fix more testing issues

This commit is contained in:
aidan 2026-02-27 11:58:03 -06:00
parent b4babec54f
commit 210be91d4c

View file

@ -701,21 +701,19 @@ class EW2Listeners : InteractionListener {
// check if cart is here
if (cartPos == 1) {
when (cartState) {
0 -> { // empty
0 -> { // empty. nothing happens.
sendDialogue(player, "You pull the lever and the press operates, but there is nothing on the cart to flatten.")
playAudio(player, Sounds.EW2_PRESS_BAR_3180)
animate(player, Animations.HUMAN_PULL_LEVER_4909)
}
1 -> { // ele bar
setVarbit(player, EW2JigCartVarbit, 4)
1 -> { // ele bar. nothing happens.
// "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
// also note during one of the source videos it's authentic that the press state shows a purple ele bar for a moment. weird.
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.")
playAudio(player, Sounds.EW2_PRESS_BAR_3180)
animate(player, Animations.HUMAN_PULL_LEVER_4909)
syncCart(player)
}
2 -> { // hot ele bar
2 -> { // hot ele bar. changes state to hot smashed bar.
setVarbit(player, EW2JigCartVarbit, 3)
// "hardy" is correct. see above.
sendDialogue(player, "You pull the lever and the press responds. The hardy comes down, hitting the elemental bar. The bar has been flattened.")
@ -726,7 +724,7 @@ class EW2Listeners : InteractionListener {
setAttribute(player, attrFlattened, true)
}
}
else -> { // smashed hot, smashed cooled, or primed
else -> { // smashed hot, smashed cooled, or primed. nothing happens.
sendDialogue(player, "You pull the lever and the press responds. The hardy comes down, hitting the elemental bar. The bar is already flattened.")
playAudio(player, Sounds.EW2_PRESS_BAR_3180)
animate(player, Animations.HUMAN_PULL_LEVER_4909)
@ -846,9 +844,13 @@ class EW2Listeners : InteractionListener {
// no cart update
}
2 -> { // 2 door opened, grabber out
// only grab the hot bar
if(cartState == 3) setVarbit(player, EW2TankDoorStateVarbit, 4) // 4 door opened, hot bar inside
// remove hot bar cart
// only grab the hot bar. otherwise, put the grabber back in
if(cartState == 3) {
setVarbit(player, EW2TankDoorStateVarbit, 4) // 4 door opened, hot bar inside
// remove hot bar cart
} else {
setVarbit(player, EW2TankDoorStateVarbit, 1) // 1 door opened, grabber inside
}
}
4 -> { // 4 door opened, hot bar inside
setVarbit(player, EW2TankDoorStateVarbit, 5) // 5 door opened, hot bar out