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More lenient bombs
They can now blow up after they first stick their spikes out in the deploy animation. They also make a spikey sound effect to indicate when they can blow up.
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parent
0543d8e0fa
commit
e1a8267563
2 changed files with 26 additions and 26 deletions
48
src/info.c
48
src/info.c
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@ -2670,30 +2670,30 @@ state_t states[NUMSTATES] =
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{SPR_FBLL, 20, 3, {NULL}, 0, 0, S_FIRETRAIL9}, // S_FIRETRAIL8
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{SPR_FBLL, 21, 3, {NULL}, 0, 0, S_NULL}, // S_FIRETRAIL9
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{SPR_SSMN, 0, 30, {NULL}, 0, 0, S_SSMINE2}, // S_SSMINE1
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{SPR_SSMN, 3, 3, {NULL}, 0, 0, S_SSMINE3}, // S_SSMINE2
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{SPR_SSMN, 2, 3, {NULL}, 0, 0, S_SSMINE4}, // S_SSMINE3
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{SPR_SSMN, 1, 3, {NULL}, 0, 0, S_SSMINE1}, // S_SSMINE4
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{SPR_SSMN, 4, 1, {NULL}, 0, 0, S_SSMINE_SHIELD2}, // S_SSMINE_SHIELD1
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{SPR_SSMN, 5, 1, {NULL}, 0, 0, S_SSMINE_SHIELD1}, // S_SSMINE_SHIELD2
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{SPR_SSMN, 4, 1, {NULL}, 0, 0, S_SSMINE_AIR2}, // S_SSMINE_AIR1
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{SPR_SSMN, 5, 1, {NULL}, 0, 0, S_SSMINE_AIR1}, // S_SSMINE_AIR2
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{SPR_SSMN, 6, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY2}, // S_SSMINE_DEPLOY1
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{SPR_SSMN, 7, 5, {NULL}, 0, 0, S_SSMINE_DEPLOY3}, // S_SSMINE_DEPLOY2
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{SPR_SSMN, 8, 7, {NULL}, 0, 0, S_SSMINE_DEPLOY4}, // S_SSMINE_DEPLOY3
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{SPR_SSMN, 9, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY5}, // S_SSMINE_DEPLOY4
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{SPR_SSMN, 10, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY6}, // S_SSMINE_DEPLOY5
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{SPR_SSMN, 9, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY7}, // S_SSMINE_DEPLOY6
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{SPR_SSMN, 10, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY8}, // S_SSMINE_DEPLOY7
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{SPR_SSMN, 11, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY9}, // S_SSMINE_DEPLOY8
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{SPR_SSMN, 10, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY10}, // S_SSMINE_DEPLOY9
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{SPR_SSMN, 11, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY11}, // S_SSMINE_DEPLOY10
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{SPR_SSMN, 12, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY12}, // S_SSMINE_DEPLOY11
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{SPR_SSMN, 13, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY13}, // S_SSMINE_DEPLOY12
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{SPR_SSMN, 14, 3, {NULL}, 0, 0, S_SSMINE1}, // S_SSMINE_DEPLOY13
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{SPR_SSMN, 3, 1, {A_MineExplode}, MT_MINEEXPLOSION, 0, S_NULL}, // S_SSMINE_EXPLODE
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{SPR_NULL, 0, 6, {NULL}, 0, 0, S_MINEEXPLOSION2}, // S_MINEEXPLOSION1
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{SPR_NULL, 1, 22, {A_ForceStop}, 0, 0, S_NULL}, // S_MINEEXPLOSION2
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{SPR_SSMN, 0, 30, {NULL}, 0, 0, S_SSMINE2}, // S_SSMINE1
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{SPR_SSMN, 3, 3, {NULL}, 0, 0, S_SSMINE3}, // S_SSMINE2
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{SPR_SSMN, 2, 3, {NULL}, 0, 0, S_SSMINE4}, // S_SSMINE3
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{SPR_SSMN, 1, 3, {NULL}, 0, 0, S_SSMINE1}, // S_SSMINE4
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{SPR_SSMN, 4, 1, {NULL}, 0, 0, S_SSMINE_SHIELD2}, // S_SSMINE_SHIELD1
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{SPR_SSMN, 5, 1, {NULL}, 0, 0, S_SSMINE_SHIELD1}, // S_SSMINE_SHIELD2
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{SPR_SSMN, 4, 1, {NULL}, 0, 0, S_SSMINE_AIR2}, // S_SSMINE_AIR1
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{SPR_SSMN, 5, 1, {NULL}, 0, 0, S_SSMINE_AIR1}, // S_SSMINE_AIR2
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{SPR_SSMN, 6, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY2}, // S_SSMINE_DEPLOY1
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{SPR_SSMN, 7, 5, {NULL}, 0, 0, S_SSMINE_DEPLOY3}, // S_SSMINE_DEPLOY2
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{SPR_SSMN, 8, 7, {NULL}, 0, 0, S_SSMINE_DEPLOY4}, // S_SSMINE_DEPLOY3
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{SPR_SSMN, 9, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY5}, // S_SSMINE_DEPLOY4
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{SPR_SSMN, 10, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY6}, // S_SSMINE_DEPLOY5
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{SPR_SSMN, 9, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY7}, // S_SSMINE_DEPLOY6
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{SPR_SSMN, 10, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY8}, // S_SSMINE_DEPLOY7
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{SPR_SSMN, 11, 1, {A_PlaySound}, sfx_cdfm39, 0, S_SSMINE_DEPLOY9}, // S_SSMINE_DEPLOY8
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{SPR_SSMN, 10, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY10}, // S_SSMINE_DEPLOY9
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{SPR_SSMN, 11, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY11}, // S_SSMINE_DEPLOY10
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{SPR_SSMN, 12, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY12}, // S_SSMINE_DEPLOY11
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{SPR_SSMN, 13, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY13}, // S_SSMINE_DEPLOY12
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{SPR_SSMN, 14, 3, {NULL}, 0, 0, S_SSMINE1}, // S_SSMINE_DEPLOY13
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{SPR_SSMN, 3, 1, {A_MineExplode}, MT_MINEEXPLOSION, 0, S_NULL}, // S_SSMINE_EXPLODE
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{SPR_NULL, 0, 6, {NULL}, 0, 0, S_MINEEXPLOSION2}, // S_MINEEXPLOSION1
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{SPR_NULL, 1, 22, {A_ForceStop}, 0, 0, S_NULL}, // S_MINEEXPLOSION2
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{SPR_KRBM, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_QUICKBOOM2}, // S_QUICKBOOM1
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{SPR_KRBM, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_QUICKBOOM3}, // S_QUICKBOOM2
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@ -8087,8 +8087,8 @@ void P_MobjThinker(mobj_t *mobj)
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if (!mobj->reactiontime)
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P_KillMobj(mobj, NULL, NULL);
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}
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if (mobj->state == &states[S_SSMINE1] || mobj->state == &states[S_SSMINE2]
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|| mobj->state == &states[S_SSMINE3] || mobj->state == &states[S_SSMINE4])
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if ((mobj->state >= &states[S_SSMINE1] && mobj->state <= &states[S_SSMINE4])
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|| (mobj->state >= &states[S_SSMINE_DEPLOY8] && mobj->state <= &states[S_SSMINE_DEPLOY13]))
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A_GrenadeRing(mobj);
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if (mobj->threshold > 0)
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mobj->threshold--;
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