ani
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@@ -1,6 +1,6 @@
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extends SceneTree
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## Photograph every character in the picker, one shot each.
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## Photograph every character in the loadout selector, one shot each.
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##
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## The picker builds a real SkinnedPlayerModel per character, so this is the
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## cheapest full-roster visual check there is: it catches a rig whose idle pose
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@@ -56,7 +56,7 @@ func _process(_delta: float) -> bool:
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quit(1)
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return true
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_menu.visible = true
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_menu._show_character()
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_menu._show_loadouts()
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_next()
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return false
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if (_frames - 150) % SETTLE == 0:
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@@ -67,11 +67,11 @@ func _process(_delta: float) -> bool:
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func _next() -> void:
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_index += 1
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while _index < _menu.character_list.item_count:
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var id: String = _menu.character_list.get_item_metadata(_index)
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while _index < _menu.skin_opt.item_count:
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var id: String = _menu.skin_opt.get_item_metadata(_index)
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# Colour-tint skins have no model; there is nothing to photograph.
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_menu.character_list.select(_index)
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_menu._on_character_selected(_index)
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_menu.skin_opt.select(_index)
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_menu._on_skin_option_selected(_index)
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if _menu._preview_model != null:
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_posing = id
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return
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@@ -88,8 +88,8 @@ func _shoot() -> void:
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# Crop to the preview panel — the rest of the frame is the level behind it.
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var w := img.get_width()
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var h := img.get_height()
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img = img.get_region(Rect2i(int(w * 0.44), int(h * 0.15),
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int(w * 0.32), int(h * 0.68)))
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img = img.get_region(Rect2i(int(w * 0.735), int(h * 0.145),
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int(w * 0.245), int(h * 0.82)))
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var path := "%s/roster_%s.png" % [_out_dir, id]
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var save_error := img.save_png(path)
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if save_error == OK:
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