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Stars in your eyes when you get hit by shells
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parent
4be15a9020
commit
0206a42ce6
3 changed files with 46 additions and 7 deletions
33
src/info.c
33
src/info.c
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@ -58,7 +58,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"SPRG","BSPR","RNDM","RPOP","KFRE","DRIF","DSMO","FITM","DFAK","BANA",
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"DBAN","GSHE","GSTR","DGSH","RSHE","RSTR","DRSH","BOMB","BLIG","LIGH",
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"SINK","SITR","LAKI","POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS",
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"BUZB","CHOM","SACO","CRAB", "SHAD", "BUMP"
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"BUZB","CHOM","SACO","CRAB","SHAD","BUMP","FLEN"
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};
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// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
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@ -2855,6 +2855,10 @@ state_t states[NUMSTATES] =
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{SPR_BUMP, 1, 5, {NULL}, 0, 0, S_BUMP3}, // S_BUMP2
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{SPR_BUMP, 2, 5, {NULL}, 0, 0, S_NULL}, // S_BUMP3
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{SPR_FLEN, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_FLINGENERGY2}, // S_FLINGENERGY1,
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{SPR_FLEN, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_FLINGENERGY3}, // S_FLINGENERGY2,
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{SPR_FLEN, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_NULL}, // S_FLINGENERGY3,
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#ifdef SEENAMES
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{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
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#endif
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@ -16540,6 +16544,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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{ // MT_FLINGENERGY
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-1, // doomednum
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S_FLINGENERGY1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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MT_FLINGENERGY, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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60*FRACUNIT, // speed
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32*FRACUNIT, // radius
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64*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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// ============================================================================================================================//
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#ifdef SEENAMES
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@ -618,6 +618,7 @@ typedef enum sprite
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SPR_SHAD, // TD shadows
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SPR_BUMP, // Player/shell bump
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SPR_FLEN, // Shell hit graphics stuff
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SPR_FIRSTFREESLOT,
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SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
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@ -3370,6 +3371,10 @@ typedef enum state
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S_BUMP2,
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S_BUMP3,
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S_FLINGENERGY1,
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S_FLINGENERGY2,
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S_FLINGENERGY3,
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#ifdef SEENAMES
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S_NAMECHECK,
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#endif
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@ -4009,6 +4014,8 @@ typedef enum mobj_type
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MT_BUMP,
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MT_FLINGENERGY,
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#ifdef SEENAMES
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MT_NAMECHECK,
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#endif
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@ -3128,6 +3128,8 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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K_SpinPlayer(player, source);
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damage = player->mo->health - 1;
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P_RingDamage(player, inflictor, source, damage);
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if (inflictor->type == MT_GREENITEM || inflictor->type == MT_REDITEM)
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P_PlayerRingBurst(player, 5);
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player->mo->momx = player->mo->momy = 0;
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return true;
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}
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@ -3319,9 +3321,9 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
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if (!player)
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return;
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// If no health, don't spawn ring!
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// Never have health in kart I think
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if (player->mo->health <= 1)
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num_rings = 0;
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num_rings = 5;
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if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
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num_rings = 32;
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@ -3336,11 +3338,10 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
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// Spill the ammo
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P_PlayerWeaponAmmoBurst(player);
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// There's no ring spilling in kart, so I'm hijacking this for the same thing as TD
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for (i = 0; i < num_rings; i++)
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{
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INT32 objType = mobjinfo[MT_RING].reactiontime;
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if (mariomode)
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objType = mobjinfo[MT_COIN].reactiontime;
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INT32 objType = mobjinfo[MT_FLINGENERGY].reactiontime;
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z = player->mo->z;
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if (player->mo->eflags & MFE_VERTICALFLIP)
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@ -3381,7 +3382,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
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}
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else
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{
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momxy = 2*FRACUNIT;
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momxy = 28*FRACUNIT;
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momz = 3*FRACUNIT;
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}
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