Improve Legionnaire animations; Protect against null sprite crashes

This commit is contained in:
Pr0nogo 2023-03-15 12:12:15 -04:00
parent f8cdcd3d44
commit 097631ab3f
4 changed files with 6 additions and 2 deletions

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@ -37876,9 +37876,10 @@ LegionnaireDeath:
end
LegionnaireGndAttkInit:
wait 1
playfram 0x100
LegionnaireGndAttkRpt:
playfram 0x100
wait 1
nobrkcodestart
playsnd 1896 # Legionnaire weapon fire 01
playfram 0x120
@ -37930,7 +37931,7 @@ LegionnaireWalking:
LegionnaireWarpIn:
imgol 154 0 0 # Zealot Warp Flash (protoss\zealot.grp)
goto LegionnaireLocal00
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 1342 Blackjack (cm\terran\blackjack.grp)

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@ -12,6 +12,7 @@ Aside from that: We are targeting improvements to early-game pacing, as well as
- Vagrant
## Bugfixes
- Crashes related to null sprites have been safeguarded against (c. Veeq7)
- Fixed Sundog not being able to attack
- Zethrokor and Vorvrokor movement is now consistent per frame
- AI should no longer stack Cagrant Colonies as often, improving base layouts
@ -20,6 +21,8 @@ Aside from that: We are targeting improvements to early-game pacing, as well as
## Audiovisuals
- New sprites:
- Vagrant
- Improved sprites:
- Legionnaire (animations)
- New wireframes: (c. jun3hong)
- Skortrith Colony, Spirtith Colony

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