Merge remote-tracking branch 'origin/master' into new-title

This commit is contained in:
mazmazz 2019-11-01 21:06:46 -04:00
commit 0c1b5f07f0
20 changed files with 399 additions and 103 deletions

View file

@ -13,11 +13,10 @@ set(SRB2_ASSET_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/installer"
CACHE STRING "Path to directory that contains all asset files for the installer.")
set(SRB2_ASSET_HASHED
"srb2.srb;\
"srb2.pk3;\
player.dta;\
rings.dta;\
zones.dta;\
patch.dta"
zones.pk3;\
patch.pk3"
CACHE STRING "Asset filenames to apply MD5 checks. No spaces between entries!"
)

View file

@ -3360,7 +3360,7 @@ thingtypes
height = 32;
flags8text = "[8] Move left from spawn";
}
136
138
{
title = "Banpyura";
sprite = "CR2BA0";

View file

@ -86,10 +86,7 @@
D_DIR?=../bin/Resources
D_FILES=$(D_DIR)/srb2.pk3 \
$(D_DIR)/player.dta \
$(D_DIR)/rings.wpn \
$(D_DIR)/drill.dta \
$(D_DIR)/soar.dta \
$(D_DIR)/zones.dta \
$(D_DIR)/zones.pk3 \
$(D_DIR)/music.dta \
PKG_CONFIG?=pkg-config

View file

@ -13,7 +13,7 @@
#define ASSET_HASH_SRB2_PK3 "${SRB2_ASSET_srb2.pk3_HASH}"
#define ASSET_HASH_PLAYER_DTA "${SRB2_ASSET_player.dta_HASH}"
#define ASSET_HASH_ZONES_DTA "${SRB2_ASSET_zones.dta_HASH}"
#define ASSET_HASH_ZONES_PK3 "${SRB2_ASSET_zones.pk3_HASH}"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
#endif
@ -30,7 +30,7 @@
* Last updated 2018 / ?? / ?? - v2.2 - patch.pk3
*/
#define ASSET_HASH_SRB2_PK3 "c1b9577687f8a795104aef4600720ea7"
#define ASSET_HASH_ZONES_DTA "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_ZONES_PK3 "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "dbbf8bc6121618ee3be2d5b14650429b"

View file

@ -852,7 +852,7 @@ static void IdentifyVersion(void)
// checking in D_SRB2Main
// Add the maps
D_AddFile(va(pandf,srb2waddir,"zones.dta"));
D_AddFile(va(pandf,srb2waddir,"zones.pk3"));
// Add the players
D_AddFile(va(pandf,srb2waddir, "player.dta"));
@ -1145,10 +1145,10 @@ void D_SRB2Main(void)
// Check MD5s of autoloaded files
W_VerifyFileMD5(mainwads++, ASSET_HASH_SRB2_PK3); // srb2.pk3
W_VerifyFileMD5(mainwads++, ASSET_HASH_ZONES_DTA); // zones.dta
W_VerifyFileMD5(mainwads++, ASSET_HASH_ZONES_PK3); // zones.pk3
W_VerifyFileMD5(mainwads++, ASSET_HASH_PLAYER_DTA); // player.dta
#ifdef USE_PATCH_DTA
W_VerifyFileMD5(mainwads++, ASSET_HASH_PATCH_DTA); // patch.dta
W_VerifyFileMD5(mainwads++, ASSET_HASH_PATCH_DTA); // patch.pk3
#endif
// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
@ -1157,7 +1157,7 @@ void D_SRB2Main(void)
#else
mainwads++; // srb2.pk3
mainwads++; // zones.dta
mainwads++; // zones.pk3
mainwads++; // player.dta
#ifdef USE_PATCH_DTA
mainwads++; // patch.dta

View file

@ -752,11 +752,9 @@ void Got_Filetxpak(void)
nameonly(filename);
if (!(strcmp(filename, "srb2.pk3")
&& strcmp(filename, "srb2.srb")
&& strcmp(filename, "srb2.wad")
&& strcmp(filename, "zones.dta")
&& strcmp(filename, "zones.pk3")
&& strcmp(filename, "player.dta")
&& strcmp(filename, "patch.dta")
&& strcmp(filename, "patch.pk3")
&& strcmp(filename, "music.dta")
))
I_Error("Tried to download \"%s\"", filename);

View file

@ -513,6 +513,10 @@ typedef struct player_s
#endif
} player_t;
// Values for dashmode
#define DASHMODE_THRESHOLD (3*TICRATE)
#define DASHMODE_MAX (DASHMODE_THRESHOLD + 3)
// Value for infinite lives
#define INFLIVES 0x7F

