mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
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Merge branch 'thundershield-hell' into 'master'
Thundershield hell See merge request KartKrew/Kart!14
This commit is contained in:
commit
b964c1c49a
8 changed files with 208 additions and 24 deletions
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@ -1830,6 +1830,7 @@ static actionpointer_t actionpointers[] =
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{{A_JawzExplode}, "A_JAWZEXPLODE"}, // SRB2kart
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{{A_MineExplode}, "A_MINEEXPLODE"}, // SRB2kart
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{{A_BallhogExplode}, "A_BALLHOGEXPLODE"}, // SRB2kart
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{{A_LightningFollowPlayer}, "A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
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{{A_OrbitNights}, "A_ORBITNIGHTS"},
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{{A_GhostMe}, "A_GHOSTME"},
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{{A_SetObjectState}, "A_SETOBJECTSTATE"},
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54
src/info.c
54
src/info.c
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@ -60,7 +60,8 @@ char sprnames[NUMSPRITES + 1][5] =
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"KRBM","BHOG","BHBM","BLIG","LIGH","THNS","SINK","SITR","KBLN","DEZL",
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"POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO",
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"CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO",
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"ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","VIEW"
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"ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","KSPK","LZI1",
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"LZI2","KLIT","VIEW"
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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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@ -3007,6 +3008,57 @@ state_t states[NUMSTATES] =
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{SPR_RNDM, FF_ANIMATE, -1, {NULL}, 23, 3, S_NULL}, // S_PLAYERITEM
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{SPR_PBOM, 4, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
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// Oh no it's annoying lightning states.......
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// Lightning Sparks (it's the ones we'll use for the radius)
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{SPR_KSPK, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK2}, // S_KSPARK1
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{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK3}, // S_KSPARK2
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{SPR_KSPK, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK4}, // S_KSPARK3
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{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK5}, // S_KSPARK4
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{SPR_KSPK, FF_FULLBRIGHT|2, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK6}, // S_KSPARK5
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{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK7}, // S_KSPARK6
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{SPR_KSPK, FF_FULLBRIGHT|3, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK8}, // S_KSPARK7
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{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK9}, // S_KSPARK8
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{SPR_KSPK, FF_TRANS40|FF_FULLBRIGHT|4, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK10}, // S_KSPARK9
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{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK11}, // S_KSPARK10
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{SPR_KSPK, FF_TRANS50|FF_FULLBRIGHT|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK12}, // S_KSPARK11
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{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK13}, // S_KSPARK12
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{SPR_KSPK, FF_TRANS60|FF_FULLBRIGHT|6, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_KSPARK13
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// The straight bolt...
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{SPR_LZI1, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO12}, // S_LZIO11
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{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO13}, // S_LZIO12
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{SPR_LZI1, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO14}, // S_LZIO13
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{SPR_LZI1, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO15}, // S_LZIO14
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{SPR_NULL, FF_FULLBRIGHT, 4, {A_LightningFollowPlayer}, 0, 0, S_LZIO16}, // S_LZIO15
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{SPR_LZI1, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO17}, // S_LZIO16
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{SPR_NULL, 0, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO18}, // S_LZIO17
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{SPR_LZI1, FF_TRANS50|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO19}, // S_LZIO18
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{SPR_LZI1, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO19
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{SPR_NULL, FF_FULLBRIGHT, 6, {A_LightningFollowPlayer}, 0, 0, S_LZIO22}, // S_LZIO21
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{SPR_LZI2, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO23}, // S_LZIO22
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{SPR_LZI2, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO24}, // S_LZIO23
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{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO25}, // S_LZIO24
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{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO26}, // S_LZIO25
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{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO27}, // S_LZIO26
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{SPR_LZI2, FF_TRANS30|FF_FULLBRIGHT|2, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO28}, // S_LZIO27
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{SPR_NULL, 0, 4, {A_LightningFollowPlayer}, 0, 0, S_LZIO29}, // S_LZIO28
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{SPR_LZI2, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO29
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// The slanted bolt. Man these states are boring as all heck to do.
