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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'dragonbomber' into 'master'
Dragonbomber See merge request STJr/SRB2Internal!489
This commit is contained in:
commit
7dc3484e5d
9 changed files with 377 additions and 2 deletions
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@ -2797,6 +2797,9 @@ static actionpointer_t actionpointers[] =
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{{A_PterabyteHover}, "A_PTERABYTEHOVER"},
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{{A_RolloutSpawn}, "A_ROLLOUTSPAWN"},
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{{A_RolloutRock}, "A_ROLLOUTROCK"},
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{{A_DragonbomberSpawn}, "A_DRAGONBOMERSPAWN"},
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{{A_DragonWing}, "A_DRAGONWING"},
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{{A_DragonSegment}, "A_DRAGONSEGMENT"},
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{{NULL}, "NONE"},
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// This NULL entry must be the last in the list
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@ -5057,6 +5060,26 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_PTERABYTE_SWOOPDOWN",
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"S_PTERABYTE_SWOOPUP",
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// Dragonbomber
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"S_DRAGONBOMBER",
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"S_DRAGONWING1",
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"S_DRAGONWING2",
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"S_DRAGONWING3",
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"S_DRAGONWING4",
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"S_DRAGONTAIL_LOADED",
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"S_DRAGONTAIL_EMPTY",
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"S_DRAGONTAIL_EMPTYLOOP",
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"S_DRAGONTAIL_RELOAD",
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"S_DRAGONMINE",
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"S_DRAGONMINE_LAND1",
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"S_DRAGONMINE_LAND2",
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"S_DRAGONMINE_SLOWFLASH1",
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"S_DRAGONMINE_SLOWFLASH2",
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"S_DRAGONMINE_SLOWLOOP",
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"S_DRAGONMINE_FASTFLASH1",
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"S_DRAGONMINE_FASTFLASH2",
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"S_DRAGONMINE_FASTLOOP",
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// Boss Explosion
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"S_BOSSEXPLODE",
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@ -7728,6 +7751,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_PTERABYTESPAWNER", // Pterabyte spawner
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"MT_PTERABYTEWAYPOINT", // Pterabyte waypoint
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"MT_PTERABYTE", // Pterabyte
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"MT_DRAGONBOMBER", // Dragonbomber
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"MT_DRAGONWING", // Dragonbomber wing
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"MT_DRAGONTAIL", // Dragonbomber tail segment
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"MT_DRAGONMINE", // Dragonbomber mine
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// Generic Boss Items
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"MT_BOSSEXPLODE",
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@ -184,6 +184,7 @@ light_t *t_lspr[NUMSPRITES] =
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&lspr[NOLIGHT], // SPR_CANG
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&lspr[NOLIGHT], // SPR_PYRE
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&lspr[NOLIGHT], // SPR_PTER
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&lspr[NOLIGHT], // SPR_DRAB
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// Generic Boos Items
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&lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes
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129
src/info.c
129
src/info.c
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@ -72,6 +72,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"CANG", // Canarivore gas
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"PYRE", // Pyre Fly
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"PTER", // Pterabyte
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"DRAB", // Dragonbomber
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// Generic Boss Items
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"JETF", // Boss jet fumes
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@ -1163,6 +1164,26 @@ state_t states[NUMSTATES] =
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{SPR_PTER, 4, 1, {NULL}, 0, 0, S_PTERABYTE_SWOOPDOWN}, // S_PTERABYTE_SWOOPDOWN
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{SPR_PTER, 0, 1, {NULL}, 0, 0, S_PTERABYTE_SWOOPUP}, // S_PTERABYTE_SWOOPUP
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// Dragonbomber
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{SPR_DRAB, 0, -1, {A_DragonbomberSpawn}, 6, 0, S_NULL}, // S_DRAGONBOMBER
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{SPR_DRAB, FF_PAPERSPRITE|7, 1, {A_DragonWing}, 0, 0, S_DRAGONWING2}, // S_DRAGONWING1
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{SPR_DRAB, FF_PAPERSPRITE|8, 1, {A_DragonWing}, 0, 0, S_DRAGONWING3}, // S_DRAGONWING2
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{SPR_DRAB, FF_PAPERSPRITE|9, 1, {A_DragonWing}, 0, 0, S_DRAGONWING4}, // S_DRAGONWING3
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{SPR_DRAB, FF_PAPERSPRITE|10, 1, {A_DragonWing}, 0, 0, S_DRAGONWING1}, // S_DRAGONWING4
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{SPR_DRAB, 1, 1, {A_DragonSegment}, 0, 0, S_DRAGONTAIL_LOADED}, // S_DRAGONTAIL_LOADED
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{SPR_DRAB, 2, 1, {A_DragonSegment}, 0, 0, S_DRAGONTAIL_EMPTYLOOP}, // S_DRAGONTAIL_EMPTY
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{SPR_DRAB, 2, 0, {A_Repeat}, 3*TICRATE, S_DRAGONTAIL_EMPTY, S_DRAGONTAIL_RELOAD}, // S_DRAGONTAIL_EMPTYLOOP
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{SPR_DRAB, 1, 0, {A_PlayActiveSound}, 0, 0, S_DRAGONTAIL_LOADED}, // S_DRAGONTAIL_RELOAD
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{SPR_DRAB, 3, 1, {A_MinusCheck}, S_DRAGONMINE_LAND1, 0, S_DRAGONMINE}, // S_DRAGONMINE
