mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-14 08:50:53 +00:00
Some improvements to crumbling platforms.
- The respawn timer can now be changed, instead of always being 15 seconds. - Tweaked the flashing so it looks a bit less weird.
This commit is contained in:
parent
131316c541
commit
15ebb682aa
8 changed files with 38 additions and 11 deletions
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@ -1375,6 +1375,7 @@ linedeftypes
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flags8text = "[3] Slope skew sides";
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flags32text = "[5] Only block player";
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flags128text = "[7] Only block non-players";
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flags256text = "[8] Set respawn time to X offset";
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3dfloor = true;
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3dfloorflags = "10019F";
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}
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@ -1398,6 +1399,7 @@ linedeftypes
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flags32text = "[5] Only block player";
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flags64text = "[6] Don't cast shadow";
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flags128text = "[7] Only block non-players";
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flags256text = "[8] Set respawn time to X offset";
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3dfloor = true;
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3dfloorflags = "210841F";
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flags643dfloorflagsadd = "40";
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@ -1424,6 +1426,7 @@ linedeftypes
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flags32text = "[5] Only block player";
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flags64text = "[6] Don't cast shadow";
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flags128text = "[7] Only block non-players";
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flags256text = "[8] Set respawn time to X offset";
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flags8192text = "[13] Cut cyan flat pixels";
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3dfloor = true;
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3dfloorflags = "210959F";
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@ -1452,6 +1455,7 @@ linedeftypes
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flags32text = "[5] Only block player";
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flags64text = "[6] Spindash to move";
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flags128text = "[7] Only block non-players";
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flags256text = "[8] Set respawn time to X offset";
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3dfloor = true;
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3dfloorflags = "14019F";
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}
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@ -1475,6 +1479,7 @@ linedeftypes
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flags8text = "[3] Slope skew sides";
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flags32text = "[5] Only block player";
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flags128text = "[7] Only block non-players";
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flags256text = "[8] Set respawn time to X offset";
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3dfloor = true;
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3dfloorflags = "14019F";
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}
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@ -1498,6 +1503,7 @@ linedeftypes
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flags32text = "[5] Only block player";
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flags64text = "[6] Spindash to move";
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flags128text = "[7] Only block non-players";
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flags256text = "[8] Set respawn time to X offset";
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3dfloor = true;
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3dfloorflags = "10019F";
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}
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@ -2530,6 +2530,7 @@ static int lib_evStartCrumble(lua_State *L)
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player_t *player = NULL;
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fixed_t origalpha;
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boolean crumblereturn = lua_optboolean(L, 6);
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int respawntimer = luaL_optinteger(L, 7, 0);
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NOHUD
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if (!sec)
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return LUA_ErrInvalid(L, "sector_t");
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@ -2545,7 +2546,7 @@ static int lib_evStartCrumble(lua_State *L)
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origalpha = luaL_checkfixed(L, 5);
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else
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origalpha = rover->alpha;
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lua_pushboolean(L, EV_StartCrumble(sec, rover, floating, player, origalpha, crumblereturn) != 0);
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lua_pushboolean(L, EV_StartCrumble(sec, rover, floating, player, origalpha, crumblereturn, respawntimer) != 0);
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return 0;
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}
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@ -790,8 +790,8 @@ void T_StartCrumble(crumble_t *crumble)
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{
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if (crumble->timer > 0) // Count down the timer
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{
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if (--crumble->timer <= 0)
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crumble->timer = -15*TICRATE; // Timer until platform returns to original position.
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if (--crumble->timer <= 0) // Set timer until the platform returns to its original position
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crumble->timer = (crumble->respawntimer == 0) ? -15*TICRATE : -crumble->respawntimer;
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else
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{
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// Timer isn't up yet, so just keep waiting.
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@ -836,7 +836,7 @@ void T_StartCrumble(crumble_t *crumble)
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}
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// Flash to indicate that the platform is about to return.
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if (crumble->timer > -224 && (leveltime % ((abs(crumble->timer)/8) + 1) == 0))
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if (crumble->timer >= -105 && (leveltime % ((abs(crumble->timer)/8) + 1) == 0))
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{
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TAG_ITER_SECTORS(tag, i)
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{
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@ -859,7 +859,7 @@ void T_StartCrumble(crumble_t *crumble)
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if (rover->alpha == crumble->origalpha)
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{
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rover->flags |= FF_TRANSLUCENT;
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rover->alpha = 0x00;
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rover->alpha = abs(crumble->timer) < crumble->origalpha ? abs(crumble->timer) : 0x00;
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}
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else
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{
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@ -2322,7 +2322,7 @@ void EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boole
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// Some other 3dfloor special things Tails 03-11-2002 (Search p_mobj.c for description)
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INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating,
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player_t *player, fixed_t origalpha, boolean crumblereturn)
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player_t *player, fixed_t origalpha, boolean crumblereturn, INT32 respawntimer)
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{
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crumble_t *crumble;
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sector_t *foundsec;
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@ -2356,6 +2356,7 @@ INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating,
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crumble->floorwasheight = crumble->sector->floorheight;
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crumble->ceilingwasheight = crumble->sector->ceilingheight;
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crumble->timer = TICRATE;
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crumble->respawntimer = respawntimer;
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crumble->player = player;
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crumble->origalpha = origalpha;
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@ -3290,7 +3290,7 @@ void P_MobjCheckWater(mobj_t *mobj)
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{ // Water removes electric and non-water fire shields...
