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Rusty Rig plus minor touchups to what I did already (I haven't made a new exe this stuff is simple enough, and I'll test it when I do the balloon panic stuff)
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dceab0ce70
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4 changed files with 82 additions and 3 deletions
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@ -6781,6 +6781,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_CDUFO",
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"S_CDUFO_DIE",
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// Rusty Rig
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"S_RUSTYLAMP_ORANGE",
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"S_RUSTYCHAIN",
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#ifdef SEENAMES
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"S_NAMECHECK",
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#endif
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@ -7443,6 +7447,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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// CD Special Stage
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"MT_CDUFO",
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// Rusty Rig
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"MT_RUSTYLAMP_ORANGE",
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"MT_RUSTYCHAIN",
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#ifdef SEENAMES
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"MT_NAMECHECK",
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#endif
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62
src/info.c
62
src/info.c
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@ -61,7 +61,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"DEZL","POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM",
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"SACO","CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB",
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"ARRO","ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","KSPK",
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"LZI1","LZI2","KLIT","MARB","FUFO","VIEW"
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"LZI1","LZI2","KLIT","MARB","FUFO","RUST","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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@ -3073,9 +3073,13 @@ state_t states[NUMSTATES] =
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{SPR_MARB, 9, -1, {NULL}, 0, 0, S_NULL}, // S_MARBLEBURNER
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// CD Special Stage
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{SPR_FUFO, 0, 1, {A_Thrust}, 5, 2, S_CDUFO}, // S_CDUFO
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{SPR_FUFO, 0, 1, {A_Thrust}, 5, 2, S_CDUFO}, // S_CDUFO
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{SPR_FUFO, 0, 4, {A_BossScream}, 0, MT_EXPLODE, S_CDUFO_DIE}, // S_CDUFO_DIE
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// Rusty Rig
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{SPR_RUST, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_RUSTYLAMP_ORANGE
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{SPR_RUST, 1, -1, {NULL}, 0, 0, S_NULL}, // S_RUSTYCHAIN
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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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@ -17356,6 +17360,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_RUSTYLAMP_ORANGE
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1988, // doomednum
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S_RUSTYLAMP_ORANGE, // 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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8, // 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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0, // speed
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12*FRACUNIT, // radius
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45*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_RUSTYCHAIN
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1989, // doomednum
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S_RUSTYCHAIN, // 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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8, // 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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0, // speed
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12*FRACUNIT, // radius
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45*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_SCENERY|MF_NOBLOCKMAP, // 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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10
src/info.h
10
src/info.h
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@ -657,6 +657,8 @@ typedef enum sprite
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SPR_MARB, // Marble Zone sprites
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SPR_FUFO, // CD Special Stage UFO (don't ask me why it begins with an F)
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SPR_RUST, // Rusty Rig sprites
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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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@ -3627,6 +3629,10 @@ typedef enum state
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S_CDUFO,
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S_CDUFO_DIE,
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// Rusty Rig
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S_RUSTYLAMP_ORANGE,
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S_RUSTYCHAIN,
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#ifdef SEENAMES
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S_NAMECHECK,
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#endif
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@ -4306,6 +4312,10 @@ typedef enum mobj_type
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// CD Special Stage
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MT_CDUFO,
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// Rusty Rig
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MT_RUSTYLAMP_ORANGE,
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MT_RUSTYCHAIN,
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#ifdef SEENAMES
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MT_NAMECHECK,
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#endif
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@ -9380,7 +9380,10 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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break;
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}
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case MT_MARBLETORCH:
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P_SpawnMobj(mobj->x, mobj->y, mobj->z + (29<<FRACBITS), MT_MARBLELIGHT);
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P_SpawnMobj(mobj->x, mobj->y, mobj->z + (29*mobj->scale), MT_MARBLELIGHT);
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break;
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case MT_RUSTYLAMP_ORANGE:
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P_SpawnMobj(mobj->x, mobj->y, mobj->z + (68*mobj->scale), MT_MARBLELIGHT);
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break;
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default:
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break;
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