View file

@ -4360,6 +4360,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// CA_GLIDEANDCLIMB
"S_PLAY_GLIDE",
"S_PLAY_GLIDE_LANDING",
"S_PLAY_CLING",
"S_PLAY_CLIMB",
@ -4459,6 +4460,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_TAILSOVERLAY_GASP",
"S_TAILSOVERLAY_EDGE",
// [:
"S_JETFUMEFLASH",
// Blue Crawla
"S_POSS_STND",
"S_POSS_RUN1",
@ -7495,6 +7499,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_THOK", // Thok! mobj
"MT_PLAYER",
"MT_TAILSOVERLAY", // c:
"MT_METALJETFUME", // [:
// Enemies
"MT_BLUECRAWLA", // Crawla (Blue)
@ -9293,6 +9298,7 @@ struct {
{"TC_ALLWHITE",TC_ALLWHITE},
{"TC_RAINBOW",TC_RAINBOW},
{"TC_BLINK",TC_BLINK},
{"TC_DASHMODE",TC_DASHMODE},
#endif
{NULL,0}

View file

@ -968,8 +968,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
forcefullinput = true;
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->climbing
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|| (!demoplayback && ((player->powers[pw_carry] == CR_NIGHTSMODE)
|| (player->pflags & (PF_SLIDING|PF_FORCESTRAFE))))) // Analog
forcestrafe = true;
if (forcestrafe)
@ -1150,8 +1149,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
if (!mouseaiming && cv_mousemove.value)
forward += mousey;
if ((!demoplayback && (player->climbing
|| (player->pflags & PF_SLIDING)))) // Analog for mouse
if ((!demoplayback && (player->pflags & PF_SLIDING))) // Analog for mouse
side += mousex*2;
else if (cv_analog.value)
{

View file

@ -533,6 +533,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
"TIRE",
"GLID",
"LAND",
"CLNG",
"CLMB",
@ -540,7 +541,6 @@ char spr2names[NUMPLAYERSPRITES][5] =
"FRUN",
"BNCE",
"BLND",
"FIRE",
@ -636,6 +636,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
0, // SPR2_TIRE, (conditional, will never be referenced)
SPR2_FLY , // SPR2_GLID,
SPR2_ROLL, // SPR2_LAND,
SPR2_CLMB, // SPR2_CLNG,
SPR2_ROLL, // SPR2_CLMB,
@ -643,7 +644,6 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_RUN , // SPR2_FRUN,
SPR2_FALL, // SPR2_BNCE,
SPR2_ROLL, // SPR2_BLND,
0, // SPR2_FIRE,
@ -766,6 +766,7 @@ state_t states[NUMSTATES] =
// CA_GLIDEANDCLIMB
{SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
{SPR_PLAY, SPR2_LAND, 9, {NULL}, 0, 0, S_PLAY_STND}, // S_PLAY_GLIDE_LANDING
{SPR_PLAY, SPR2_CLNG|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_CLING
{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
@ -775,7 +776,7 @@ state_t states[NUMSTATES] =
// CA_BOUNCE
{SPR_PLAY, SPR2_BNCE|FF_ANIMATE, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_BOUNCE
{SPR_PLAY, SPR2_BLND|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_BOUNCE, 0, S_PLAY_BOUNCE_LANDING}, // S_PLAY_BOUNCE_LANDING
{SPR_PLAY, SPR2_LAND|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_BOUNCE, 0, S_PLAY_BOUNCE_LANDING}, // S_PLAY_BOUNCE_LANDING
// CA2_GUNSLINGER
{SPR_PLAY, SPR2_FIRE|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_FIRE_FINISH, 0, S_PLAY_FIRE}, // S_PLAY_FIRE
@ -866,6 +867,9 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_TALA|FF_SPR2MIDSTART, 35, {NULL}, 0, 0, S_TAILSOVERLAY_GASP}, // S_TAILSOVERLAY_GASP
{SPR_PLAY, SPR2_TALB , 35, {NULL}, 0, 0, S_TAILSOVERLAY_EDGE}, // S_TAILSOVERLAY_EDGE
// [:
{SPR_JETF, 3|FF_ANIMATE|FF_FULLBRIGHT, 2, {NULL}, 1, 1, S_JETFUME1}, // S_JETFUMEFLASH
// Blue Crawla
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
{SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1
@ -4133,6 +4137,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_METALJETFUME
-1, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_JETFUMEFLASH, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
8, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
2, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_JETFUME1 // raisestate
},
{ // MT_BLUECRAWLA
100, // doomednum
S_POSS_STND, // spawnstate

