Register wrapper functions for ticks/render

Apparently dying breaks player entity checks, this fixes that. The
function will only run the tick/render if the player is alive.
This commit is contained in:
NullBite 2022-06-22 22:26:48 -04:00
parent b88e98d9fb
commit 9a17550b74
Signed by: nullbite
GPG Key ID: 6C4D545385D4925A

View File

@ -259,7 +259,7 @@ do
end
end
events.TICK:register(tick, "timer")
events.TICK:register(function() if player:exists() then tick() end end, "timer")
end
-- named timers (this one is mine but heavily based on the other) --
@ -279,7 +279,7 @@ do
end
end
end
events.TICK:register(tick, "named_timer")
events.TICK:register(function() if player:exists() then tick() end end, "named_timer")
end
-- named cooldowns
@ -299,7 +299,7 @@ do
end
end
end
events.TICK:register(tick, "cooldown")
events.TICK:register(function() if player:exists() then tick() end end, "cooldown")
end
function rateLimit(ticks, next, name)
@ -1192,7 +1192,7 @@ function tick()
old_state.color_check=color_check
local_state.anim=player:getPose()
end
events.TICK:register(tick, "main_tick")
events.TICK:register(function() if player:exists() then tick() end end, "main_tick")
-- }}}
-- Render function {{{
@ -1207,5 +1207,6 @@ function render(delta)
animateTail((lerp(old_state.anim_cycle, anim_cycle, delta)))
end
end
events.RENDER:register(render, "main_render")
-- TODO this may break animation during death
events.RENDER:register(function(delta) if player:exists() then render(delta) end end, "main_render")
-- }}}