fullbright points

This commit is contained in:
TehRealSalt 2018-11-02 15:06:56 -04:00
parent 6bb33b9d16
commit cb699c1770

View file

@ -3059,35 +3059,35 @@ state_t states[NUMSTATES] =
{SPR_PBOM, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
{SPR_HIT1, 0, 7, {NULL}, 0, 0, S_BATTLEPOINT1B}, // S_BATTLEPOINT1A
{SPR_HIT1, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT1C}, // S_BATTLEPOINT1B
{SPR_HIT1, 4, 1, {NULL}, 0, 0, S_BATTLEPOINT1D}, // S_BATTLEPOINT1C
{SPR_HIT1, 3, 1, {NULL}, 0, 0, S_BATTLEPOINT1E}, // S_BATTLEPOINT1D
{SPR_HIT1, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT1F}, // S_BATTLEPOINT1E
{SPR_HIT1, 1, 1, {NULL}, 0, 0, S_BATTLEPOINT1G}, // S_BATTLEPOINT1F
{SPR_HIT1, 2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT1H}, // S_BATTLEPOINT1G
{SPR_HIT1, 5, 1, {NULL}, 0, 0, S_BATTLEPOINT1I}, // S_BATTLEPOINT1H
{SPR_HIT1, 6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT1I
{SPR_HIT1, FF_FULLBRIGHT, 7, {NULL}, 0, 0, S_BATTLEPOINT1B}, // S_BATTLEPOINT1A
{SPR_HIT1, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT1C}, // S_BATTLEPOINT1B
{SPR_HIT1, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BATTLEPOINT1D}, // S_BATTLEPOINT1C
{SPR_HIT1, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_BATTLEPOINT1E}, // S_BATTLEPOINT1D
{SPR_HIT1, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT1F}, // S_BATTLEPOINT1E
{SPR_HIT1, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_BATTLEPOINT1G}, // S_BATTLEPOINT1F
{SPR_HIT1, FF_FULLBRIGHT|2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT1H}, // S_BATTLEPOINT1G
{SPR_HIT1, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_BATTLEPOINT1I}, // S_BATTLEPOINT1H
{SPR_HIT1, FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT1I
{SPR_HIT2, 0, 7, {NULL}, 0, 0, S_BATTLEPOINT2B}, // S_BATTLEPOINT2A
{SPR_HIT2, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT2C}, // S_BATTLEPOINT2B
{SPR_HIT2, 4, 1, {NULL}, 0, 0, S_BATTLEPOINT2D}, // S_BATTLEPOINT2C
{SPR_HIT2, 3, 1, {NULL}, 0, 0, S_BATTLEPOINT2E}, // S_BATTLEPOINT2D
{SPR_HIT2, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT2F}, // S_BATTLEPOINT2E
{SPR_HIT2, 1, 1, {NULL}, 0, 0, S_BATTLEPOINT2G}, // S_BATTLEPOINT2F
{SPR_HIT2, 2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT2H}, // S_BATTLEPOINT2G
{SPR_HIT2, 5, 1, {NULL}, 0, 0, S_BATTLEPOINT2I}, // S_BATTLEPOINT2H
{SPR_HIT2, 6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT2I
{SPR_HIT2, FF_FULLBRIGHT, 7, {NULL}, 0, 0, S_BATTLEPOINT2B}, // S_BATTLEPOINT2A
{SPR_HIT2, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT2C}, // S_BATTLEPOINT2B
{SPR_HIT2, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BATTLEPOINT2D}, // S_BATTLEPOINT2C
{SPR_HIT2, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_BATTLEPOINT2E}, // S_BATTLEPOINT2D
{SPR_HIT2, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT2F}, // S_BATTLEPOINT2E
{SPR_HIT2, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_BATTLEPOINT2G}, // S_BATTLEPOINT2F
{SPR_HIT2, FF_FULLBRIGHT|2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT2H}, // S_BATTLEPOINT2G
{SPR_HIT2, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_BATTLEPOINT2I}, // S_BATTLEPOINT2H
{SPR_HIT2, FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT2I
{SPR_HIT3, 0, 7, {NULL}, 0, 0, S_BATTLEPOINT3B}, // S_BATTLEPOINT3A
{SPR_HIT3, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT3C}, // S_BATTLEPOINT3B
{SPR_HIT3, 4, 1, {NULL}, 0, 0, S_BATTLEPOINT3D}, // S_BATTLEPOINT3C
{SPR_HIT3, 3, 1, {NULL}, 0, 0, S_BATTLEPOINT3E}, // S_BATTLEPOINT3D
{SPR_HIT3, 2, 1, {NULL}, 0, 0, S_BATTLEPOINT3F}, // S_BATTLEPOINT3E
{SPR_HIT3, 1, 1, {NULL}, 0, 0, S_BATTLEPOINT3G}, // S_BATTLEPOINT3F
{SPR_HIT3, 2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT3H}, // S_BATTLEPOINT3G
{SPR_HIT3, 5, 1, {NULL}, 0, 0, S_BATTLEPOINT3I}, // S_BATTLEPOINT3H
{SPR_HIT3, 6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT3I
{SPR_HIT3, FF_FULLBRIGHT, 7, {NULL}, 0, 0, S_BATTLEPOINT3B}, // S_BATTLEPOINT3A
{SPR_HIT3, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT3C}, // S_BATTLEPOINT3B
{SPR_HIT3, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BATTLEPOINT3D}, // S_BATTLEPOINT3C
{SPR_HIT3, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_BATTLEPOINT3E}, // S_BATTLEPOINT3D
{SPR_HIT3, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_BATTLEPOINT3F}, // S_BATTLEPOINT3E
{SPR_HIT3, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_BATTLEPOINT3G}, // S_BATTLEPOINT3F
{SPR_HIT3, FF_FULLBRIGHT|2, TICRATE, {NULL}, 0, 0, S_BATTLEPOINT3H}, // S_BATTLEPOINT3G
{SPR_HIT3, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_BATTLEPOINT3I}, // S_BATTLEPOINT3H
{SPR_HIT3, FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_NULL}, // S_BATTLEPOINT3I
// Oh no it's annoying lightning states.......
// Lightning Sparks (it's the ones we'll use for the radius)