View file

@ -796,6 +796,7 @@ typedef enum playersprite
SPR2_TIRE, // tired
SPR2_GLID, // glide
SPR2_LAND, // landing after glide/bounce
SPR2_CLNG, // cling
SPR2_CLMB, // climb
@ -803,7 +804,6 @@ typedef enum playersprite
SPR2_FRUN, // float run
SPR2_BNCE, // bounce
SPR2_BLND, // bounce landing
SPR2_FIRE, // fire
@ -931,6 +931,7 @@ typedef enum state
// CA_GLIDEANDCLIMB
S_PLAY_GLIDE,
S_PLAY_GLIDE_LANDING,
S_PLAY_CLING,
S_PLAY_CLIMB,
@ -1030,6 +1031,9 @@ typedef enum state
S_TAILSOVERLAY_GASP,
S_TAILSOVERLAY_EDGE,
// [:
S_JETFUMEFLASH,
// Blue Crawla
S_POSS_STND,
S_POSS_RUN1,
@ -4089,6 +4093,7 @@ typedef enum mobj_type
MT_THOK, // Thok! mobj
MT_PLAYER,
MT_TAILSOVERLAY, // c:
MT_METALJETFUME,
// Enemies
MT_BLUECRAWLA, // Crawla (Blue)

View file

@ -400,7 +400,8 @@ consvar_t cv_showfocuslost = {"showfocuslost", "Yes", CV_SAVE, CV_YesNo, NULL, 0
static CV_PossibleValue_t map_cons_t[] = {
{1,"MIN"},
{NUMMAPS, "MAX"}
{NUMMAPS, "MAX"},
{0,NULL}
};
consvar_t cv_nextmap = {"nextmap", "1", CV_HIDEN|CV_CALL, map_cons_t, Nextmap_OnChange, 0, NULL, NULL, 0, 0, NULL};
@ -10576,7 +10577,7 @@ static void M_DrawJoystick(void)
compareval = cv_usejoystick.value;
#else
compareval2 = cv_usejoystick2.value;
compareval = cv_usejoystick.value
compareval = cv_usejoystick.value;
#endif
if ((setupcontrols_secondaryplayer && (i == compareval2))

View file

@ -477,6 +477,17 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momy = -toucher->momy;
if (player->charability == CA_FLY && player->panim == PA_ABILITY)
toucher->momz = -toucher->momz/2;
else if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
else if (player->dashmode >= DASHMODE_THRESHOLD && (player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& player->panim == PA_DASH)
P_DoPlayerPain(player, special, special);
}
P_DamageMobj(special, toucher, toucher, 1, 0);
if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
@ -1518,10 +1529,13 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momx = P_ReturnThrustX(special, angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
player->homing = 0;
@ -1566,10 +1580,13 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momx = P_ReturnThrustX(special, special->angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, special->angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
player->homing = 0;

View file

@ -3484,13 +3484,13 @@ isblocking:
&& canclimb)
{
slidemo->angle = climbangle;
if (!demoplayback || P_AnalogMove(slidemo->player))
/*if (!demoplayback || P_AnalogMove(slidemo->player))
{
if (slidemo->player == &players[consoleplayer])
localangle = slidemo->angle;
else if (slidemo->player == &players[secondarydisplayplayer])
localangle2 = slidemo->angle;
}
}*/
if (!slidemo->player->climbing)
{

View file

@ -7976,7 +7976,7 @@ void P_MobjThinker(mobj_t *mobj)
INT32 strength;
++mobj->movedir;
mobj->frame &= ~FF_TRANSMASK;
strength = min(mobj->fuse, mobj->movedir)*3;
strength = min(mobj->fuse, (INT32)mobj->movedir)*3;
if (strength < 10)
mobj->frame |= ((10-strength)<<(FF_TRANSSHIFT));
}

