mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-03-19 09:21:47 +00:00
* Patch.pk3 as requested by literally everyone else on the team.
* Enable SECTORSPECIALAFTERTHINK since we probably really want to use that sloped lava wave in RVZ. * Allow for infinite lives to be set via the setlives command/Pandora's Box. * Refactor P_DoFiring(), with guidance from Sal. * Correct the CRAWLA HONCHO\nCAN NOW BECOME\nSUPER CRAWLA HONCHO sliding movement in non-green resolutions.
This commit is contained in:
parent
db8f3e83b2
commit
5032ae2552
8 changed files with 222 additions and 207 deletions
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@ -16,7 +16,7 @@
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#define ASSET_HASH_RINGS_DTA "${SRB2_ASSET_rings.dta_HASH}"
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#define ASSET_HASH_ZONES_DTA "${SRB2_ASSET_zones.dta_HASH}"
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#ifdef USE_PATCH_DTA
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#define ASSET_HASH_PATCH_DTA "${SRB2_ASSET_patch.dta_HASH}"
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#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
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#endif
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#define SRB2_COMP_REVISION "${SRB2_COMP_REVISION}"
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@ -36,7 +36,7 @@
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#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
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#define ASSET_HASH_RINGS_DTA "85901ad4bf94637e5753d2ac2c03ea26"
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#ifdef USE_PATCH_DTA
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#define ASSET_HASH_PATCH_DTA "dbbf8bc6121618ee3be2d5b14650429b"
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#define ASSET_HASH_PATCH_PK3 "dbbf8bc6121618ee3be2d5b14650429b"
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#endif
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#endif
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12
src/d_main.c
12
src/d_main.c
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@ -843,7 +843,7 @@ static void IdentifyVersion(void)
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#ifdef USE_PATCH_DTA
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// Add our crappy patches to fix our bugs
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D_AddFile(va(pandf,srb2waddir,"patch.dta"));
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D_AddFile(va(pandf,srb2waddir,"patch.pk3"));
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#endif
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#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
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@ -1125,11 +1125,11 @@ void D_SRB2Main(void)
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#ifndef DEVELOP // md5s last updated 12/14/14
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// Check MD5s of autoloaded files
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//W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3
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//W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta
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//W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
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W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3
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W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta
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W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
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#ifdef USE_PATCH_DTA
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W_VerifyFileMD5(3, ASSET_HASH_PATCH_DTA); // patch.dta
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W_VerifyFileMD5(3, ASSET_HASH_PATCH_PK3); // patch.pk3
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#endif
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// don't check music.dta because people like to modify it, and it doesn't matter if they do
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@ -1138,7 +1138,7 @@ void D_SRB2Main(void)
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mainwads = 3; // there are 3 wads not to unload
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#ifdef USE_PATCH_DTA
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++mainwads; // patch.dta adds one more
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++mainwads; // patch.pk3 adds one more
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#endif
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#ifdef DEVELOP
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++mainwads; // music_new, too
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@ -569,6 +569,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
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/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
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//#define SECTORSPECIALSAFTERTHINK
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#define SECTORSPECIALSAFTERTHINK
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#endif // __DOOMDEF__
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@ -899,9 +899,15 @@ void Command_Setlives_f(void)
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if (COM_Argc() > 1)
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{
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// P_GivePlayerLives does value clamping
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players[consoleplayer].lives = 0;
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P_GivePlayerLives(&players[consoleplayer], atoi(COM_Argv(1)));
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SINT8 lives = atoi(COM_Argv(1));
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if (lives == -1)
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players[consoleplayer].lives = 0x7f; // infinity!