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{SPR_DRAB, 4, 0, {A_PlayActiveSound}, 0, 0, S_DRAGONMINE_LAND2}, // S_DRAGONMINE_LAND1
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{SPR_DRAB, 4, 2, {A_Thrust}, 0, 1, S_DRAGONMINE_SLOWFLASH1}, // S_DRAGONMINE_LAND2
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{SPR_DRAB, 5, 11, {NULL}, 0, 0, S_DRAGONMINE_SLOWFLASH2}, // S_DRAGONMINE_SLOWFLASH1
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{SPR_DRAB, FF_FULLBRIGHT|6, 1, {A_PlayAttackSound}, 0, 0, S_DRAGONMINE_SLOWLOOP}, // S_DRAGONMINE_SLOWFLASH2
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{SPR_DRAB, 5, 0, {A_Repeat}, 4, S_DRAGONMINE_SLOWFLASH1, S_DRAGONMINE_FASTFLASH1}, // S_DRAGONMINE_SLOWLOOP
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{SPR_DRAB, 5, 3, {NULL}, 0, 0, S_DRAGONMINE_FASTFLASH2}, // S_DRAGONMINE_FASTFLASH1
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{SPR_DRAB, FF_FULLBRIGHT|6, 1, {A_PlayAttackSound}, 0, 0, S_DRAGONMINE_FASTLOOP}, // S_DRAGONMINE_FASTFLASH2
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{SPR_DRAB, 5, 0, {A_Repeat}, 5, S_DRAGONMINE_FASTFLASH1, S_DEATHSTATE}, // S_DRAGONMINE_FASTLOOP
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// Boss Explosion
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{SPR_BOM2, FF_FULLBRIGHT|FF_ANIMATE, (5*7), {NULL}, 6, 5, S_NULL}, // S_BOSSEXPLODE
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@ -5238,6 +5259,114 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_DRAGONBOMBER
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137, // doomednum
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S_DRAGONBOMBER, // spawnstate
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1, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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6, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_XPLD_FLICKY, // deathstate
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S_NULL, // xdeathstate
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sfx_pop, // deathsound
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10*FRACUNIT, // speed
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28*FRACUNIT, // radius
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48*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_BOUNCE|MF_RUNSPAWNFUNC, // flags
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S_NULL // raisestate
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},
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{ // MT_DRAGONWING
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-1, // doomednum
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S_DRAGONWING1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_XPLD_FLICKY, // deathstate
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S_NULL, // xdeathstate
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sfx_pop, // deathsound
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0, // speed
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12*FRACUNIT, // radius
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12*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIP, // flags
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S_NULL // raisestate
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},
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{ // MT_DRAGONTAIL
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-1, // doomednum
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S_DRAGONTAIL_LOADED, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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MT_DRAGONMINE, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_XPLD1, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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20*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_tink, // activesound
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MF_NOGRAVITY|MF_SLIDEME|MF_PAIN, // flags
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S_DRAGONTAIL_EMPTY // raisestate
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},
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{ // MT_DRAGONMINE
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-1, // doomednum
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S_DRAGONMINE, // spawnstate
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1, // spawnhealth
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S_NULL, // seestate
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sfx_s3k76, // seesound
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0, // reactiontime
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sfx_s3k89, // attacksound
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S_NULL, // painstate
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6, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_TNTBARREL_EXPL1, // deathstate
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S_NULL, // xdeathstate
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sfx_s3k6e, // deathsound
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0, // speed
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16*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_s3k5d, // activesound
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MF_SPECIAL|MF_SHOOTABLE, // flags
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S_NULL // raisestate
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},
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{ // MT_BOSSEXPLODE
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-1, // doomednum
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S_BOSSEXPLODE, // spawnstate
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28
src/info.h
28
src/info.h
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@ -282,6 +282,9 @@ void A_SpawnPterabytes();
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void A_PterabyteHover();
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void A_RolloutSpawn();
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void A_RolloutRock();
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void A_DragonbomberSpawn();
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void A_DragonWing();
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void A_DragonSegment();
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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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#define NUMMOBJFREESLOTS 512
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@ -334,6 +337,7 @@ typedef enum sprite
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SPR_CANG, // Canarivore gas
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SPR_PYRE, // Pyre Fly
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SPR_PTER, // Pterabyte
