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Archive update v0.53.2
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@@ -214,13 +214,14 @@ export function initializeToys(paletteManager: PaletteManager) {
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}
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}
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const zeroPoint = point(0, 0);
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// const zeroPoint = point(0, 0);
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const wakes = [
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{ ox: 21, oy: 60, behind: sprites.pony_wake_4, front: sprites.pony_wake_3 },
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{ ox: 24, oy: 60, behind: sprites.pony_wake_6, front: sprites.pony_wake_5 },
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{ ox: 18, oy: 51, behind: sprites.pony_wake_2, front: sprites.pony_wake_1 },
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];
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// swimming effects of different size; add value per tail
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const wakeIndices = [0, 2, 1, 0, 2, 2, 2, 0, 2, 2, 2, 1, 2, 2, 2, 1, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 2, 2, 2, 1];
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function getWakeIndex(info: Info) {
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@@ -292,9 +293,10 @@ export function drawPony(batch: Batch, info: Info, state: State, ponyX: number,
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let hatOffset = at(HEAD_ACCESSORY_OFFSETS, info.mane ? info.mane.type : 0)!;
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const noMane = !info.mane || hasNoMane(info.mane.type);
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if (info.headAccessory !== undefined && info.headAccessory.type === 20) {
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hatOffset = zeroPoint;
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}
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// temp front layer hat test
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// if (info.headAccessory !== undefined && info.headAccessory.type === 20) {
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// hatOffset = zeroPoint;
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//}
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if (draw(options, NoDraw.Behind)) {
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// far wing
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@@ -639,13 +641,14 @@ export function drawHead(
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drawSet(batch, sprites.facialHair, info.facialHair, x, y, WHITE);
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}
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const skipTopAndFrontMane = info.headAccessory !== undefined && info.headAccessory.type === 20;
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// temp front layer hat test
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// const skipTopAndFrontMane = info.headAccessory !== undefined && info.headAccessory.type === 20;
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if (draw(options, NoDraw.FrontMane)) {
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drawSet(batch, sprites.backFrontManes, info.backMane, x, y + maneOffsetY, WHITE);
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}
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if (draw(options, NoDraw.TopMane) && !skipTopAndFrontMane) {
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if (draw(options, NoDraw.TopMane) /* && !skipTopAndFrontMane*/ ) {
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drawSet(batch, sprites.topManes, info.mane, x, y, WHITE);
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}
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@@ -682,7 +685,7 @@ export function drawHead(
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drawSet(batch, sprites.earAccessories, info.earAccessory, x + earAccessoryOffset.x, y + earAccessoryOffset.y, WHITE);
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}
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if (draw(options, NoDraw.FrontMane) && !skipTopAndFrontMane) {
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if (draw(options, NoDraw.FrontMane) /* && !skipTopAndFrontMane */) {
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drawSet(batch, sprites.frontManes, info.mane, x, y + maneOffsetY, WHITE);
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}
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