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fullbright points
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parent
6bb33b9d16
commit
cb699c1770
1 changed files with 27 additions and 27 deletions
54
src/info.c
54
src/info.c
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@ -3059,35 +3059,35 @@ state_t states[NUMSTATES] =
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{SPR_PBOM, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
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{SPR_HIT1, 0, 7, {NULL}, 0, 0, S_BATTLEPOINT1B}, // S_BATTLEPOINT1A
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{SPR_HIT1, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT1C}, // S_BATTLEPOINT1B
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{SPR_HIT1, 4, 1, {NULL}, 0, 0, S_BATTLEPOINT1D}, // S_BATTLEPOINT1C
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{SPR_HIT1, 3, 1, {NULL}, 0, 0, S_BATTLEPOINT1E}, // S_BATTLEPOINT1D
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{SPR_HIT1, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT1F}, // S_BATTLEPOINT1E
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{SPR_HIT1, 1, 1, {NULL}, 0, 0, S_BATTLEPOINT1G}, // S_BATTLEPOINT1F
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{SPR_HIT1, 2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT1H}, // S_BATTLEPOINT1G
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{SPR_HIT1, 5, 1, {NULL}, 0, 0, S_BATTLEPOINT1I}, // S_BATTLEPOINT1H
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{SPR_HIT1, 6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT1I
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{SPR_HIT1, FF_FULLBRIGHT, 7, {NULL}, 0, 0, S_BATTLEPOINT1B}, // S_BATTLEPOINT1A
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{SPR_HIT1, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT1C}, // S_BATTLEPOINT1B
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{SPR_HIT1, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BATTLEPOINT1D}, // S_BATTLEPOINT1C
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{SPR_HIT1, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_BATTLEPOINT1E}, // S_BATTLEPOINT1D
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{SPR_HIT1, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT1F}, // S_BATTLEPOINT1E
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{SPR_HIT1, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_BATTLEPOINT1G}, // S_BATTLEPOINT1F
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{SPR_HIT1, FF_FULLBRIGHT|2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT1H}, // S_BATTLEPOINT1G
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{SPR_HIT1, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_BATTLEPOINT1I}, // S_BATTLEPOINT1H
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{SPR_HIT1, FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT1I
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{SPR_HIT2, 0, 7, {NULL}, 0, 0, S_BATTLEPOINT2B}, // S_BATTLEPOINT2A
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{SPR_HIT2, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT2C}, // S_BATTLEPOINT2B
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{SPR_HIT2, 4, 1, {NULL}, 0, 0, S_BATTLEPOINT2D}, // S_BATTLEPOINT2C
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{SPR_HIT2, 3, 1, {NULL}, 0, 0, S_BATTLEPOINT2E}, // S_BATTLEPOINT2D
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{SPR_HIT2, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT2F}, // S_BATTLEPOINT2E
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{SPR_HIT2, 1, 1, {NULL}, 0, 0, S_BATTLEPOINT2G}, // S_BATTLEPOINT2F
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{SPR_HIT2, 2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT2H}, // S_BATTLEPOINT2G
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{SPR_HIT2, 5, 1, {NULL}, 0, 0, S_BATTLEPOINT2I}, // S_BATTLEPOINT2H
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{SPR_HIT2, 6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT2I
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{SPR_HIT2, FF_FULLBRIGHT, 7, {NULL}, 0, 0, S_BATTLEPOINT2B}, // S_BATTLEPOINT2A
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{SPR_HIT2, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT2C}, // S_BATTLEPOINT2B
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{SPR_HIT2, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BATTLEPOINT2D}, // S_BATTLEPOINT2C
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{SPR_HIT2, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_BATTLEPOINT2E}, // S_BATTLEPOINT2D
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{SPR_HIT2, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT2F}, // S_BATTLEPOINT2E
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{SPR_HIT2, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_BATTLEPOINT2G}, // S_BATTLEPOINT2F
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{SPR_HIT2, FF_FULLBRIGHT|2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT2H}, // S_BATTLEPOINT2G
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{SPR_HIT2, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_BATTLEPOINT2I}, // S_BATTLEPOINT2H
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{SPR_HIT2, FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT2I
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{SPR_HIT3, 0, 7, {NULL}, 0, 0, S_BATTLEPOINT3B}, // S_BATTLEPOINT3A
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{SPR_HIT3, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT3C}, // S_BATTLEPOINT3B
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{SPR_HIT3, 4, 1, {NULL}, 0, 0, S_BATTLEPOINT3D}, // S_BATTLEPOINT3C
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{SPR_HIT3, 3, 1, {NULL}, 0, 0, S_BATTLEPOINT3E}, // S_BATTLEPOINT3D
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{SPR_HIT3, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT3F}, // S_BATTLEPOINT3E
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{SPR_HIT3, 1, 1, {NULL}, 0, 0, S_BATTLEPOINT3G}, // S_BATTLEPOINT3F
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{SPR_HIT3, 2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT3H}, // S_BATTLEPOINT3G
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{SPR_HIT3, 5, 1, {NULL}, 0, 0, S_BATTLEPOINT3I}, // S_BATTLEPOINT3H
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{SPR_HIT3, 6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT3I
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{SPR_HIT3, FF_FULLBRIGHT, 7, {NULL}, 0, 0, S_BATTLEPOINT3B}, // S_BATTLEPOINT3A
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{SPR_HIT3, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT3C}, // S_BATTLEPOINT3B
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{SPR_HIT3, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BATTLEPOINT3D}, // S_BATTLEPOINT3C
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{SPR_HIT3, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_BATTLEPOINT3E}, // S_BATTLEPOINT3D
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{SPR_HIT3, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT3F}, // S_BATTLEPOINT3E
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{SPR_HIT3, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_BATTLEPOINT3G}, // S_BATTLEPOINT3F
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{SPR_HIT3, FF_FULLBRIGHT|2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT3H}, // S_BATTLEPOINT3G
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{SPR_HIT3, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_BATTLEPOINT3I}, // S_BATTLEPOINT3H
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{SPR_HIT3, FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT3I
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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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