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SPR_DRAB, // Dragonbomber
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// Generic Boss Items
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SPR_JETF, // Boss jet fumes
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@ -1355,6 +1359,26 @@ typedef enum state
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S_PTERABYTE_SWOOPDOWN,
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S_PTERABYTE_SWOOPUP,
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// Dragonbomber
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S_DRAGONBOMBER,
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S_DRAGONWING1,
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S_DRAGONWING2,
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S_DRAGONWING3,
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S_DRAGONWING4,
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S_DRAGONTAIL_LOADED,
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S_DRAGONTAIL_EMPTY,
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S_DRAGONTAIL_EMPTYLOOP,
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S_DRAGONTAIL_RELOAD,
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S_DRAGONMINE,
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S_DRAGONMINE_LAND1,
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S_DRAGONMINE_LAND2,
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S_DRAGONMINE_SLOWFLASH1,
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S_DRAGONMINE_SLOWFLASH2,
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S_DRAGONMINE_SLOWLOOP,
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S_DRAGONMINE_FASTFLASH1,
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S_DRAGONMINE_FASTFLASH2,
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S_DRAGONMINE_FASTLOOP,
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// Boss Explosion
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S_BOSSEXPLODE,
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@ -4049,6 +4073,10 @@ typedef enum mobj_type
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MT_PTERABYTESPAWNER, // Pterabyte spawner
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MT_PTERABYTEWAYPOINT, // Pterabyte waypoint
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MT_PTERABYTE, // Pterabyte
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MT_DRAGONBOMBER, // Dragonbomber
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MT_DRAGONWING, // Dragonbomber wing
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MT_DRAGONTAIL, // Dragonbomber tail segment
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MT_DRAGONMINE, // Dragonbomber mine
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// Generic Boss Items
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MT_BOSSEXPLODE,
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103
src/p_enemy.c
103
src/p_enemy.c
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@ -312,6 +312,9 @@ void A_SpawnPterabytes(mobj_t *actor);
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void A_PterabyteHover(mobj_t *actor);
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void A_RolloutSpawn(mobj_t *actor);
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void A_RolloutRock(mobj_t *actor);
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void A_DragonbomberSpawn(mobj_t *actor);
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void A_DragonWing(mobj_t *actor);
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void A_DragonSegment(mobj_t *actor);
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//for p_enemy.c
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@ -14593,3 +14596,103 @@ void A_RolloutRock(mobj_t *actor)
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actor->flags2 ^= MF2_DONTDRAW;
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}
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// Function: A_DragonbomberSpawn
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//
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// Description: Spawns the body parts for Dragonbomber
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//
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// var1 = Tail segments to spawn
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// var2 = unused
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//
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void A_DragonbomberSpawn(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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UINT8 i;
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mobj_t *mo = actor;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_DragonbomberSpawn", actor))
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return;
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#endif
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for (i = 0; i < var1; i++) // spawn tail segments
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{
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mobj_t *segment;
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fixed_t x, y;
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x = P_ReturnThrustX(mo, mo->angle, -mo->radius << 1);
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y = P_ReturnThrustY(mo, mo->angle, -mo->radius << 1);
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segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL);
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P_SetTarget(&segment->target, mo);
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P_SetTarget(&mo->tracer, segment);
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segment->angle = mo->angle;
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mo = segment;
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}
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for (i = 0; i < 2; i++) // spawn wings
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{
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mo = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_DRAGONWING);
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P_SetTarget(&mo->target, actor);
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mo->movedir = ANGLE_90 + i * ANGLE_180;
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}
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}
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// Function: A_DragonWing
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//
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// Description: Moves actor such that it is placed away from its target at a distance equal to the target's radius in the direction of its target's angle.
