Skulls no longer pause in mid fall when you leave a storm but instead reset. No more surprise splats.
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		| @@ -30,7 +30,7 @@ class SkullStorm(Object): | ||||
|         """Update all active skulls and potentially spawn new ones.""" | ||||
|         if not self.isActive: | ||||
|             return | ||||
|          | ||||
|      | ||||
|         # Check if player has entered range | ||||
|         inRange = self.xRange[0] <= player.xPos <= self.xRange[1] | ||||
|         if inRange and not self.playerInRange: | ||||
| @@ -41,10 +41,16 @@ class SkullStorm(Object): | ||||
|             # Player just left range | ||||
|             self.playerInRange = False | ||||
|             speak("Skull storm ended.") | ||||
|              | ||||
|          | ||||
|             # Clear any active skulls when player leaves the range | ||||
|             for skull in self.activeSkulls[:]: | ||||
|                 if skull['channel']: | ||||
|                     obj_stop(skull['channel']) | ||||
|             self.activeSkulls = []  # Reset the list of active skulls | ||||
|          | ||||
|         if not inRange: | ||||
|             return | ||||
|              | ||||
|      | ||||
|         # Update existing skulls | ||||
|         for skull in self.activeSkulls[:]:  # Copy list to allow removal | ||||
|             if currentTime >= skull['land_time']: | ||||
|   | ||||
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