Buggfix: Prevent clip switching on falling sprite
- This was a forgotten effect when the falling was implemented on the player struct.
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@ -702,5 +702,6 @@ void
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player_set_falling(Player *player)
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player_set_falling(Player *player)
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{
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{
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mixer_play_effect(FALL0 + get_random(1));
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mixer_play_effect(FALL0 + get_random(1));
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player->sprite->clip = CLIP16(0, 0);
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player->sprite->state = SPRITE_STATE_FALLING;
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player->sprite->state = SPRITE_STATE_FALLING;
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}
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}
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@ -123,7 +123,6 @@ sprite_update(Sprite *s, UpdateData *data)
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if (s->state == SPRITE_STATE_FALLING) {
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if (s->state == SPRITE_STATE_FALLING) {
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if (!timer_started(s->animationTimer)) {
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if (!timer_started(s->animationTimer)) {
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timer_start(s->animationTimer);
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timer_start(s->animationTimer);
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s->clip = CLIP16(0, 0);
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} else {
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} else {
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if (timer_get_ticks(s->animationTimer) > 100) {
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if (timer_get_ticks(s->animationTimer) > 100) {
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timer_start(s->animationTimer);
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timer_start(s->animationTimer);
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