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else
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{
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// P_GivePlayerLives does value clamping
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players[consoleplayer].lives = 0;
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P_GivePlayerLives(&players[consoleplayer], atoi(COM_Argv(1)));
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}
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G_SetGameModified(multiplayer);
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}
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@ -458,7 +458,7 @@ consvar_t cv_ghost_guest = {"ghost_guest", "Show", CV_SAVE, ghost2_cons_
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static CV_PossibleValue_t dummyteam_cons_t[] = {{0, "Spectator"}, {1, "Red"}, {2, "Blue"}, {0, NULL}};
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static CV_PossibleValue_t dummyscramble_cons_t[] = {{0, "Random"}, {1, "Points"}, {0, NULL}};
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static CV_PossibleValue_t ringlimit_cons_t[] = {{0, "MIN"}, {9999, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t liveslimit_cons_t[] = {{0, "MIN"}, {99, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t liveslimit_cons_t[] = {{-1, "MIN"}, {99, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t dummymares_cons_t[] = {
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{-1, "END"}, {0,"Overall"}, {1,"Mare 1"}, {2,"Mare 2"}, {3,"Mare 3"}, {4,"Mare 4"}, {5,"Mare 5"}, {6,"Mare 6"}, {7,"Mare 7"}, {8,"Mare 8"}, {0,NULL}
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};
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@ -5266,7 +5266,10 @@ static void M_PandorasBox(INT32 choice)
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{
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(void)choice;
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CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].rings, 0));
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CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
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if (players[consoleplayer].lives == 0x7f)
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CV_StealthSetValue(&cv_dummylives, -1);
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else
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CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
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CV_StealthSetValue(&cv_dummycontinues, players[consoleplayer].continues);
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SR_PandorasBox[6].status = ((players[consoleplayer].charflags & SF_SUPER)
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#ifndef DEVELOP
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365
src/p_user.c
365
src/p_user.c
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@ -3491,194 +3491,199 @@ static void P_SetWeaponDelay(player_t *player, INT32 delay)
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static void P_DoFiring(player_t *player, ticcmd_t *cmd)
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{
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INT32 i;
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mobj_t *mo = NULL;
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I_Assert(player != NULL);
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I_Assert(!P_MobjWasRemoved(player->mo));
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if (cmd->buttons & BT_ATTACK || cmd->buttons & BT_FIRENORMAL)
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if (!(cmd->buttons & (BT_ATTACK|BT_FIRENORMAL)))
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{
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if (!(player->pflags & PF_ATTACKDOWN) && (player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER && !player->climbing)
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{
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player->pflags |= PF_ATTACKDOWN;
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P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
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S_StartSound(player->mo, sfx_mario7);
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}
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else if (G_RingSlingerGametype() && (!G_TagGametype() || player->pflags & PF_TAGIT)
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&& !player->weapondelay && !player->climbing
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&& !(player->pflags & PF_ATTACKDOWN))
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{
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mobj_t *mo = NULL;
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player->pflags |= PF_ATTACKDOWN;
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#define TAKE_AMMO(player, power) \
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player->powers[power]--; \
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if (player->rings < 1) \
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{ \
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if (player->powers[power] > 0) \
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player->powers[power]--; \
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} \
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else \
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player->rings--;
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if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
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goto firenormal; //code repetition sucks.
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// Bounce ring
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else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
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{
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TAKE_AMMO(player, pw_bouncering);
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P_SetWeaponDelay(player, TICRATE/4);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
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if (mo)
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mo->fuse = 3*TICRATE; // Bounce Ring time
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}
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// Rail ring
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else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
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{
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TAKE_AMMO(player, pw_railring);
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P_SetWeaponDelay(player, (3*TICRATE)/2);
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mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
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// Rail has no unique thrown object, therefore its sound plays here.
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S_StartSound(player->mo, sfx_rail1);
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}
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// Automatic
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else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
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{
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TAKE_AMMO(player, pw_automaticring);
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player->pflags &= ~PF_ATTACKDOWN;
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P_SetWeaponDelay(player, 2);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
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}
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// Explosion
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else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
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{
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TAKE_AMMO(player, pw_explosionring);
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P_SetWeaponDelay(player, (3*TICRATE)/2);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
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}
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// Grenade
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else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
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{
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TAKE_AMMO(player, pw_grenadering);
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P_SetWeaponDelay(player, TICRATE/3);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
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if (mo)
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{
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//P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale));
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mo->fuse = mo->info->reactiontime;
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}
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}
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// Scatter
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// Note: Ignores MF2_RAILRING
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else if (player->currentweapon == WEP_SCATTER && player->powers[pw_scatterring])
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{
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fixed_t oldz = player->mo->z;
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angle_t shotangle = player->mo->angle;
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angle_t oldaiming = player->aiming;
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TAKE_AMMO(player, pw_scatterring);
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P_SetWeaponDelay(player, (2*TICRATE)/3);
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// Center
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNSCATTER, MF2_SCATTER);
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if (mo)
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shotangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y);
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// Left
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mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle-ANG2, true, MF2_SCATTER);
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// Right
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mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle+ANG2, true, MF2_SCATTER);
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// Down
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player->mo->z += FixedMul(12*FRACUNIT, player->mo->scale);
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player->aiming += ANG1;
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mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
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// Up
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player->mo->z -= FixedMul(24*FRACUNIT, player->mo->scale);
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player->aiming -= ANG2;
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mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
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player->mo->z = oldz;
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player->aiming = oldaiming;
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return;
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}
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// No powers, just a regular ring.
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else
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{
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firenormal:
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// Infinity ring was selected.
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// Mystic wants this ONLY to happen specifically if it's selected,
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// and to not be able to get around it EITHER WAY with firenormal.
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// Infinity Ring
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if (player->currentweapon == 0
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&& player->powers[pw_infinityring])
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{
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P_SetWeaponDelay(player, TICRATE/4);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNINFINITY, 0);
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player->powers[pw_infinityring]--;
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}
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// Red Ring
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else
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{
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if (player->rings <= 0)
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return;
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P_SetWeaponDelay(player, TICRATE/4);
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mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0);
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if (mo)
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P_ColorTeamMissile(mo, player);
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player->rings--;
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}
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}
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#undef TAKE_AMMO
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if (mo)
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{
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if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
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{
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const boolean nblockmap = !(mo->flags & MF_NOBLOCKMAP);
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for (i = 0; i < 256; i++)
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{
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if (nblockmap)
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{
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P_UnsetThingPosition(mo);
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mo->flags |= MF_NOBLOCKMAP;
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P_SetThingPosition(mo);
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}
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if (i&1)
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P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
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if (P_RailThinker(mo))
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break; // mobj was removed (missile hit a wall) or couldn't move
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}
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// Other rail sound plays at contact point.
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S_StartSound(mo, sfx_rail2);
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}
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}
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}
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// Not holding any firing buttons anymore.
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// Release the grenade / whatever.
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player->pflags &= ~PF_ATTACKDOWN;
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return;
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}
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// Not holding any firing buttons anymore.
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// Release the grenade / whatever.
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player->pflags &= ~PF_ATTACKDOWN;
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if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
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return;
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if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
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{
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player->pflags |= PF_ATTACKDOWN;
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mo = P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
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if (mo && ((mo->info->speed>>FRACBITS) * mo->scale) < player->speed)
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P_InstaThrust(mo, player->mo->angle, player->speed);
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S_StartSound(player->mo, sfx_mario7);
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return;
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}
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if (!G_RingSlingerGametype() || player->weapondelay)
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return;
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player->pflags |= PF_ATTACKDOWN;
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#define TAKE_AMMO(player, power) \
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player->powers[power]--; \
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if (player->rings < 1) \
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{ \
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if (player->powers[power] > 0) \
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player->powers[power]--; \
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} \
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else \
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player->rings--;
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if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
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goto firenormal; //code repetition sucks.
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// Bounce ring
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else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
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{
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TAKE_AMMO(player, pw_bouncering);
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P_SetWeaponDelay(player, TICRATE/4);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
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if (mo)
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mo->fuse = 3*TICRATE; // Bounce Ring time
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}
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// Rail ring
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else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
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{
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TAKE_AMMO(player, pw_railring);
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P_SetWeaponDelay(player, (3*TICRATE)/2);
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mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
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// Rail has no unique thrown object, therefore its sound plays here.
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S_StartSound(player->mo, sfx_rail1);
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}
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// Automatic
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else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
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{
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TAKE_AMMO(player, pw_automaticring);
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player->pflags &= ~PF_ATTACKDOWN;
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P_SetWeaponDelay(player, 2);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
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}
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// Explosion
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else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
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{
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TAKE_AMMO(player, pw_explosionring);
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P_SetWeaponDelay(player, (3*TICRATE)/2);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
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}
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// Grenade
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else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
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{
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TAKE_AMMO(player, pw_grenadering);
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P_SetWeaponDelay(player, TICRATE/3);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
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if (mo)
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{
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//P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale));
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mo->fuse = mo->info->reactiontime;
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}
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}
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// Scatter
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// Note: Ignores MF2_RAILRING
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else if (player->currentweapon == WEP_SCATTER && player->powers[pw_scatterring])
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{
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fixed_t oldz = player->mo->z;
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angle_t shotangle = player->mo->angle;
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angle_t oldaiming = player->aiming;
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TAKE_AMMO(player, pw_scatterring);
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P_SetWeaponDelay(player, (2*TICRATE)/3);
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// Center
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNSCATTER, MF2_SCATTER);
|
||||
if (mo)
|
||||
shotangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y);
|
||||
|
||||
// Left
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle-ANG2, true, MF2_SCATTER);
|
||||
|
||||
// Right
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle+ANG2, true, MF2_SCATTER);
|
||||
|
||||
// Down
|
||||
player->mo->z += FixedMul(12*FRACUNIT, player->mo->scale);
|
||||
player->aiming += ANG1;
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
|
||||
|
||||
// Up
|
||||
player->mo->z -= FixedMul(24*FRACUNIT, player->mo->scale);
|
||||
player->aiming -= ANG2;
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
|
||||
|
||||
player->mo->z = oldz;
|
||||
player->aiming = oldaiming;
|
||||
return;
|
||||
}
|
||||
// No powers, just a regular ring.
|
||||
else
|
||||
{
|
||||
firenormal:
|
||||
// Infinity ring was selected.
