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fix more testing issues
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parent
b4babec54f
commit
210be91d4c
1 changed files with 11 additions and 9 deletions
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@ -701,21 +701,19 @@ class EW2Listeners : InteractionListener {
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// check if cart is here
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if (cartPos == 1) {
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when (cartState) {
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0 -> { // empty
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0 -> { // empty. nothing happens.
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sendDialogue(player, "You pull the lever and the press operates, but there is nothing on the cart to flatten.")
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playAudio(player, Sounds.EW2_PRESS_BAR_3180)
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animate(player, Animations.HUMAN_PULL_LEVER_4909)
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}
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1 -> { // ele bar
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setVarbit(player, EW2JigCartVarbit, 4)
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1 -> { // ele bar. nothing happens.
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// "hardy" is the real word used. I thought it was a typo for 'hammer' but it's not. https://en.wikipedia.org/wiki/Hardy_tool
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// also note during one of the source videos it's authentic that the press state shows a purple ele bar for a moment. weird.
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sendDialogue(player, "You pull the lever and the press responds. The hardy comes down, hitting the elemental bar. The bar is not hot enough to flatten.")
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playAudio(player, Sounds.EW2_PRESS_BAR_3180)
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animate(player, Animations.HUMAN_PULL_LEVER_4909)
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syncCart(player)
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}
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2 -> { // hot ele bar
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2 -> { // hot ele bar. changes state to hot smashed bar.
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setVarbit(player, EW2JigCartVarbit, 3)
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// "hardy" is correct. see above.
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sendDialogue(player, "You pull the lever and the press responds. The hardy comes down, hitting the elemental bar. The bar has been flattened.")
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@ -726,7 +724,7 @@ class EW2Listeners : InteractionListener {
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setAttribute(player, attrFlattened, true)
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}
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}
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else -> { // smashed hot, smashed cooled, or primed
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else -> { // smashed hot, smashed cooled, or primed. nothing happens.
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sendDialogue(player, "You pull the lever and the press responds. The hardy comes down, hitting the elemental bar. The bar is already flattened.")
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playAudio(player, Sounds.EW2_PRESS_BAR_3180)
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animate(player, Animations.HUMAN_PULL_LEVER_4909)
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@ -846,9 +844,13 @@ class EW2Listeners : InteractionListener {
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// no cart update
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}
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2 -> { // 2 door opened, grabber out
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// only grab the hot bar
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if(cartState == 3) setVarbit(player, EW2TankDoorStateVarbit, 4) // 4 door opened, hot bar inside
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// remove hot bar cart
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// only grab the hot bar. otherwise, put the grabber back in
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if(cartState == 3) {
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setVarbit(player, EW2TankDoorStateVarbit, 4) // 4 door opened, hot bar inside
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// remove hot bar cart
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} else {
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setVarbit(player, EW2TankDoorStateVarbit, 1) // 1 door opened, grabber inside
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}
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}
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4 -> { // 4 door opened, hot bar inside
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setVarbit(player, EW2TankDoorStateVarbit, 5) // 5 door opened, hot bar out
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