View file

@ -1096,6 +1096,9 @@ boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
// Spinning.
if (player->pflags & PF_SPINNING)
return true;
if (player->dashmode >= DASHMODE_THRESHOLD && (player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE))
return true;
// From the front.
if (((player->pflags & PF_GLIDING) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
@ -1990,7 +1993,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
P_SetTarget(&ghost2->tracer, ghost);
P_SetTarget(&ghost->tracer, ghost2);
ghost2->flags2 |= MF2_LINKDRAW;
ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW);
}
return ghost;
@ -2260,6 +2263,18 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability == CA_GLIDEANDCLIMB && player->pflags & PF_THOKKED && (~player->pflags) & PF_SHIELDABILITY)
{
if (player->mo->state-states != S_PLAY_GLIDE_LANDING)
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING);
S_StartSound(player->mo, sfx_s3k4c);
player->pflags |= PF_STASIS;
player->mo->momx = ((player->mo->momx - player->cmomx)/3) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/3) + player->cmomy;
}
}
else if (player->charability2 == CA2_MELEE
&& ((player->panim == PA_ABILITY2) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY && player->cmd.buttons & (BT_JUMP|BT_USE))))
{
@ -2313,7 +2328,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
@ -2326,7 +2341,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
@ -2487,7 +2502,7 @@ static void P_CheckBustableBlocks(player_t *player)
// or you are recording for Metal Sonic
if (!((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
&& !(player->powers[pw_super])
&& !((player->charflags & SF_DASHMODE) && (player->dashmode >= 3*TICRATE))
&& !(((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)) && (player->dashmode >= DASHMODE_THRESHOLD))
&& !(player->pflags & PF_DRILLING)
&& !metalrecording)
continue;
@ -3077,7 +3092,6 @@ static void P_DoClimbing(player_t *player)
glidesector = R_IsPointInSubsector(player->mo->x + platx, player->mo->y + platy);
if (!glidesector || glidesector->sector != player->mo->subsector->sector)
{
boolean floorclimb = false;
boolean thrust = false;
@ -3461,9 +3475,13 @@ static void P_DoClimbing(player_t *player)
if (!floorclimb)
{
if (boostup)
{
P_SetObjectMomZ(player->mo, 2*FRACUNIT, true);
if (cmd->forwardmove)
P_SetObjectMomZ(player->mo, 2*player->mo->momz/3, false);
}
if (thrust)
P_InstaThrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Lil' boost up.
P_Thrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Lil' boost up.
player->climbing = 0;
player->pflags |= P_GetJumpFlags(player);
@ -3477,12 +3495,6 @@ static void P_DoClimbing(player_t *player)
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
}
}
else
{
player->climbing = 0;
player->pflags |= P_GetJumpFlags(player);
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
}
if (cmd->sidemove != 0 || cmd->forwardmove != 0)
climb = true;
@ -3501,15 +3513,28 @@ static void P_DoClimbing(player_t *player)
player->pflags |= P_GetJumpFlags(player);
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
P_SetObjectMomZ(player->mo, 4*FRACUNIT, false);
P_InstaThrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale));
P_Thrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale));
}
#define CLIMBCONEMAX FixedAngle(90*FRACUNIT)
if (!demoplayback || P_AnalogMove(player))
{
if (player == &players[consoleplayer])
localangle = player->mo->angle;
{
angle_t angdiff = localangle - player->mo->angle;
if (angdiff < ANGLE_180 && angdiff > CLIMBCONEMAX)
localangle = player->mo->angle + CLIMBCONEMAX;
else if (angdiff > ANGLE_180 && angdiff < InvAngle(CLIMBCONEMAX))
localangle = player->mo->angle - CLIMBCONEMAX;
}
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
{
angle_t angdiff = localangle2 - player->mo->angle;
if (angdiff < ANGLE_180 && angdiff > CLIMBCONEMAX)
localangle2 = player->mo->angle + CLIMBCONEMAX;
else if (angdiff > ANGLE_180 && angdiff < InvAngle(CLIMBCONEMAX))
localangle2 = player->mo->angle - CLIMBCONEMAX;
}
}
if (player->climbing == 0)
@ -4497,7 +4522,8 @@ static void P_DoSpinDashDust(player_t *player)
static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
{
boolean canstand = true; // can we stand on the ground? (mostly relevant for slopes)
if (player->pflags & PF_STASIS)
if (player->pflags & PF_STASIS
&& (player->pflags & PF_JUMPSTASIS || player->mo->state-states != S_PLAY_GLIDE_LANDING))
return;
#ifdef HAVE_BLUA
@ -4521,7 +4547,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
{
case CA2_SPINDASH: // Spinning and Spindashing
// Start revving
if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale)
if ((cmd->buttons & BT_USE) && (player->speed < FixedMul(5<<FRACBITS, player->mo->scale) || player->mo->state - states == S_PLAY_GLIDE_LANDING)
