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Allow different cutscenes to play at the same time #1107
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SnipUndercover
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EverestAPI:dev
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maddie480:finally-fix-999-mayhaps
May 12, 2026
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,40 +1,77 @@ | ||
| using Microsoft.Xna.Framework; | ||
| using Microsoft.Xna.Framework; | ||
| using Monocle; | ||
|
|
||
| namespace Celeste.Mod.Entities { | ||
| [Tracked] | ||
| [CustomEntity("everest/dialogTrigger", "dialog/dialogtrigger", "cavern/dialogtrigger")] | ||
| public class DialogCutsceneTrigger : Trigger { | ||
|
|
||
| private string dialogEntry; | ||
| private bool triggered; | ||
| private EntityID id; | ||
| private bool onlyOnce; | ||
| private bool noRespawnAfterUse; | ||
| private bool triggerOnlyOnce; | ||
| private bool ignoreIntroState; | ||
| private bool endLevel; | ||
| private int deathCount; | ||
|
|
||
| public DialogCutsceneTrigger(EntityData data, Vector2 offset, EntityID entId) | ||
| : base(data, offset) { | ||
| dialogEntry = data.Attr("dialogId"); | ||
| onlyOnce = data.Bool("onlyOnce", true); | ||
| noRespawnAfterUse = data.Bool("onlyOnce", true); // don't rename the EntityData name for backwards compat | ||
| triggerOnlyOnce = data.Bool("triggerOnlyOnce", true); | ||
| ignoreIntroState = data.Bool("ignoreIntroState", false); | ||
| endLevel = data.Bool("endLevel", false); | ||
| deathCount = data.Int("deathCount", -1); | ||
| triggered = false; | ||
| id = entId; | ||
| } | ||
|
|
||
| // do not remove OnEnter! doing so will break maps that rely on third-party triggers to start dialog cutscenes. | ||
| // vanilla naturally calls OnEnter and OnStay in the same frame when entering the trigger, | ||
| // which would mean that we don't need the OnEnter method. | ||
| // however, sj's "in filtration" uses a Trigger Trigger (CrystallineHelper) to start a dialog cutscene; | ||
| // it only calls OnEnter and not OnStay, so removing OnEnter will make the dialog not appear and cause a tas desync! | ||
| public override void OnEnter(Player player) { | ||
| if (triggered || (Scene as Level).Session.GetFlag("DoNotLoad" + id) || | ||
| (deathCount >= 0 && SceneAs<Level>().Session.DeathsInCurrentLevel != deathCount)) { | ||
| TriggerCutscene(player); | ||
| } | ||
|
|
||
| public override void OnStay(Player player) { | ||
| TriggerCutscene(player); | ||
| } | ||
|
|
||
| public override void OnLeave(Player player) { | ||
| if (!triggerOnlyOnce) | ||
| triggered = false; | ||
| } | ||
|
|
||
| private void TriggerCutscene(Player player) { | ||
| if (Scene is not Level level) | ||
| return; | ||
|
|
||
| if (triggered) | ||
| return; | ||
|
|
||
| if (deathCount >= 0 && level.Session.DeathsInCurrentLevel != deathCount) | ||
| return; | ||
|
|
||
| if (ignoreIntroState && ((patch_Player) player).IsIntroState) | ||
| return; | ||
|
|
||
| // don't activate if the same dialog is already in progress | ||
| if (DialogCutscene.IsInProgress(dialogEntry)) | ||
| return; | ||
| } | ||
|
|
||
| triggered = true; | ||
|
|
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| Scene.Add(new DialogCutscene(dialogEntry, player, endLevel)); | ||
|
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| if (onlyOnce) | ||
| (Scene as Level).Session.SetFlag("DoNotLoad" + id, true); // Sets flag to not load | ||
| if (noRespawnAfterUse) { | ||
| // this flag is unused in vanilla and Everest, but mods may still make use of it, | ||
| // so it remains here for backwards compatibility | ||
| level.Session.SetFlag("DoNotLoad" + id, true); | ||
| level.Session.DoNotLoad.Add(id); | ||
| } | ||
| } | ||
|
|
||
| } | ||
| } | ||
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praise: very nice, clean guard chain