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// The actor's movedir can be used to offset the angle.
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//
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// var1 = unused
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// var2 = unused
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//
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void A_DragonWing(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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mobj_t *target = actor->target;
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fixed_t x, y;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_DragonWing", actor))
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return;
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#endif
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if (target == NULL || !target->health)
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{
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P_RemoveMobj(actor);
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return;
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}
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actor->angle = target->angle + actor->movedir;
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x = target->x + P_ReturnThrustX(actor, actor->angle, -target->radius);
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y = target->y + P_ReturnThrustY(actor, actor->angle, -target->radius);
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P_TeleportMove(actor, x, y, target->z);
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}
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// Function: A_DragonSegment
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//
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// Description: Moves actor such that it is placed away from its target at an absolute distance equal to the sum of the two mobjs' radii.
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//
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// var1 = unused
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// var2 = unused
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//
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void A_DragonSegment(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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mobj_t *target = actor->target;
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fixed_t dist = P_AproxDistance(P_AproxDistance(actor->x - target->x, actor->y - target->y), actor->z - target->z);
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fixed_t radius = actor->radius + target->radius;
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angle_t hangle = R_PointToAngle2(target->x, target->y, actor->x, actor->y);
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angle_t zangle = R_PointToAngle2(0, target->z, dist, actor->z);
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fixed_t hdist = P_ReturnThrustX(target, zangle, radius);
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fixed_t xdist = P_ReturnThrustX(target, hangle, hdist);
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fixed_t ydist = P_ReturnThrustY(target, hangle, hdist);
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fixed_t zdist = P_ReturnThrustY(target, zangle, radius);
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_DragonSegment", actor))
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return;
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#endif
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actor->angle = hangle;
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P_TeleportMove(actor, target->x + xdist, target->y + ydist, target->z + zdist);
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}
|
|
@ -2678,6 +2678,17 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
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target->flags = (target->flags|MF_NOCLIPHEIGHT) & ~MF_NOGRAVITY;
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break;
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case MT_DRAGONBOMBER:
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{
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||||
mobj_t *segment = target;
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||||
while (segment->tracer != NULL)
|
||||
{
|
||||
P_KillMobj(segment->tracer, NULL, NULL, 0);
|
||||
segment = segment->tracer;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case MT_EGGMOBILE3:
|
||||
{
|
||||
mobj_t *mo2;
|
||||
|
|
|
@ -1024,7 +1024,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if ((thing->flags & MF_PUSHABLE) // not carrying a player
|
||||
&& (tmthing->player->powers[pw_carry] == CR_NONE) // player is not already riding something
|
||||
&& ((tmthing->eflags & MFE_VERTICALFLIP) == (thing->eflags & MFE_VERTICALFLIP))
|
||||
&& (P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < (thing->radius))
|
||||
&& (P_MobjFlip(tmthing)*tmthing->momz <= 0)
|
||||
&& ((!(tmthing->eflags & MFE_VERTICALFLIP) && abs(thing->z + thing->height - tmthing->z) < (thing->height>>2))
|
||||
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
|
||||
|
|
75
src/p_mobj.c
75
src/p_mobj.c
|
@ -9632,6 +9632,81 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
}
|
||||
case MT_DRAGONBOMBER:
|
||||
{
|
||||
#define DRAGONTURNSPEED ANG2
|
||||
mobj->movecount = (mobj->movecount + 9) % 360;
|
||||
P_SetObjectMomZ(mobj, 4*FINESINE(((mobj->movecount*ANG1) >> ANGLETOFINESHIFT) & FINEMASK), false);
|
||||
if (mobj->threshold > 0) // are we dropping mines?
|
||||
{
|
||||
mobj->threshold--;
|
||||
if (mobj->threshold == 0) // if the timer hits 0, look for a mine to drop!