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{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT2}, // S_KLIT1
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{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT3}, // S_KLIT2
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{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|1, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT4}, // S_KLIT3
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{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT5}, // S_KLIT4
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{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|2, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT6}, // S_KLIT5
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{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT7}, // S_KLIT6
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{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|3, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT8}, // S_KLIT7
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{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT9}, // S_KLIT8
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{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|4, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT10}, // S_KLIT9
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{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT11}, // S_KLIT10
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{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT12}, // S_KLIT11
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{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12
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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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56
src/info.h
56
src/info.h
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@ -168,6 +168,7 @@ void A_JawzChase(); // SRB2kart
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void A_JawzExplode(); // SRB2kart
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void A_MineExplode(); // SRB2kart
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void A_BallhogExplode(); // SRB2kart
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void A_LightningFollowPlayer(); // SRB2kart: Lightning shield effect player chasing
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void A_OrbitNights();
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void A_GhostMe();
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void A_SetObjectState();
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@ -646,8 +647,13 @@ typedef enum sprite
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SPR_AIDU,
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SPR_VIEW, // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw!
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SPR_KSPK, // Spark radius for the lightning shield
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SPR_LZI1, // Lightning that falls on the player for lightning shield
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SPR_LZI2, // ditto
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SPR_KLIT, // You have a twisted mind. But this actually is for the diagonal lightning.
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SPR_VIEW, // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw!
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SPR_FIRSTFREESLOT,
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SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
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NUMSPRITES
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@ -3550,6 +3556,54 @@ typedef enum state
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S_PLAYERITEM,
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S_KARMAWHEEL,
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// Lightning shield use stuff;
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S_KSPARK1, // Sparkling Radius
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S_KSPARK2,
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S_KSPARK3,
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S_KSPARK4,
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S_KSPARK5,
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S_KSPARK6,
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S_KSPARK7,
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S_KSPARK8,
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S_KSPARK9,
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S_KSPARK10,
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S_KSPARK11,
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S_KSPARK12,
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S_KSPARK13, // ... that's an awful lot.
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S_LZIO11, // Straight lightning bolt
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S_LZIO12,
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S_LZIO13,
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S_LZIO14,
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S_LZIO15,
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S_LZIO16,
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S_LZIO17,
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S_LZIO18,
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S_LZIO19,
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S_LZIO21, // Straight lightning bolt (flipped)
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S_LZIO22,
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S_LZIO23,
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S_LZIO24,
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S_LZIO25,
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S_LZIO26,
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S_LZIO27,
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S_LZIO28,
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S_LZIO29,
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S_KLIT1, // Diagonal lightning. No, it not being straight doesn't make it gay.
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S_KLIT2,
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S_KLIT3,
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S_KLIT4,
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S_KLIT5,
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S_KLIT6,
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S_KLIT7,
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S_KLIT8,
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S_KLIT9,
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S_KLIT10,
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S_KLIT11,
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S_KLIT12,
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#ifdef SEENAMES
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S_NAMECHECK,
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88
src/k_kart.c
88
src/k_kart.c
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@ -2842,13 +2842,59 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map
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return mo;
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}
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#define THUNDERRADIUS 320
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static void K_DoThunderShield(player_t *player)
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{
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S_StartSound(player->mo, sfx_s3k45);
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mobj_t *mo;
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int i = 0;
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fixed_t sx;
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fixed_t sy;
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S_StartSound(player->mo, sfx_zio3);
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//player->kartstuff[k_thunderanim] = 35;
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P_NukeEnemies(player->mo, player->mo, RING_DIST/4);
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// spawn vertical bolt
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_LZIO11);
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mo->color = SKINCOLOR_TEAL;
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mo->scale = player->mo->scale*3 + (player->mo->scale/2);
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_LZIO21);
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mo->color = SKINCOLOR_CYAN;
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mo->scale = player->mo->scale*3 + (player->mo->scale/2);
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// spawn horizontal bolts;
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for (i=0; i<7; i++)
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{
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
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mo->angle = P_RandomRange(0, 359)*ANG1;
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mo->fuse = P_RandomRange(20, 50);
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_KLIT1);
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}
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// spawn the radius thing:
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angle_t an = ANGLE_22h;
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for (i=0; i<15; i++)
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{
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sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT));
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sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT));
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mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK);
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mo-> angle = an*i;
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mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something.
