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Merge branch 'papersign2' into 'master'
Paper sign tweaks See merge request STJr/SRB2Internal!460
This commit is contained in:
commit
80fd112009
3 changed files with 48 additions and 22 deletions
28
src/info.c
28
src/info.c
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@ -1837,18 +1837,18 @@ state_t states[NUMSTATES] =
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{SPR_BBLS, 3, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES4
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// Level End Sign
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{SPR_SIGN, 0, -1, {A_SignPlayer}, -3, 0, S_NULL}, // S_SIGN
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{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN2}, // S_SIGNSPIN1
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{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN1, S_SIGNSPIN3}, // S_SIGNSPIN2
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{SPR_SIGN, 0, 0, {A_SignPlayer}, -2, 0, S_SIGNSPIN4}, // S_SIGNSPIN3
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{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN5}, // S_SIGNSPIN4
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{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN4, S_SIGNSPIN6}, // S_SIGNSPIN5
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{SPR_SIGN, 0, 0, {A_SignPlayer}, -3, 0, S_SIGNSPIN1}, // S_SIGNSPIN6
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{SPR_SIGN, 0, 1, {A_SignPlayer}, -1, 0, S_SIGNSLOW}, // S_SIGNPLAYER
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{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSLOW}, // S_SIGNSLOW
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{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNSTOP
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{SPR_SIGN, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNBOARD
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{SPR_SIGN, FF_PAPERSPRITE|1, -1, {NULL}, 0, 29, S_NULL}, // S_EGGMANSIGN
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{SPR_SIGN, 0, -1, {A_SignPlayer}, -3, 0, S_NULL}, // S_SIGN
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{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN2}, // S_SIGNSPIN1
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{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN1, S_SIGNSPIN3}, // S_SIGNSPIN2
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{SPR_SIGN, 0, 0, {A_SignPlayer}, -2, 0, S_SIGNSPIN4}, // S_SIGNSPIN3
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{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN5}, // S_SIGNSPIN4
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{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN4, S_SIGNSPIN6}, // S_SIGNSPIN5
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{SPR_SIGN, 0, 0, {A_SignPlayer}, -3, 0, S_SIGNSPIN1}, // S_SIGNSPIN6
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{SPR_SIGN, 0, 1, {A_SignPlayer}, -1, 0, S_SIGNSLOW}, // S_SIGNPLAYER
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{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSLOW}, // S_SIGNSLOW
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{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNSTOP
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{SPR_SIGN, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNBOARD
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{SPR_SIGN, FF_PAPERSPRITE|1, -1, {NULL}, 0, 29, S_NULL}, // S_EGGMANSIGN
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// Spike Ball
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{SPR_SPIK, 0, 1, {NULL}, 0, 0, S_SPIKEBALL2}, // S_SPIKEBALL1
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@ -7726,12 +7726,12 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // attacksound
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S_SIGNPLAYER, // painstate
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MT_SPARK, // painchance
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sfx_None, // painsound
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sfx_s3kb8, // painsound
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S_EGGMANSIGN, // meleestate
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S_NULL, // missilestate
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S_SIGNSTOP, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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sfx_s3k64, // deathsound
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8, // speed
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36*FRACUNIT, // radius
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32*FRACUNIT, // height
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@ -5042,7 +5042,6 @@ void A_UnsetSolidSteam(mobj_t *actor)
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void A_SignSpin(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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INT16 i;
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angle_t rotateangle = FixedAngle(locvar1 << FRACBITS);
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@ -5053,6 +5052,11 @@ void A_SignSpin(mobj_t *actor)
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if (P_IsObjectOnGround(actor) && P_MobjFlip(actor) * actor->momz <= 0)
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{
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if (actor->flags2 & MF2_BOSSFLEE)
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{
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S_StartSound(actor, actor->info->deathsound);
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actor->flags2 &= ~MF2_BOSSFLEE;
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}
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if (actor->spawnpoint)
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{
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angle_t mapangle = FixedAngle(actor->spawnpoint->angle << FRACBITS);
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@ -5069,14 +5073,20 @@ void A_SignSpin(mobj_t *actor)
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}
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else // no mapthing? just finish in your current angle
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{
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P_SetMobjState(actor, locvar2);
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P_SetMobjState(actor, actor->info->deathstate);
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return;
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}
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}
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else
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{
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if (!(actor->flags2 & MF2_BOSSFLEE))
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{
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S_StartSound(actor, actor->info->painsound);
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actor->flags2 |= MF2_BOSSFLEE;
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}
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actor->movedir = rotateangle;
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}
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actor->angle += actor->movedir;
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if (actor->tracer == NULL || P_MobjWasRemoved(actor->tracer)) return;
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for (i = -1; i < 2; i += 2)
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@ -5166,15 +5176,31 @@ void A_SignPlayer(mobj_t *actor)
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// I turned this function into a fucking mess. I'm so sorry. -Lach
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if (locvar1 == -2) // next skin
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{
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player_t *player = actor->target ? actor->target->player : NULL;
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UINT8 skinnum;
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#define skincheck(num) (player ? !R_SkinUsable(player-players, num) : skins[num].availability > 0)
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if (ov->skin == NULL) // pick a random skin to start with!
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skin = &skins[P_RandomKey(numskins)];
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{
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UINT8 skincount = 0;
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for (skincount = 0; skincount < numskins; skincount++)
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if (!skincheck(skincount))
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skincount++;
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skinnum = P_RandomKey(skincount);
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for (skincount = 0; skincount < numskins; skincount++)
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{
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if (skincheck(skincount))
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skinnum++;
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if (skincount > skinnum)
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break;
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}
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}
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else // otherwise, advance 1 skin
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{
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UINT8 skinnum = (skin_t*)ov->skin-skins;
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player_t *player = actor->target ? actor->target->player : NULL;
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while ((skinnum = (skinnum + 1) % numskins) && (player ? !R_SkinUsable(player-players, skinnum) : skins[skinnum].availability > 0));
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skin = &skins[skinnum];
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skinnum = (skin_t*)ov->skin-skins;
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while ((skinnum = (skinnum + 1) % numskins) && skincheck(skinnum));
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}
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#undef skincheck
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skin = &skins[skinnum];
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}
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else // specific skin
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{
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@ -578,7 +578,7 @@ sfxinfo_t S_sfx[NUMSFX] =
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{"s3kb5", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Clink"},
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{"s3kb6", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spin launch"},
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{"s3kb7", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Tumbler"},
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{"s3kb8", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Falling signpost"},
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{"s3kb8", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spinning signpost"},
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{"s3kb9", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ring loss"},
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{"s3kba", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flight"},
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{"s3kbb", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Tired flight"},
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