![]() ![]() Local button = Buttons_OnRelease(event, SceneFind("debug_cards.scene"))ĪgentSetProperty(button, "Text Background", true)ĬelebrityPoker_OnMouseL = function(event) upvalues: mSelectedPlayerButton, UnselectPlayers, kButtons, mSelectedPlayer, DoRound, SelectCard, RestoreCard ![]() Local button = Buttons_OnPress(event, SceneFind("debug_cards.scene")) InputMapperActivate("celebrityPoker.imap")ĬardRenderer_Render(AgentFind("card_". GameObject:GetTable().players:GetHand():AddCommunit圜ard(card) Local card = GetCardFromName(communit圜ards) Local cards = GameObject:GetTable():GetCommunit圜ards() GameObject:GetTable():GetDeck():RemoveCard(card) Local card = GetCardFromName(playerCards) Local hand = GameObject:GetTable().players:GetHand() upvalues: kScene, playerCards, GetCardFromName, communit圜ards upvalues: playerCards, kButtons, kStartCardX, kStartCardY, kStartCardYMultiplier, communit圜ards, kCommCardStartX, kStartCardXMultiplier, kCommCardStartYįor i,playerCardTable in ipairs(playerCards) doĪgentSetSelectable(AgentFind(kButtons), true)ĪgentSetPos(AgentFind(playerCards), Vector(kStartCardX, kStartCardY - (i - 1) * kStartCardYMultiplier, 2.7499990463257))ĪgentSetPos(AgentFind(communit圜ards), Vector(kCommCardStartX - i * kStartCardXMultiplier, kCommCardStartY, 2.7499990463257)) Local index = tonumber(string.sub(name, 6)) Local numCards = table.getn(playerCards)ĪgentSetPos(button, Vector(kStartCardX - (numCards - 1) * kStartCardXMultiplier, kStartCardY - (mSelectedPlayer - 1) * kStartCardYMultiplier, 2.7499990463257))ĪgentSetSelectable(mSelectedPlayerButton, false) upvalues: mSelectedPlayer, communit圜ards, kCommCardStartX, kStartCardXMultiplier, kCommCardStartY, playerCards, kStartCardX, kStartCardY, kStartCardYMultiplier, mSelectedPlayerButton, UnselectPlayersĪgentSetPos(button, Vector(kCommCardStartX - #communit圜ards * kStartCardXMultiplier, kCommCardStartY, 2.7499990463257)) ![]() upvalues: kButtons, mSelectedPlayer, mSelectedPlayerButtonĪgentSetProperty(AgentFind(player), "Text Background", false) Local mSelectedPlayer, mSelectedPlayerButton = nil, nil Other files also relating to debug materials found in the same archive is debug.imap, debug_cards.scene, and logic_debug.prop. The game's 1_CelebrityPoker_pc_data.ttarch, contains a file dedicated to debugging named debug_celebritypoker.lenc. GameTable.SetDebugMode = function(self, bDebug) Unlock new TF2 items by beating The Heavy, Max, Tycho, or Strong Bad at high stakes games of poker.Like most Telltale games, there is code for a debug mode, found in the gametable.lenc file in the archive named 0_5.ttarch. These characters come together in ways some never thought possible, in a setting few would have predicted. In Poker Night at the Inventory, you’ll deal with Penny Arcade’s clever, cunning Tycho, Team Fortress 2’s hulking Heavy, Homestar Runner’s self-proclaimed “awesome icon” Strong Bad and the hyperkinetic “rabbity-thing” from Sam & Max. “Prepare for a different kind of poker night in a very different kind of club. Although Telltale did not offer the same kind of explanation that they did regarding Poker Night 2, the game was likely delisted due to expired licensing of one or more of the properties featured in the game. Poker Night at the Inventory was delisted from Steam on May 23rd, 2019. ![]()
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