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mo->scale = player->mo->scale*3;
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_KSPARK1);
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}
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}
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#undef THUNDERRADIUS
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static void K_DoHyudoroSteal(player_t *player)
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{
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INT32 i, numplayers = 0;
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@ -5494,52 +5540,52 @@ void K_LoadKartHUDGraphics(void)
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}
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// For the item toggle menu
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const char *K_GetItemPatch(UINT8 item, boolean small)
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const char *K_GetItemPatch(UINT8 item, boolean tiny)
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{
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switch (item)
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{
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case KITEM_SNEAKER:
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case KRITEM_TRIPLESNEAKER:
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return (small ? "K_ISSHOE" : "K_ITSHOE");
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return (tiny ? "K_ISSHOE" : "K_ITSHOE");
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case KITEM_ROCKETSNEAKER:
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return (small ? "K_ISRSHE" : "K_ITRSHE");
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return (tiny ? "K_ISRSHE" : "K_ITRSHE");
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case KITEM_INVINCIBILITY:
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return (small ? "K_ISINV1" : "K_ITINV1");
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return (tiny ? "K_ISINV1" : "K_ITINV1");
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case KITEM_BANANA:
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case KRITEM_TRIPLEBANANA:
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case KRITEM_TENFOLDBANANA:
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return (small ? "K_ISBANA" : "K_ITBANA");
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return (tiny ? "K_ISBANA" : "K_ITBANA");
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case KITEM_EGGMAN:
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return (small ? "K_ISEGGM" : "K_ITEGGM");
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return (tiny ? "K_ISEGGM" : "K_ITEGGM");
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case KITEM_ORBINAUT:
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return (small ? "K_ISORBN" : "K_ITORB1");
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return (tiny ? "K_ISORBN" : "K_ITORB1");
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case KITEM_JAWZ:
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case KRITEM_DUALJAWZ:
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return (small ? "K_ISJAWZ" : "K_ITJAWZ");
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return (tiny ? "K_ISJAWZ" : "K_ITJAWZ");
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case KITEM_MINE:
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return (small ? "K_ISMINE" : "K_ITMINE");
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return (tiny ? "K_ISMINE" : "K_ITMINE");
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case KITEM_BALLHOG:
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return (small ? "K_ISBHOG" : "K_ITBHOG");
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return (tiny ? "K_ISBHOG" : "K_ITBHOG");
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case KITEM_SPB:
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return (small ? "K_ISSPB" : "K_ITSPB");
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return (tiny ? "K_ISSPB" : "K_ITSPB");
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case KITEM_GROW:
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return (small ? "K_ISGROW" : "K_ITGROW");
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return (tiny ? "K_ISGROW" : "K_ITGROW");
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case KITEM_SHRINK:
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return (small ? "K_ISSHRK" : "K_ITSHRK");
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return (tiny ? "K_ISSHRK" : "K_ITSHRK");
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case KITEM_THUNDERSHIELD:
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return (small ? "K_ISTHNS" : "K_ITTHNS");
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return (tiny ? "K_ISTHNS" : "K_ITTHNS");
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case KITEM_HYUDORO:
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return (small ? "K_ISHYUD" : "K_ITHYUD");
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return (tiny ? "K_ISHYUD" : "K_ITHYUD");
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case KITEM_POGOSPRING:
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return (small ? "K_ISPOGO" : "K_ITPOGO");