|
||||
{
|
||||
mobj_t *segment = mobj;
|
||||
while (segment->tracer != NULL && !P_MobjWasRemoved(segment->tracer) && segment->tracer->state == &states[segment->tracer->info->spawnstate])
|
||||
{
|
||||
segment = segment->tracer;
|
||||
}
|
||||
if (segment != mobj) // found an unactivated segment?
|
||||
{
|
||||
mobj_t *mine = P_SpawnMobjFromMobj(segment, 0, 0, 0, segment->info->painchance);
|
||||
mine->angle = segment->angle;
|
||||
P_InstaThrust(mine, mobj->angle, P_AproxDistance(mobj->momx, mobj->momy) >> 1);
|
||||
P_SetObjectMomZ(mine, -2*FRACUNIT, true);
|
||||
S_StartSound(mine, mine->info->seesound);
|
||||
P_SetMobjState(segment, segment->info->raisestate);
|
||||
mobj->threshold = mobj->info->painchance;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mobj->target != NULL) // Are we chasing a player?
|
||||
{
|
||||
fixed_t dist = P_AproxDistance(mobj->x - mobj->target->x, mobj->y - mobj->target->y);
|
||||
if (dist > 2000 * mobj->scale) // Not anymore!
|
||||
P_SetTarget(&mobj->target, NULL);
|
||||
else
|
||||
{
|
||||
fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
|
||||
fixed_t z = mobj->target->z + (mobj->height >> 1) + (mobj->flags & MFE_VERTICALFLIP ? -128*mobj->scale : 128*mobj->scale + mobj->target->height);
|
||||
angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle;
|
||||
if (diff > ANGLE_180)
|
||||
mobj->angle -= DRAGONTURNSPEED;
|
||||
else
|
||||
mobj->angle += DRAGONTURNSPEED;
|
||||
if (!mobj->threshold && dist < 512 * mobj->scale) // Close enough to drop bombs
|
||||
{
|
||||
mobj->threshold = mobj->info->painchance;
|
||||
}
|
||||
mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
|
||||
}
|
||||
}
|
||||
else // Can we find a player to chase?
|
||||
{
|
||||
if (mobj->tracer == NULL || mobj->tracer->state != &states[mobj->tracer->info->spawnstate]
|
||||
|| !P_LookForPlayers(mobj, true, false, 2000*mobj->scale)) // if not, circle around the spawnpoint
|
||||
{
|
||||
if (!mobj->spawnpoint) // unless we don't have one, in which case uhhh just circle around wherever we currently are I guess??
|
||||
mobj->angle += DRAGONTURNSPEED;
|
||||
else
|
||||
{
|
||||
fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
|
||||
fixed_t x = mobj->spawnpoint->x << FRACBITS;
|
||||
fixed_t y = mobj->spawnpoint->y << FRACBITS;
|
||||
fixed_t z = mobj->spawnpoint->z << FRACBITS;
|
||||
fixed_t dist = P_AproxDistance(mobj->x - x, mobj->y - y);
|
||||
angle_t diff = R_PointToAngle2(mobj->x, mobj->y, x, y) - mobj->angle;
|
||||
if (diff > ANGLE_180)
|
||||
mobj->angle -= DRAGONTURNSPEED;
|
||||
else
|
||||
mobj->angle += DRAGONTURNSPEED;
|
||||
mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
|
||||
}
|
||||
}
|
||||
}
|
||||
P_InstaThrust(mobj, mobj->angle, FixedMul(mobj->info->speed, mobj->scale));
|
||||
#undef DRAGONTURNSPEED
|
||||
}
|
||||
break;
|
||||
case MT_SPINFIRE:
|
||||
if (mobj->flags & MF_NOGRAVITY)
|
||||
{
|
||||
|
|
|
@ -4425,7 +4425,9 @@ void P_DoJump(player_t *player, boolean soundandstate)
|
|||
}
|
||||
else if (player->powers[pw_carry] == CR_ROLLOUT)
|
||||
{
|
||||
player->mo->momz = 9*FRACUNIT + player->mo->tracer->momz;
|
||||
player->mo->momz = 9*FRACUNIT;
|
||||
if (P_MobjFlip(player->mo->tracer)*player->mo->tracer->momz > 0)
|
||||
player->mo->momz += player->mo->tracer->momz;
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
player->mo->tracer->flags |= MF_PUSHABLE;
|
||||
P_SetTarget(&player->mo->tracer->tracer, NULL);
|
||||
|
|
Loading…
Reference in a new issue