&& !player->mo->momz && onground && !(player->pflags & (PF_USEDOWN|PF_SPINNING))
&& canstand)
{
@ -5283,7 +5309,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
player->glidetime = 0;
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
P_InstaThrust(player->mo, player->mo->angle, FixedMul(glidespeed, player->mo->scale));
if (player->speed < glidespeed)
P_Thrust(player->mo, player->mo->angle, glidespeed - player->speed);
player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
}
break;
@ -5300,7 +5327,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
case CA_SLOWFALL: // Slow descent hover
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE)
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
@ -5726,7 +5753,7 @@ static void P_2dMovement(player_t *player)
if (player->climbing)
{
if (cmd->forwardmove != 0)
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT,10*FRACUNIT), false);
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 15*FRACUNIT>>1), false);
player->mo->momx = 0;
}
@ -5943,7 +5970,7 @@ static void P_3dMovement(player_t *player)
if (player->climbing)
{
if (cmd->forwardmove)
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 10*FRACUNIT), false);
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 15*FRACUNIT>>1), false);
}
else if (!analogmove
&& cmd->forwardmove != 0 && !(player->pflags & PF_GLIDING || player->exiting
@ -5977,7 +6004,7 @@ static void P_3dMovement(player_t *player)
}
// Sideways movement
if (player->climbing)
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 10*FRACUNIT), player->mo->scale));
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, 15*FRACUNIT>>1));
// Analog movement control
else if (analogmove)
{
@ -7676,15 +7703,17 @@ static void P_SkidStuff(player_t *player)
{
player->skidtime = 0;
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags |= PF_THOKKED; // nice try, speedrunners (but for real this is just behavior from S3K)
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
}
// Get up and brush yourself off, idiot.
else if (player->glidetime > 15)
else if (player->glidetime > 15 || !(player->cmd.buttons & BT_JUMP))
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING);
player->pflags |= PF_STASIS;
player->mo->momx = ((player->mo->momx - player->cmomx)/3) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/3) + player->cmomy;
}
// Didn't stop yet? Skid FOREVER!
else if (player->skidtime == 1)
@ -7692,7 +7721,8 @@ static void P_SkidStuff(player_t *player)
// Spawn a particle every 3 tics.
else if (!(player->skidtime % 3))
{
mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-player->mo->radius, player->mo->radius), P_RandomRange(-player->mo->radius, player->mo->radius), 0, MT_SPINDUST);
fixed_t radius = player->mo->radius >> FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-radius, radius) << FRACBITS, P_RandomRange(-radius, radius) << FRACBITS, 0, MT_SPINDUST);
particle->tics = 10;
particle->destscale = (2*player->mo->scale)/3;
@ -7790,6 +7820,12 @@ static void P_MovePlayer(player_t *player)
if (!(player->powers[pw_nocontrol] & (1<<15)))
player->pflags |= PF_JUMPSTASIS;
}
if (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
{
player->pflags |= PF_STASIS;
}
// note: don't unset stasis here
if (!player->spectator && G_TagGametype())
@ -7945,7 +7981,7 @@ static void P_MovePlayer(player_t *player)
if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground))
{
// If the player is in dashmode, here's their peelout.
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
P_SetPlayerMobjState (player->mo, S_PLAY_DASH);
// If the player is moving fast enough,
// break into a run!
@ -7969,7 +8005,7 @@ static void P_MovePlayer(player_t *player)
// If your peelout animation is playing, and you're
// going too slow, switch back to the run.
if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < 3*TICRATE)
if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < DASHMODE_THRESHOLD)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
// If your running animation is playing, and you're
@ -8049,10 +8085,13 @@ static void P_MovePlayer(player_t *player)
// AKA my own gravity. =)
if (player->pflags & PF_GLIDING)
{
mobj_t *mo = player->mo; // seriously why isn't this at the top of the function hngngngng
fixed_t leeway;
fixed_t glidespeed = player->actionspd;
fixed_t momx = mo->momx - player->cmomx, momy = mo->momy - player->cmomy;
angle_t angle, moveangle = R_PointToAngle2(0, 0, momx, momy);
if (player->powers[pw_super])
if (player->powers[pw_super] || player->powers[pw_sneakers])
glidespeed *= 2;
if (player->mo->eflags & MFE_VERTICALFLIP)
@ -8067,22 +8106,46 @@ static void P_MovePlayer(player_t *player)
}
// Strafing while gliding.