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if (electric)
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P_FlashPal(p, PAL_WHITE, 1);
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p->powers[pw_shield] = p->powers[pw_shield] & SH_STACK;
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}
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}
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@ -3750,6 +3750,7 @@ static void P_CheckCrumblingPlatforms(mobj_t *mobj)
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for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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ffloor_t *rover;
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INT32 respawntimer = 0;
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for (rover = node->m_sector->ffloors; rover; rover = rover->next)
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{
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@ -3770,7 +3771,10 @@ static void P_CheckCrumblingPlatforms(mobj_t *mobj)
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continue;
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}
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
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if (rover->master->flags & ML_EFFECT3)
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respawntimer = sides[rover->master->sidenum[0]].textureoffset >> FRACBITS;
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN), respawntimer);
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}
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}
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}
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@ -2116,6 +2116,7 @@ static void SaveCrumbleThinker(const thinker_t *th, const UINT8 type)
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WRITEINT32(save_p, ht->direction);
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WRITEINT32(save_p, ht->origalpha);
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WRITEINT32(save_p, ht->timer);
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WRITEINT32(save_p, ht->respawntimer);
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WRITEFIXED(save_p, ht->speed);
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WRITEFIXED(save_p, ht->floorwasheight);
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WRITEFIXED(save_p, ht->ceilingwasheight);
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@ -3248,6 +3249,7 @@ static thinker_t* LoadCrumbleThinker(actionf_p1 thinker)
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ht->direction = READINT32(save_p);
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ht->origalpha = READINT32(save_p);
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ht->timer = READINT32(save_p);
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ht->respawntimer = READINT32(save_p);
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ht->speed = READFIXED(save_p);
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ht->floorwasheight = READFIXED(save_p);
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ht->ceilingwasheight = READFIXED(save_p);
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@ -3174,6 +3174,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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boolean foundrover = false; // for debug, "Can't find a FOF" message
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player_t *player = NULL; // player that caused FOF to fall
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boolean respawn = true; // should the fallen FOF respawn?
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INT32 respawntimer = 0; // time before respawning
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if (mo) // NULL check
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player = mo->player;
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@ -3181,6 +3182,9 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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if (line->flags & ML_NOCLIMB) // don't respawn!
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respawn = false;
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if (line->flags & ML_EFFECT3) // Set respawn time via X offset, so ACTUALLY use the tag for the sector tag :p
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sectag = Tag_FGet(&line->tags);
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TAG_ITER_SECTORS(sectag, secnum)
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{
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sec = sectors + secnum;
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@ -3200,7 +3204,10 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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if (line->flags & ML_BLOCKMONSTERS) // FOF flags determine respawn ability instead?
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respawn = !(rover->flags & FF_NORETURN) ^ !!(line->flags & ML_NOCLIMB); // no climb inverts
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn);
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if (line->flags & ML_EFFECT3)
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respawntimer = sides[line->sidenum[0]].textureoffset >> FRACBITS;
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn, respawntimer);
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}
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}
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@ -322,6 +322,7 @@ typedef struct
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INT32 direction;
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INT32 origalpha;
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INT32 timer;
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INT32 respawntimer;
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fixed_t speed;
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fixed_t floorwasheight; // Height the floor WAS at
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fixed_t ceilingwasheight; // Height the ceiling WAS at
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@ -446,7 +447,7 @@ void EV_BounceSector(sector_t *sector, fixed_t momz, line_t *sourceline);
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// Some other special 3dfloor types
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INT32 EV_StartCrumble(sector_t *sector, ffloor_t *rover,
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boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn);
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boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn, INT32 respawntimer);
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void EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boolean backwards);
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@ -3342,7 +3342,12 @@ static void P_DoClimbing(player_t *player)
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if (floorclimb)
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{
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if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
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{
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INT32 respawntimer = 0;
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if (rover->master->flags & ML_EFFECT3)
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respawntimer = sides[rover->master->sidenum[0]].textureoffset >> FRACBITS;
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN), respawntimer);
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}
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break;
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}
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}
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