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@ -361,7 +361,7 @@ TEST(AnimationInfo, BlockingSorcererWithFastBlock) // Skipped frames and ignored
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{
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RunAnimationTest(
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{
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new SetNewAnimationData(6, 2, AnimationDistributionFlags::SkipsDelayOfLastFrame, 4),
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new SetNewAnimationData(6, 3, AnimationDistributionFlags::SkipsDelayOfLastFrame, 4),
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new RenderingData(0.0f, 1),
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new RenderingData(0.3f, 1),
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new RenderingData(0.6f, 1),
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@ -389,7 +389,7 @@ TEST(AnimationInfo, HitRecoverySorcererZenMode) // Skipped frames and ignored de
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{
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RunAnimationTest(
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{
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new SetNewAnimationData(8, 0, AnimationDistributionFlags::None, 4),
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new SetNewAnimationData(8, 1, AnimationDistributionFlags::None, 4),
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new RenderingData(0.0f, 1),
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new RenderingData(0.3f, 1),
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new RenderingData(0.6f, 2),
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@ -416,7 +416,7 @@ TEST(AnimationInfo, Stand) // Distribution Logic shouldn't change anything here
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{
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RunAnimationTest(
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{
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new SetNewAnimationData(10, 3),
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new SetNewAnimationData(10, 4),
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new RenderingData(0.1f, 1),
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new GameTickData(1, 1),
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new RenderingData(0.6f, 1),
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