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facial expressions
- activated thru certain actions (NG input, special moves) or can be forced via entity
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@ -56,7 +56,11 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn"),
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new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind. (Does not work on the Rain particle.)"),
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new Param("valB", new EntityTypes.Float(1f, 12f, 1f), "Particle Intensity", "The intensity of the particle effect.")
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new Param("valB", new EntityTypes.Float(1f, 12f, 1f), "Particle Intensity", "The intensity of the particle effect")
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}),
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new GameAction("force facial expression", delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity.type); }, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
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}),
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// These are still here for backwards-compatibility but are hidden in the editor
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@ -155,6 +159,7 @@ namespace HeavenStudio.Games
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{
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Plain,
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Gradient,
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Radial,
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Blood,
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//ManMan?
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}
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@ -178,6 +183,18 @@ namespace HeavenStudio.Games
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Fire,
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Rain
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}
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public enum KarateManFaces
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{
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Normal,
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Smirk,
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Surprise,
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Sad,
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Lenny,
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Happy,
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VerySad,
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Blush
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}
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public Color[] LightBulbColors;
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public Color[] BackgroundColors;
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@ -591,5 +608,10 @@ namespace HeavenStudio.Games
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}
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Wind.windMain = windStrength;
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}
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public void SetFaceExpression(int face)
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{
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Joe.SetFaceExpression(face);
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}
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}
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}
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