aboutsummaryrefslogtreecommitdiff
path: root/webAO
diff options
context:
space:
mode:
authorsD <stoned@derpymail.org>2020-06-01 18:05:06 +0200
committersD <stoned@derpymail.org>2020-06-01 18:05:06 +0200
commitd3444de2e269d193cb36e60644dd2ee4fe0033aa (patch)
tree11b05062c4d03acf7da2bc13ecff0c1a6f964f82 /webAO
parent6b52935d7232271f87f3321d6f7df18f9a88a1c8 (diff)
flipping was already moved to say
Diffstat (limited to 'webAO')
-rw-r--r--webAO/client.js19
1 files changed, 6 insertions, 13 deletions
diff --git a/webAO/client.js b/webAO/client.js
index 1d008c1..9969278 100644
--- a/webAO/client.js
+++ b/webAO/client.js
@@ -1729,6 +1729,7 @@ async changeBackground(position) {
charSprite.style.transform = "scaleX(1)";
}
+ // flip the paired character
if (this.chatmsg.other_flip === 1) {
pairSprite.style.transform = "scaleX(-1)";
} else {
@@ -1753,18 +1754,10 @@ async changeBackground(position) {
*
* OK, here's the documentation on how this works:
*
- * 1 flip
- * For whatever reason it starts off by checking if the character is flipped, every time this is called
- * This is probably a TODO to move this somewhere else
- *
- * 2 flip
- * If the server supports it, the same is done for the paired character
- * Both of these should probably be moved to say()
- *
- * 3 _animating
+ * 1 _animating
* If we're not done with this characters animation, i.e. his text isn't fully there, set a timeout for the next tick/step to happen
*
- * 5 startpreanim
+ * 2 startpreanim
* If the shout timer is over it starts with the preanim
* The first thing it checks for is the shake effect (TODO on client this is handled by the @ symbol and not a flag )
* Then is the flash/realization effect
@@ -1772,14 +1765,14 @@ async changeBackground(position) {
* and the main characters preanim gif is loaded
* If pairing is supported the paired character will just stand around with his idle sprite
*
- * 6 preanimdelay over
+ * 3 preanimdelay over
* this animates the evidence popup and finally shows the character name and message box
* it sets the text color , changes the background (again TODO) and sets the character speaking sprite
*
- * 7 textnow != content
+ * 4 textnow != content
* this adds a character to the textbox and stops the animations if the entire message is present in the textbox
*
- * 8 sfx
+ * 5 sfx
* independent of the stuff above, this will play any sound effects specified by the emote the character sent.
* happens after the shout delay + an sfx delay that comes with the message packet
*