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* Slower Bubblewrap animation.
* Corrected bounce height for Elemental underwater. * Using Elemental ability in goo is cancelled. * Different Attract failure sound.
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parent
76700241f6
commit
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3 changed files with 18 additions and 11 deletions
18
src/info.c
18
src/info.c
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@ -2175,15 +2175,15 @@ state_t states[NUMSTATES] =
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{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|16, 2, {NULL}, 0, 0, S_FIRSB9}, // S_FIRSB8
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{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|17, 2, {NULL}, 0, 0, S_FIRSB1}, // S_FIRSB9
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{SPR_BUBS, FF_TRANS30 , 2, {NULL}, 0, 0, S_BUBS2}, // S_BUBS1
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{SPR_BUBS, FF_TRANS30|1, 2, {NULL}, 0, 0, S_BUBS3}, // S_BUBS2
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{SPR_BUBS, FF_TRANS30|2, 2, {NULL}, 0, 0, S_BUBS4}, // S_BUBS3
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{SPR_BUBS, FF_TRANS30|3, 2, {NULL}, 0, 0, S_BUBS5}, // S_BUBS4
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{SPR_BUBS, FF_TRANS30|4, 2, {NULL}, 0, 0, S_BUBS6}, // S_BUBS5
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{SPR_BUBS, FF_TRANS30|5, 2, {NULL}, 0, 0, S_BUBS7}, // S_BUBS6
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{SPR_BUBS, FF_TRANS30|6, 2, {NULL}, 0, 0, S_BUBS8}, // S_BUBS7
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{SPR_BUBS, FF_TRANS30|7, 2, {NULL}, 0, 0, S_BUBS9}, // S_BUBS8
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{SPR_BUBS, FF_TRANS30|8, 2, {NULL}, 0, 0, S_BUBS1}, // S_BUBS9
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{SPR_BUBS, FF_TRANS30 , 3, {NULL}, 0, 0, S_BUBS2}, // S_BUBS1
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{SPR_BUBS, FF_TRANS30|1, 3, {NULL}, 0, 0, S_BUBS3}, // S_BUBS2
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{SPR_BUBS, FF_TRANS30|2, 3, {NULL}, 0, 0, S_BUBS4}, // S_BUBS3
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{SPR_BUBS, FF_TRANS30|3, 3, {NULL}, 0, 0, S_BUBS5}, // S_BUBS4
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{SPR_BUBS, FF_TRANS30|4, 3, {NULL}, 0, 0, S_BUBS6}, // S_BUBS5
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{SPR_BUBS, FF_TRANS30|5, 3, {NULL}, 0, 0, S_BUBS7}, // S_BUBS6
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{SPR_BUBS, FF_TRANS30|6, 3, {NULL}, 0, 0, S_BUBS8}, // S_BUBS7
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{SPR_BUBS, FF_TRANS30|7, 3, {NULL}, 0, 0, S_BUBS9}, // S_BUBS8
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{SPR_BUBS, FF_TRANS30|8, 3, {NULL}, 0, 0, S_BUBS1}, // S_BUBS9
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{SPR_BUBS, FF_TRANS30| 9, 2, {NULL}, 0, 0, S_BUBSB2}, // S_BUBSB1
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{SPR_BUBS, FF_TRANS30|10, 2, {NULL}, 0, 0, S_BUBSB3}, // S_BUBSB2
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@ -3246,7 +3246,11 @@ static void P_PlayerZMovement(mobj_t *mo)
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S_StartSound(mo, sfx_s3k47);
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P_ElementalFire(mo->player, true);
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}
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P_SetObjectMomZ(mo, 5*FRACUNIT/2, false);
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P_SetObjectMomZ(mo,
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(mo->eflags & MFE_UNDERWATER)
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? 6*FRACUNIT/5
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: 5*FRACUNIT/2,
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false);
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P_SetPlayerMobjState(mo, S_PLAY_FALL);
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clipmomz = false;
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}
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@ -3637,6 +3641,9 @@ void P_MobjCheckWater(mobj_t *mobj)
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// Then we'll set it!
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p->powers[pw_underwater] = underwatertics + 1;
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}
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if ((mobj->eflags & MFE_GOOWATER) && (p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (p->pflags & PF_SHIELDABILITY))
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p->pflags &= ~PF_SHIELDABILITY;
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}
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// The rest of this code only executes on a water state change.
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@ -7017,7 +7017,7 @@ static void P_MovePlayer(player_t *player)
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player->homing = 3*TICRATE;
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}
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else
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S_StartSound(player->mo, sfx_s3k45);
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S_StartSound(player->mo, sfx_s3ka6);
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break;
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// Elemental/Bubblewrap shield activation
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case SH_ELEMENTAL:
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