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https://git.do.srb2.org/STJr/SRB2.git
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Reverted change where NiGHTS drilling sprites were technically the super version of flying sprites. It was not helpful to modders at all, and was only justifiable as a rutheless attempt at efficiency in storage.
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parent
e20292844d
commit
5b77ca5fed
3 changed files with 107 additions and 44 deletions
66
src/info.c
66
src/info.c
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@ -444,6 +444,20 @@ char spr2names[NUMPLAYERSPRITES][5] =
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"NGTB",
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"NGTC",
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"DRL0",
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"DRL1",
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"DRL2",
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"DRL3",
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"DRL4",
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"DRL5",
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"DRL6",
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"DRL7",
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"DRL8",
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"DRL9",
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"DRLA",
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"DRLB",
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"DRLC",
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"SIGN",
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"LIFE"
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};
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@ -560,32 +574,32 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK
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// NiGHTS Player, flying and drilling
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{SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0
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{SPR_PLAY, SPR2_NGT0|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0
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{SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1
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{SPR_PLAY, SPR2_NGT1|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1
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{SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2
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{SPR_PLAY, SPR2_NGT2|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2
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{SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3
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{SPR_PLAY, SPR2_NGT3|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3
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{SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4
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{SPR_PLAY, SPR2_NGT4|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4
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{SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5
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{SPR_PLAY, SPR2_NGT5|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5
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{SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6
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{SPR_PLAY, SPR2_NGT6|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6
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{SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7
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{SPR_PLAY, SPR2_NGT7|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7
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{SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8
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{SPR_PLAY, SPR2_NGT8|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8
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{SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9
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{SPR_PLAY, SPR2_NGT9|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9
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{SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA
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{SPR_PLAY, SPR2_NGTA|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA
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{SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB
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{SPR_PLAY, SPR2_NGTB|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB
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{SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC
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{SPR_PLAY, SPR2_NGTC|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC
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{SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0
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{SPR_PLAY, SPR2_DRL0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0
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{SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1
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{SPR_PLAY, SPR2_DRL1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1
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{SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2
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{SPR_PLAY, SPR2_DRL2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2
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{SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3
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{SPR_PLAY, SPR2_DRL3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3
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{SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4
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{SPR_PLAY, SPR2_DRL4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4
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{SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5
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{SPR_PLAY, SPR2_DRL5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5
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{SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6
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{SPR_PLAY, SPR2_DRL6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6
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{SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7
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{SPR_PLAY, SPR2_DRL7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7
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{SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8
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{SPR_PLAY, SPR2_DRL8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8
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{SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9
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{SPR_PLAY, SPR2_DRL9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9
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{SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA
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{SPR_PLAY, SPR2_DRLA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA
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{SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB
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{SPR_PLAY, SPR2_DRLB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB
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{SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC
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{SPR_PLAY, SPR2_DRLC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC
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// Blue Crawla
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{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
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17
src/info.h
17
src/info.h
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@ -643,7 +643,7 @@ enum playersprite
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SPR2_NPUL, // NiGHTS pull
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SPR2_NATK, // NiGHTS attack
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// NiGHTS flight. bitwise | with FF_SPR2SUPER for drilling
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// NiGHTS flight
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SPR2_NGT0,
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SPR2_NGT1,
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SPR2_NGT2,
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@ -658,6 +658,21 @@ enum playersprite
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SPR2_NGTB,
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SPR2_NGTC,
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// NiGHTS drill
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SPR2_DRL0,
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SPR2_DRL1,
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SPR2_DRL2,
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SPR2_DRL3,
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SPR2_DRL4,
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SPR2_DRL5,
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SPR2_DRL6,
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SPR2_DRL7,
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SPR2_DRL8,
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SPR2_DRL9,
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SPR2_DRLA,
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SPR2_DRLB,
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SPR2_DRLC,
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SPR2_SIGN, // end sign head
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SPR2_LIFE, // life monitor icon
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68
src/p_mobj.c
68
src/p_mobj.c
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@ -294,11 +294,11 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
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case SPR2_NFLT:
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spr2 = FF_SPR2SUPER|SPR2_FLT ;
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break;
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case SPR2_NPUL:
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case SPR2_NSTN:
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spr2 = SPR2_STUN;
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break;
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case SPR2_NSTN:
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spr2 = SPR2_NPUL;
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case SPR2_NPUL:
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spr2 = SPR2_NSTN;
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break;
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case SPR2_NATK:
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spr2 = FF_SPR2SUPER|SPR2_ROLL;
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@ -307,21 +307,55 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
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spr2 = SPR2_NFLT;
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break;*/
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case SPR2_NGT1:
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case SPR2_NGT2:
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case SPR2_NGT3:
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case SPR2_NGT4:
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case SPR2_NGT5:
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case SPR2_NGT6:
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// case SPR2_NGT7:
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case SPR2_NGT8:
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case SPR2_NGT9:
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case SPR2_NGTA:
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case SPR2_NGTB:
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case SPR2_NGTC:
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spr2--; // take an angle step towards horizontal
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break;
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case SPR2_NGT7:
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spr2 = SPR2_NGT0; // needs to explicitly go directly to horizontal
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case SPR2_DRL0:
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spr2 = SPR2_NGT0;
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break;
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case SPR2_NGT2:
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case SPR2_DRL1:
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spr2 = SPR2_NGT1;
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break;
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case SPR2_NGT3:
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case SPR2_DRL2:
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spr2 = SPR2_NGT2;
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break;
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case SPR2_NGT4:
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case SPR2_DRL3:
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spr2 = SPR2_NGT3;
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break;
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case SPR2_NGT5:
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case SPR2_DRL4:
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spr2 = SPR2_NGT4;
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break;
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case SPR2_NGT6:
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case SPR2_DRL5:
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spr2 = SPR2_NGT5;
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break;
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case SPR2_DRL6:
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spr2 = SPR2_NGT6;
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break;
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case SPR2_NGT8:
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case SPR2_DRL7:
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spr2 = SPR2_NGT7;
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break;
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case SPR2_NGT9:
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case SPR2_DRL8:
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spr2 = SPR2_NGT8;
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break;
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case SPR2_NGTA:
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case SPR2_DRL9:
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spr2 = SPR2_NGT9;
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break;
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case SPR2_NGTB:
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case SPR2_DRLA:
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spr2 = SPR2_NGTA;
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break;
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case SPR2_NGTC:
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case SPR2_DRLB:
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spr2 = SPR2_NGTB;
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break;
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case SPR2_DRLC:
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spr2 = SPR2_NGTC;
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break;
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// Dunno? Just go to standing then.
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