leeway = FixedAngle(cmd->sidemove*(FRACUNIT/2));
leeway = FixedAngle(cmd->sidemove*(FRACUNIT));
angle = mo->angle - leeway;
if (player->skidtime) // ground gliding
if (!player->skidtime) // TODO: make sure this works in 2D!
{
fixed_t speed = FixedMul(glidespeed, FRACUNIT - (FRACUNIT>>2));
if (player->mo->eflags & MFE_UNDERWATER)
speed >>= 1;
speed = FixedMul(speed - player->glidetime*FRACUNIT, player->mo->scale);
if (speed < 0)
speed = 0;
P_InstaThrust(player->mo, player->mo->angle-leeway, speed);
fixed_t speed, scale = mo->scale;
fixed_t newMagnitude, oldMagnitude = R_PointToDist2(momx, momy, 0, 0);
fixed_t accelfactor = 4*FRACUNIT - 3*FINECOSINE(((angle-moveangle) >> ANGLETOFINESHIFT) & FINEMASK); // mamgic number BAD but this feels right
if (mo->eflags & MFE_UNDERWATER)
speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale);
else
speed = FixedMul(glidespeed + player->glidetime*1500, scale);
P_Thrust(mo, angle, FixedMul(accelfactor, scale));
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > speed)
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > speed)
{
if (newMagnitude > oldMagnitude)
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
// else do nothing
}
else
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), speed);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), speed);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
}
}
else if (player->mo->eflags & MFE_UNDERWATER)
P_InstaThrust(player->mo, player->mo->angle-leeway, FixedMul((glidespeed>>1) + player->glidetime*750, player->mo->scale));
else
P_InstaThrust(player->mo, player->mo->angle-leeway, FixedMul(glidespeed + player->glidetime*1500, player->mo->scale));
player->glidetime++;
@ -8107,18 +8170,9 @@ static void P_MovePlayer(player_t *player)
}
else if (player->climbing) // 'Deceleration' for climbing on walls.
{
if (player->mo->momz > 0)
{
player->mo->momz -= FixedMul(FRACUNIT/2, player->mo->scale);
if (player->mo->momz < 0)
player->mo->momz = 0;
}
else if (player->mo->momz < 0)
{
player->mo->momz += FixedMul(FRACUNIT/2, player->mo->scale);
if (player->mo->momz > 0)
player->mo->momz = 0;
}
if (!player->cmd.forwardmove)
player->mo->momz = 0;
}
else if (player->pflags & PF_BOUNCING)
{
@ -10896,6 +10950,123 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
P_SetThingPosition(tails);
}
// Metal Sonic's jet fume
static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
{
static const UINT8 FUME_SKINCOLORS[] =
{
SKINCOLOR_ICY,
SKINCOLOR_SKY,
SKINCOLOR_CYAN,
SKINCOLOR_WAVE,
SKINCOLOR_TEAL,
SKINCOLOR_AQUA,
SKINCOLOR_SEAFOAM,
SKINCOLOR_MINT,
SKINCOLOR_PERIDOT,
SKINCOLOR_LIME,
SKINCOLOR_YELLOW,
SKINCOLOR_SANDY,
SKINCOLOR_GOLD,
SKINCOLOR_APRICOT,
SKINCOLOR_SUNSET
};
mobj_t *mo = player->mo;
angle_t angle = player->drawangle;
fixed_t dist;
panim_t panim = player->panim;
tic_t dashmode = player->dashmode;
boolean underwater = mo->eflags & MFE_UNDERWATER;
statenum_t stat = fume->state-states;
if (panim != PA_WALK && panim != PA_RUN && panim != PA_DASH) // turn invisible when not in a coherent movement state
{
if (stat != fume->info->spawnstate)
P_SetMobjState(fume, fume->info->spawnstate);
return;
}
if (underwater) // No fume underwater; spawn bubbles instead!
{
fume->movedir += FixedAngle(FixedDiv(2 * player->speed, 3 * mo->scale));
fume->movefactor += player->speed;
if (fume->movefactor > FixedDiv(2 * player->normalspeed, 3 * mo->scale))
{
INT16 i;
fixed_t radiusV = 4*FRACUNIT;
fixed_t radiusX = P_ReturnThrustX(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0));
fixed_t radiusY = P_ReturnThrustY(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0));
fixed_t factorX = P_ReturnThrustX(mo, angle + ANGLE_90, mo->scale);
fixed_t factorY = P_ReturnThrustY(mo, angle + ANGLE_90, mo->scale);
fixed_t offsetH, offsetV, x, y, z;
for (i = -1; i < 2; i += 2)
{
offsetH = i*P_ReturnThrustX(fume, fume->movedir, radiusV);
offsetV = i*P_ReturnThrustY(fume, fume->movedir, radiusV);
x = mo->x + radiusX + FixedMul(offsetH, factorX);
y = mo->y + radiusY + FixedMul(offsetH, factorY);
z = mo->z + (mo->height >> 1) + offsetV;
P_SpawnMobj(x, y, z, MT_SMALLBUBBLE)->scale = mo->scale >> 1;
}
fume->movefactor = 0;
}
if (panim == PA_WALK)
{
if (stat != fume->info->spawnstate)
P_SetMobjState(fume, fume->info->spawnstate);
return;
}
}
if (stat == fume->info->spawnstate) // If currently inivisble, activate!
{
P_SetMobjState(fume, (stat = fume->info->seestate));
P_SetScale(fume, mo->scale);
}
if (dashmode > DASHMODE_THRESHOLD && stat != fume->info->seestate) // If in dashmode, grow really big and flash
{
fume->destscale = mo->scale;
fume->flags2 ^= MF2_DONTDRAW;
fume->flags2 |= mo->flags2 & MF2_DONTDRAW;
}
else // Otherwise, pick a size and color depending on speed and proximity to dashmode
{
if (dashmode == DASHMODE_THRESHOLD && dashmode > (tic_t)fume->movecount) // If just about to enter dashmode, play the startup animation again
{
P_SetMobjState(fume, (stat = fume->info->seestate));
P_SetScale(fume, mo->scale << 1);
}
fume->flags2 = (fume->flags2 & ~MF2_DONTDRAW) | (mo->flags2 & MF2_DONTDRAW);
fume->destscale = (mo->scale + FixedDiv(player->speed, player->normalspeed)) / (underwater ? 6 : 3);
fume->color = FUME_SKINCOLORS[(dashmode * sizeof(FUME_SKINCOLORS)) / (DASHMODE_MAX + 1)];
if (underwater)
{
fume->frame = (fume->frame & FF_FRAMEMASK) | FF_ANIMATE | (P_RandomRange(0, 9) * FF_TRANS10);
}
}
fume->movecount = dashmode; // keeps track of previous dashmode value so we know whether Metal is entering or leaving it
fume->eflags = (fume->eflags & ~MFE_VERTICALFLIP) | (mo->eflags & MFE_VERTICALFLIP); // Make sure to flip in reverse gravity!
// Finally, set its position
dist = -mo->radius - FixedMul(fume->info->radius, fume->destscale - mo->scale/3);
P_UnsetThingPosition(fume);
fume->x = mo->x + P_ReturnThrustX(fume, angle, dist);
fume->y = mo->y + P_ReturnThrustY(fume, angle, dist);
if (fume->eflags & MFE_VERTICALFLIP)
fume->z = mo->z + ((mo->height + fume->height) >> 1);
else
fume->z = mo->z + ((mo->height - fume->height) >> 1);
P_SetThingPosition(fume);
}
//
// P_PlayerThink
//
@ -11292,8 +11463,7 @@ void P_PlayerThink(player_t *player)
|| player->powers[pw_carry] == CR_NIGHTSMODE)
;
else if (!(player->pflags & PF_DIRECTIONCHAR)
|| (player->climbing // stuff where the direction is forced at all times
|| (player->pflags & PF_GLIDING))
|| (player->climbing) // stuff where the direction is forced at all times
|| (P_AnalogMove(player) || twodlevel || player->mo->flags2 & MF2_TWOD) // keep things synchronised up there, since the camera IS seperate from player motion when that happens
|| G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming
player->drawangle = player->mo->angle;
@ -11349,7 +11519,15 @@ void P_PlayerThink(player_t *player)
;
else
{
if (player->pflags & PF_SLIDING)
if (player->pflags & PF_GLIDING)
{
if (player->speed < player->mo->scale)
diff = player->mo->angle - player->drawangle;
else
diff = (R_PointToAngle2(0, 0, player->rmomx, player->rmomy) - player->drawangle);
factor = 4;
}
else if (player->pflags & PF_SLIDING)
{
#if 0 // fun hydrocity style horizontal spin
if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3)
@ -11530,8 +11708,8 @@ void P_PlayerThink(player_t *player)
else
player->powers[pw_justsprung] = 0;
if (player->powers[pw_pushing] && player->powers[pw_pushing] < UINT16_MAX)
player->powers[pw_pushing]--;
if (player->powers[pw_noautobrake] && player->powers[pw_noautobrake] < UINT16_MAX)
player->powers[pw_noautobrake]--;
if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER)))
{
@ -11641,9 +11819,9 @@ void P_PlayerThink(player_t *player)
if ((totallyradical && !floating) || (player->pflags & PF_STARTDASH))
{
if (dashmode < 3*TICRATE + 3)
if (dashmode < DASHMODE_MAX)
dashmode++; // Counter. Adds 1 to dash mode per tic in top speed.
if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
if (dashmode == DASHMODE_THRESHOLD) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
S_StartSound(player->mo, sfx_s3ka2); // If the player enters dashmode, play this sound on the the tic it starts.
}
else if ((!totallyradical || !floating) && !(player->pflags & PF_SPINNING))
@ -11654,7 +11832,7 @@ void P_PlayerThink(player_t *player)
dashmode = 0;
}
if (dashmode < 3*TICRATE) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
if (dashmode < DASHMODE_THRESHOLD) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
{
player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode.
player->jumpfactor = skins[player->skin].jumpfactor;
@ -11676,7 +11854,7 @@ void P_PlayerThink(player_t *player)
}
else if (dashmode)
{
if (dashmode >= 3*TICRATE) // catch getting the flag!
if (dashmode >= DASHMODE_THRESHOLD) // catch getting the flag!
{
player->normalspeed = skins[player->skin].normalspeed;
player->jumpfactor = skins[player->skin].jumpfactor;
@ -12222,7 +12400,15 @@ void P_PlayerAfterThink(player_t *player)
{
P_SetTarget(&player->followmobj, P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem));
P_SetTarget(&player->followmobj->tracer, player->mo);
player->followmobj->flags2 |= MF2_LINKDRAW;
switch (player->followmobj->type)
{
case MT_METALJETFUME:
player->followmobj->colorized = true;
break;
default:
player->followmobj->flags2 |= MF2_LINKDRAW;
break;
}
}
if (player->followmobj)
@ -12238,6 +12424,9 @@ void P_PlayerAfterThink(player_t *player)
case MT_TAILSOVERLAY: // c:
P_DoTailsOverlay(player, player->followmobj);
break;
case MT_METALJETFUME:
P_DoMetalJetFume(player, player->followmobj);
break;
default:
var1 = 1;
var2 = 0;

