Skip to content

Commit

Permalink
make each player a different model in the intro cutscene
Browse files Browse the repository at this point in the history
  • Loading branch information
Tyler-Lentz committed Jun 5, 2024
1 parent eaea62d commit 82c565d
Show file tree
Hide file tree
Showing 2 changed files with 5 additions and 3 deletions.
6 changes: 3 additions & 3 deletions config.json
Original file line number Diff line number Diff line change
Expand Up @@ -14,15 +14,15 @@
"lobby_name": "Hope you're doing well!1",
"lobby_broadcast": true,
"max_players": 1,
"disable_dm": false,
"disable_dm": true,
"skip_intro": false
},
"client": {
"default_name": "Conan O'Brien",
"lobby_discovery": true,
"fullscreen": true,
"fullscreen": false,
"draw_bboxes": false,
"fps_counter": true,
"presentation": true
"presentation": false
}
}
2 changes: 2 additions & 0 deletions src/server/game/introcutscene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,9 @@ IntroCutscene::IntroCutscene():
// hard code direction to face right based on the intro cutscene maze orientation
Player* player = new Player(this->state.getGrid().getRandomSpawnPoint(), directionToFacing(Direction::RIGHT));
Player* player_left = new Player(this->state.getGrid().getRandomSpawnPoint(), directionToFacing(Direction::RIGHT));
player_left->modelType = ModelType::PlayerLightning;
Player* player_right = new Player(this->state.getGrid().getRandomSpawnPoint(), directionToFacing(Direction::RIGHT));
player_right->modelType = ModelType::PlayerWater;

this->state.objects.createObject(player);
this->state.objects.createObject(player_left);
Expand Down

0 comments on commit 82c565d

Please sign in to comment.