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Refactor move animations #4683
Refactor move animations #4683
Conversation
Something to test: What happens when |
Game freezes/gets stuck |
@AsparagusEduardo and @ghoulslash any more concerns? |
Two mainly:
|
I was planning to test it with a custom move. It would be better if we asked someone with a lot of new moves though. Could someone ask Duke (I know they have a lot of new moves) or I do it later? |
@cawtds could you retarget the pr to upcoming? Our workflow is that bugfixes go to master and new stuff to upcoming. |
Sorry @cawtds. One last thing. Could you add to the script to add this piece in
|
✔️ |
Sorry... One more thing I'll promise to merge after it. 🙏 It seems |
Not sure what you mean exactly. As part of the migration script or in general? |
in the migration script. That one is missing there |
Regarding adding |
Yeah, that make sense. My bad. |
Actually they would probably make it worse since it would be a duplicate. |
😢 |
Yeah, sorry about that, we shouldn't ping-ponging collaborators like this 😔 |
no worries, just saw it like 1 sec too late |
Quickly came back to update upcoming with master, so just fixing conflicts should be needed before merge. |
Description
Move animations are currently accessed via one large array, which needs to be sorted according to move ids. Ordering errors can easily go unnoticed due to the size of the array.
This PR removes the array and adds pointers to the animation scripts in gMovesInfo instead.
Discord contact info
.cawt