View file

@ -130,10 +130,11 @@ UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask;
#define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3)
#define RAINBOW_TT_CACHE_INDEX (MAXSKINS + 4)
#define BLINK_TT_CACHE_INDEX (MAXSKINS + 5)
#define DASHMODE_TT_CACHE_INDEX (MAXSKINS + 6)
#define DEFAULT_STARTTRANSCOLOR 96
#define NUM_PALETTE_ENTRIES 256
static UINT8** translationtablecache[MAXSKINS + 6] = {NULL};
static UINT8** translationtablecache[MAXSKINS + 7] = {NULL};
const UINT8 Color_Index[MAXTRANSLATIONS-1][16] = {
// {0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff}, // SKINCOLOR_NONE
@ -569,6 +570,40 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U
dest_colormap[Color_Index[SKINCOLOR_BLUE-1][12-i]] = Color_Index[SKINCOLOR_BLUE-1][i];
dest_colormap[159] = dest_colormap[253] = dest_colormap[254] = 0;
}
else if (skinnum == TC_DASHMODE) // This is a long one, because MotorRoach basically hand-picked the indices
{
// greens -> ketchups
dest_colormap[96] = dest_colormap[97] = 48;
dest_colormap[98] = 49;
dest_colormap[99] = 51;
dest_colormap[100] = 52;
dest_colormap[101] = dest_colormap[102] = 54;
dest_colormap[103] = 34;
dest_colormap[104] = 37;
dest_colormap[105] = 39;
dest_colormap[106] = 41;
for (i = 0; i < 5; i++)
dest_colormap[107 + i] = 43 + i;
// reds -> steel blues
dest_colormap[32] = 146;
dest_colormap[33] = 147;
dest_colormap[34] = dest_colormap[35] = 170;
dest_colormap[36] = 171;
dest_colormap[37] = dest_colormap[38] = 172;
dest_colormap[39] = dest_colormap[40] = dest_colormap[41] = 173;
dest_colormap[42] = dest_colormap[43] = dest_colormap[44] = 174;
dest_colormap[45] = dest_colormap[46] = dest_colormap[47] = 175;
dest_colormap[71] = 139;
// steel blues -> oranges
dest_colormap[170] = 52;
dest_colormap[171] = 54;
dest_colormap[172] = 56;
dest_colormap[173] = 42;
dest_colormap[174] = 45;
dest_colormap[175] = 47;
}
return;
}
else if (color == SKINCOLOR_NONE)
@ -628,6 +663,7 @@ UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags)
case TC_ALLWHITE: skintableindex = ALLWHITE_TT_CACHE_INDEX; break;
case TC_RAINBOW: skintableindex = RAINBOW_TT_CACHE_INDEX; break;
case TC_BLINK: skintableindex = BLINK_TT_CACHE_INDEX; break;
case TC_DASHMODE: skintableindex = DASHMODE_TT_CACHE_INDEX; break;
default: skintableindex = skinnum; break;
}

View file

@ -109,6 +109,7 @@ extern lumpnum_t viewborderlump[8];
#define TC_ALLWHITE -4 // For Cy-Brak-demon
#define TC_RAINBOW -5 // For single colour
#define TC_BLINK -6 // For item blinking, according to kart
#define TC_DASHMODE -7 // For Metal Sonic's dashmode
// Initialize color translation tables, for player rendering etc.
void R_InitTranslationTables(void);

View file

@ -753,6 +753,13 @@ static void R_DrawVisSprite(vissprite_t *vis)
dc_transmap = vis->transmap;
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP)
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (vis->mobj->player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& ((leveltime/2) & 1))
{
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
}
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_>
{
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
@ -774,6 +781,13 @@ static void R_DrawVisSprite(vissprite_t *vis)
// New colormap stuff for skins Tails 06-07-2002
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP)
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (vis->mobj->player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& ((leveltime/2) & 1))
{
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
}
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)vis->mobj->skin-skins;

View file

@ -118,8 +118,8 @@ consvar_t cv_gamemidimusic = {"midimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_O
consvar_t cv_gamesounds = {"sounds", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameSounds_OnChange, 0, NULL, NULL, 0, 0, NULL};
// Window focus sound sytem toggles
consvar_t cv_playmusicifunfocused = {"playmusicifunfocused", "No", CV_SAVE, CV_YesNo};
consvar_t cv_playsoundsifunfocused = {"playsoundsifunfocused", "No", CV_SAVE, CV_YesNo};
consvar_t cv_playmusicifunfocused = {"playmusicifunfocused", "No", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playsoundsifunfocused = {"playsoundsifunfocused", "No", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef HAVE_OPENMPT
static CV_PossibleValue_t interpolationfilter_cons_t[] = {{0, "Default"}, {1, "None"}, {2, "Linear"}, {4, "Cubic"}, {8, "Windowed sinc"}, {0, NULL}};
@ -2311,7 +2311,7 @@ void GameMIDIMusic_OnChange(void)
else
{
midi_disabled = true;
if (S_MusicType() == MU_MID)
if (S_MusicType() == MU_MID || S_MusicType() == MU_MID_EX)
{
if (digital_disabled)
S_StopMusic();