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return (tiny ? "K_ISPOGO" : "K_ITPOGO");
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case KITEM_KITCHENSINK:
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return (small ? "K_ISSINK" : "K_ITSINK");
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return (tiny ? "K_ISSINK" : "K_ITSINK");
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case KRITEM_TRIPLEORBINAUT:
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return (small ? "K_ISORBN" : "K_ITORB3");
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return (tiny ? "K_ISORBN" : "K_ITORB3");
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case KRITEM_QUADORBINAUT:
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return (small ? "K_ISORBN" : "K_ITORB4");
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return (tiny ? "K_ISORBN" : "K_ITORB4");
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default:
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return (small ? "K_ISSAD" : "K_ITSAD");
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return (tiny ? "K_ISSAD" : "K_ITSAD");
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}
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}
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|
|
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@ -59,7 +59,7 @@ void K_CalculateBattleWanted(void);
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void K_CheckBumpers(void);
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void K_CheckSpectateStatus(void);
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const char *K_GetItemPatch(UINT8 item, boolean small);
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const char *K_GetItemPatch(UINT8 item, boolean tiny);
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INT32 K_calcSplitFlags(INT32 snapflags);
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void K_LoadKartHUDGraphics(void);
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fixed_t K_FindCheckX(fixed_t px, fixed_t py, angle_t ang, fixed_t mx, fixed_t my);
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|
|
|
@ -192,6 +192,7 @@ void A_JawzChase(mobj_t *actor); // SRB2kart
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void A_JawzExplode(mobj_t *actor); // SRB2kart
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void A_MineExplode(mobj_t *actor); // SRB2kart
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void A_BallhogExplode(mobj_t *actor); // SRB2kart
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void A_LightningFollowPlayer(mobj_t *actor); // SRB2kart
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void A_OrbitNights(mobj_t *actor);
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void A_GhostMe(mobj_t *actor);
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void A_SetObjectState(mobj_t *actor);
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@ -8312,6 +8313,34 @@ void A_BallhogExplode(mobj_t *actor)
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S_StartSound(mo2, actor->info->deathsound);
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return;
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}
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// A_LightningFollowPlayer:
|
||||
// Dumb simple function that gives a mobj its target's momentums without updating its angle.
|
||||
void A_LightningFollowPlayer(mobj_t *actor)
|
||||
{
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_LightningFollowPlayer", actor))
|
||||
return;
|
||||
#endif
|
||||
fixed_t sx, sy;
|
||||
if (actor->target)
|
||||
{
|
||||
if (actor->extravalue1) // Make the radius also follow the player somewhat accuratly
|
||||
{
|
||||
sx = actor->target->x + FixedMul((actor->target->scale*actor->extravalue1), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
|
||||
sy = actor->target->y + FixedMul((actor->target->scale*actor->extravalue1), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
|
||||
P_TeleportMove(actor, sx, sy, actor->target->z);
|
||||
}
|
||||
else // else just teleport to player directly
|
||||
P_TeleportMove(actor, actor->target->x, actor->target->y, actor->target->z);
|
||||
|
||||
actor->momx = actor->target->momx;
|
||||
actor->momy = actor->target->momy;
|
||||
actor->momz = actor->target->momz; // Give momentum since we don't teleport to our player literally every frame.
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//}
|
||||
|
||||
// Function: A_OrbitNights
|
||||
|
|
|
@ -815,6 +815,7 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"hogbom", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"kpogos", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"ddash", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"zio3", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"mcitm1", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"chaooo", false, 110, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"itfree", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
|
|
|
@ -890,6 +890,7 @@ typedef enum
|
|||
sfx_hogbom,
|
||||
sfx_kpogos,
|
||||
sfx_ddash,
|
||||
sfx_zio3,
|
||||
sfx_mcitm1,
|
||||
sfx_chaooo,
|
||||
sfx_itfree,
|
||||
|
|
Loading…
Reference in a new issue