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Try to clean up turnaround logic even more #944

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Mar 3, 2025
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23 changes: 9 additions & 14 deletions src/game/objects/har.c
Original file line number Diff line number Diff line change
Expand Up @@ -582,20 +582,9 @@ void har_move(object *obj) {
// make sure HAR's are facing each other
object *obj_enemy =
game_state_find_object(obj->gs, game_state_get_player(obj->gs, h->player_id == 1 ? 0 : 1)->har_obj_id);
if(object_get_direction(obj) == object_get_direction(obj_enemy)) {
log_debug("HARS facing same direction");
vec2i pos = object_get_pos(obj);
vec2i pos_enemy = object_get_pos(obj_enemy);
if(pos.x > pos_enemy.x) {
log_debug("HARS facing player %d LEFT", h->player_id);
object_set_direction(obj, OBJECT_FACE_LEFT);
} else {
log_debug("HARS facing player %d RIGHT", h->player_id);
object_set_direction(obj, OBJECT_FACE_RIGHT);
}

log_debug("HARS facing enemy player %d", abs(h->player_id - 1));
object_set_direction(obj_enemy, object_get_direction(obj) * -1);
har *h_enemy = object_get_userdata(obj_enemy);
if(h_enemy->state != STATE_FALLEN) {
har_face_enemy(obj, obj_enemy);
}
} else if(h->state == STATE_FALLEN || h->state == STATE_RECOIL) {
float dampen = 0.2f;
Expand Down Expand Up @@ -679,6 +668,9 @@ void har_take_damage(object *obj, const str *string, float damage, float stun) {
// Save damage taken
h->last_damage_value = damage;

// interrupted
h->executing_move = 0;

if(h->linked_obj) {
object *linked = game_state_find_object(obj->gs, h->linked_obj);
if(linked) {
Expand Down Expand Up @@ -1541,6 +1533,9 @@ void har_tick(object *obj) {
}
if(h->stun_timer > 100) {
har_stunned_done(obj);
object *enemy_obj = game_state_find_object(
obj->gs, game_player_get_har_obj_id(game_state_get_player(obj->gs, !h->player_id)));
har_face_enemy(obj, enemy_obj);
}
}

Expand Down
16 changes: 2 additions & 14 deletions src/game/scenes/arena.c
Original file line number Diff line number Diff line change
Expand Up @@ -652,20 +652,8 @@ void arena_maybe_turn_har(int player_id, scene *scene) {
game_state_find_object(scene->gs, game_player_get_har_obj_id(game_state_get_player(scene->gs, player_id)));
object *obj_har2 = game_state_find_object(
scene->gs, game_player_get_har_obj_id(game_state_get_player(scene->gs, other_player_id)));
if(obj_har1->pos.x > obj_har2->pos.x) {
log_debug("ARENA facing player %d LEFT", player_id);
object_set_direction(obj_har1, OBJECT_FACE_LEFT);
} else {
log_debug("ARENA facing player %d RIGHT", player_id);
object_set_direction(obj_har1, OBJECT_FACE_RIGHT);
}

// there isn;t an idle event hook, so do the best we can...
har *har2 = obj_har2->userdata;
if((har2->state == STATE_STANDING || har_is_crouching(har2) || har_is_walking(har2)) && !har2->executing_move) {
log_debug("ARENA facing player %d", other_player_id);
object_set_direction(obj_har2, object_get_direction(obj_har1) * -1);
}
har_face_enemy(obj_har1, obj_har2);
}

void arena_har_hook(har_event event, void *data) {
Expand Down Expand Up @@ -713,7 +701,7 @@ void arena_har_hook(har_event event, void *data) {
har2->executing_move) {
// if the other HAR is jumping or recoiling, don't flip the direction. This specifically is to fix
// jaguar ending up facing backwards after an overhead throw.
arena_maybe_turn_har(event.player_id, scene);
arena_maybe_turn_har(other_player_id, scene);
}
log_debug("LAND %u", event.player_id);
break;
Expand Down
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