Add authoritative fighter surface state
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+17
-10
@@ -5,7 +5,7 @@ use bevy::prelude::*;
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use bevy_ggrs::GgrsFrameTiming;
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use crate::debug_tools::PresentationMotionMode;
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use crate::fighter::{FighterHitstopShake};
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use crate::fighter::FighterHitstopShake;
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use crate::game_settings::GameSettings;
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use crate::{
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fighter::{FighterECB, FighterFacingDirection, baked_animation::FixedMat4},
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@@ -15,9 +15,6 @@ use crate::{
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#[derive(Component, Clone, Copy, Hash)]
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pub struct FighterPreviousFacingDirection(pub FighterFacingDirection);
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#[derive(Component, Clone, Copy, Hash)]
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pub struct Grounded;
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#[derive(Component, Deref, DerefMut, Default, Debug, Clone, Copy, Hash)]
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pub struct FighterVelocity(pub FGVec2);
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@@ -82,19 +79,29 @@ pub fn apply_fighter_translation_to_visuals(
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0.0,
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);
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if hitstop_shake.remaining_frames > 0 && hitstop_shake.total_frames > 0 && !game_settings.fighter_common.visual_shake_table.is_empty() {
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if hitstop_shake.remaining_frames > 0
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&& hitstop_shake.total_frames > 0
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&& !game_settings.fighter_common.visual_shake_table.is_empty()
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{
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let total = hitstop_shake.total_frames as f32;
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let curr = hitstop_shake.remaining_frames as f32;
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let elapsed = 1.0 - curr / total;
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let access_index = (hitstop_shake.remaining_frames as usize) % game_settings.fighter_common.visual_shake_table.len();
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let access_index = (hitstop_shake.remaining_frames as usize)
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% game_settings.fighter_common.visual_shake_table.len();
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let shake_multiplier = match hitstop_shake.role {
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super::FighterHitstopShakeRole::Attacker => game_settings.fighter_common.attacker_visual_shake_multiplier,
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super::FighterHitstopShakeRole::Attacker => {
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game_settings
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.fighter_common
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.attacker_visual_shake_multiplier
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}
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super::FighterHitstopShakeRole::Receiver => 1.0,
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};
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let shake_amount: f32 = 1.0 - EaseFunction::QuinticIn.sample(elapsed).unwrap_or_default();
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let shake_amount = game_settings.fighter_common.visual_shake_table[access_index] * shake_amount * shake_multiplier;
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let shake_amount: f32 =
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1.0 - EaseFunction::QuinticIn.sample(elapsed).unwrap_or_default();
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let shake_amount = game_settings.fighter_common.visual_shake_table[access_index]
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* shake_amount
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* shake_multiplier;
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let shake_offset = match hitstop_shake.kind {
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super::FighterHitstopShakeKind::Horizontal => Vec3::new(shake_amount, 0.0, 0.0),
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