|
||||
// Mystic wants this ONLY to happen specifically if it's selected,
|
||||
// and to not be able to get around it EITHER WAY with firenormal.
|
||||
|
||||
// Infinity Ring
|
||||
if (player->currentweapon == 0
|
||||
&& player->powers[pw_infinityring])
|
||||
{
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNINFINITY, 0);
|
||||
|
||||
player->powers[pw_infinityring]--;
|
||||
}
|
||||
// Red Ring
|
||||
else
|
||||
{
|
||||
if (player->rings <= 0)
|
||||
return;
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0);
|
||||
|
||||
if (mo)
|
||||
P_ColorTeamMissile(mo, player);
|
||||
|
||||
player->rings--;
|
||||
}
|
||||
}
|
||||
|
||||
#undef TAKE_AMMO
|
||||
|
||||
if (mo)
|
||||
{
|
||||
if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
|
||||
{
|
||||
const boolean nblockmap = !(mo->flags & MF_NOBLOCKMAP);
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
if (nblockmap)
|
||||
{
|
||||
P_UnsetThingPosition(mo);
|
||||
mo->flags |= MF_NOBLOCKMAP;
|
||||
P_SetThingPosition(mo);
|
||||
}
|
||||
|
||||
if (i&1)
|
||||
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
|
||||
|
||||
if (P_RailThinker(mo))
|
||||
break; // mobj was removed (missile hit a wall) or couldn't move
|
||||
}
|
||||
|
||||
// Other rail sound plays at contact point.
|
||||
S_StartSound(mo, sfx_rail2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -240,8 +240,8 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
|
||||
// Mario
|
||||
{"koopfr" , true, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Fire"},
|
||||
{"mario1", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Hitting a ceiling"},
|
||||
{"mario2", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Koopa shell"},
|
||||
{"mario1", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Hit"},
|
||||
{"mario2", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bonk"},
|
||||
{"mario3", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Power-up"},
|
||||
{"mario4", true, 78, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got coin"},
|
||||
{"mario5", false, 78, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Boot-stomp"},
|
||||
|
|
|
@ -331,14 +331,15 @@ void Y_IntermissionDrawer(void)
|
|||
|
||||
if (animatetic && intertic >= animatetic)
|
||||
{
|
||||
const INT32 scradjust = (vid.width/vid.dupx)>>3; // 40 for BASEVIDWIDTH
|
||||
INT32 animatetimer = (intertic - animatetic);
|
||||
if (animatetimer <= 14)
|
||||
{
|
||||
xoffset1 = -(animatetimer * 40);
|
||||
xoffset2 = -((animatetimer-2) * 40);
|
||||
xoffset3 = -((animatetimer-4) * 40);
|
||||
xoffset4 = -((animatetimer-6) * 40);
|
||||
xoffset5 = -((animatetimer-8) * 40);
|
||||
xoffset1 = -(animatetimer * scradjust);
|
||||
xoffset2 = -((animatetimer-2) * scradjust);
|
||||
xoffset3 = -((animatetimer-4) * scradjust);
|
||||
xoffset4 = -((animatetimer-6) * scradjust);
|
||||
xoffset5 = -((animatetimer-8) * scradjust);
|
||||
if (xoffset2 > 0) xoffset2 = 0;
|
||||
if (xoffset3 > 0) xoffset3 = 0;
|
||||
if (xoffset4 > 0) xoffset4 = 0;
|
||||
|
@ -347,12 +348,12 @@ void Y_IntermissionDrawer(void)
|
|||
else if (animatetimer < 32)
|
||||
{
|
||||
drawsection = 1;
|
||||
xoffset1 = (22-animatetimer) * 40;
|
||||
xoffset2 = (24-animatetimer) * 40;
|
||||
xoffset3 = (26-animatetimer) * 40;
|
||||
xoffset4 = (28-animatetimer) * 40;
|
||||
xoffset5 = (30-animatetimer) * 40;
|
||||
xoffset6 = (32-animatetimer) * 40;
|
||||
xoffset1 = (22-animatetimer) * scradjust;
|
||||
xoffset2 = (24-animatetimer) * scradjust;
|
||||
xoffset3 = (26-animatetimer) * scradjust;
|
||||
xoffset4 = (28-animatetimer) * scradjust;
|
||||
xoffset5 = (30-animatetimer) * scradjust;
|
||||
xoffset6 = (32-animatetimer) * scradjust;
|
||||
if (xoffset1 < 0) xoffset1 = 0;
|
||||
if (xoffset2 < 0) xoffset2 = 0;
|
||||
if (xoffset3 < 0) xoffset3 = 0;
|
||||
|
|
Loading…
Reference in a new issue