* Slower Bubblewrap animation.

* Corrected bounce height for Elemental underwater.
* Using Elemental ability in goo is cancelled.
* Different Attract failure sound.
This commit is contained in:
toasterbabe 2016-10-13 15:13:33 +01:00
parent 76700241f6
commit 76b30df528
3 changed files with 18 additions and 11 deletions

View file

@ -2175,15 +2175,15 @@ state_t states[NUMSTATES] =
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|16, 2, {NULL}, 0, 0, S_FIRSB9}, // S_FIRSB8
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|17, 2, {NULL}, 0, 0, S_FIRSB1}, // S_FIRSB9
{SPR_BUBS, FF_TRANS30 , 2, {NULL}, 0, 0, S_BUBS2}, // S_BUBS1
{SPR_BUBS, FF_TRANS30|1, 2, {NULL}, 0, 0, S_BUBS3}, // S_BUBS2
{SPR_BUBS, FF_TRANS30|2, 2, {NULL}, 0, 0, S_BUBS4}, // S_BUBS3
{SPR_BUBS, FF_TRANS30|3, 2, {NULL}, 0, 0, S_BUBS5}, // S_BUBS4
{SPR_BUBS, FF_TRANS30|4, 2, {NULL}, 0, 0, S_BUBS6}, // S_BUBS5
{SPR_BUBS, FF_TRANS30|5, 2, {NULL}, 0, 0, S_BUBS7}, // S_BUBS6
{SPR_BUBS, FF_TRANS30|6, 2, {NULL}, 0, 0, S_BUBS8}, // S_BUBS7
{SPR_BUBS, FF_TRANS30|7, 2, {NULL}, 0, 0, S_BUBS9}, // S_BUBS8
{SPR_BUBS, FF_TRANS30|8, 2, {NULL}, 0, 0, S_BUBS1}, // S_BUBS9
{SPR_BUBS, FF_TRANS30 , 3, {NULL}, 0, 0, S_BUBS2}, // S_BUBS1
{SPR_BUBS, FF_TRANS30|1, 3, {NULL}, 0, 0, S_BUBS3}, // S_BUBS2
{SPR_BUBS, FF_TRANS30|2, 3, {NULL}, 0, 0, S_BUBS4}, // S_BUBS3
{SPR_BUBS, FF_TRANS30|3, 3, {NULL}, 0, 0, S_BUBS5}, // S_BUBS4
{SPR_BUBS, FF_TRANS30|4, 3, {NULL}, 0, 0, S_BUBS6}, // S_BUBS5
{SPR_BUBS, FF_TRANS30|5, 3, {NULL}, 0, 0, S_BUBS7}, // S_BUBS6
{SPR_BUBS, FF_TRANS30|6, 3, {NULL}, 0, 0, S_BUBS8}, // S_BUBS7
{SPR_BUBS, FF_TRANS30|7, 3, {NULL}, 0, 0, S_BUBS9}, // S_BUBS8
{SPR_BUBS, FF_TRANS30|8, 3, {NULL}, 0, 0, S_BUBS1}, // S_BUBS9
{SPR_BUBS, FF_TRANS30| 9, 2, {NULL}, 0, 0, S_BUBSB2}, // S_BUBSB1
{SPR_BUBS, FF_TRANS30|10, 2, {NULL}, 0, 0, S_BUBSB3}, // S_BUBSB2

View file

@ -3246,7 +3246,11 @@ static void P_PlayerZMovement(mobj_t *mo)
S_StartSound(mo, sfx_s3k47);
P_ElementalFire(mo->player, true);
}
P_SetObjectMomZ(mo, 5*FRACUNIT/2, false);
P_SetObjectMomZ(mo,
(mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetPlayerMobjState(mo, S_PLAY_FALL);
clipmomz = false;
}
@ -3637,6 +3641,9 @@ void P_MobjCheckWater(mobj_t *mobj)
// Then we'll set it!
p->powers[pw_underwater] = underwatertics + 1;
}
if ((mobj->eflags & MFE_GOOWATER) && (p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (p->pflags & PF_SHIELDABILITY))
p->pflags &= ~PF_SHIELDABILITY;
}
// The rest of this code only executes on a water state change.

View file

@ -7017,7 +7017,7 @@ static void P_MovePlayer(player_t *player)
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3k45);
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental/Bubblewrap shield activation
case SH_ELEMENTAL: