Merge branch 'emeraldfixes' into 'master'

Special stage related fixes

See merge request STJr/SRB2Internal!269
This commit is contained in:
Monster Iestyn 2019-08-02 13:08:20 -04:00
commit 8520243ab6
6 changed files with 46 additions and 14 deletions

View file

@ -4366,7 +4366,7 @@ void G_WriteGhostTic(mobj_t *ghost)
ghostext.flags = 0;
}
if (ghost->player && ghost->player->followmobj)
if (ghost->player && ghost->player->followmobj) // bloats tails runs but what can ya do
{
INT16 temp;
@ -4592,6 +4592,9 @@ void G_GhostTicker(void)
switch(g->color)
{
default:
case GHC_RETURNSKIN:
g->mo->skin = g->oldmo.skin;
// fallthru
case GHC_NORMAL: // Go back to skin color
g->mo->color = g->oldmo.color;
break;
@ -4602,6 +4605,9 @@ void G_GhostTicker(void)
case GHC_FIREFLOWER: // Fireflower
g->mo->color = SKINCOLOR_WHITE;
break;
case GHC_NIGHTSSKIN: // not actually a colour
g->mo->skin = &skins[DEFAULTNIGHTSSKIN];
break;
}
}
if (xziptic & EZT_FLIP)

View file

@ -140,7 +140,9 @@ typedef enum
GHC_NORMAL = 0,
GHC_SUPER,
GHC_FIREFLOWER,
GHC_INVINCIBLE
GHC_INVINCIBLE,
GHC_NIGHTSSKIN, // not actually a colour
GHC_RETURNSKIN // ditto
} ghostcolor_t;
// Record/playback tics

View file

@ -670,7 +670,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_DoMatchSuper(player);
}
else
{
emeralds |= special->info->speed;
stagefailed = false;
}
if (special->target && special->target->type == MT_EMERALDSPAWN)
{

View file

@ -2205,7 +2205,7 @@ static void P_LevelInitStuff(void)
ssspheres = timeinmap = 0;
// special stage
stagefailed = false;
stagefailed = true; // assume failed unless proven otherwise - P_GiveEmerald or emerald touchspecial
// Reset temporary record data
memset(&ntemprecords, 0, sizeof(nightsdata_t));

View file

@ -518,10 +518,7 @@ static inline void P_DoSpecialStageStuff(void)
}
}
else
{
sstimer = 0;
stagefailed = true;
}
}
}

View file

@ -302,15 +302,39 @@ void P_GiveEmerald(boolean spawnObj)
S_StartSound(NULL, sfx_cgot); // Got the emerald!
emeralds |= (1 << em);
stagefailed = false;
if (spawnObj && playeringame[consoleplayer])
if (spawnObj)
{
// The Chaos Emerald begins to orbit us!
// Only give it to ONE person!
mobj_t *emmo = P_SpawnMobjFromMobj(players[consoleplayer].mo, 0, 0, players[consoleplayer].mo->height, MT_GOTEMERALD);
P_SetTarget(&emmo->target, players[consoleplayer].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
P_SetTarget(&players[consoleplayer].mo->tracer, emmo);
// Only visibly give it to ONE person!
UINT8 i, pnum = ((playeringame[consoleplayer]) && (!players[consoleplayer].spectator) && (players[consoleplayer].mo)) ? consoleplayer : 255;
for (i = 0; i < MAXPLAYERS; i++)
{
mobj_t *emmo;
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
if (!players[i].mo)
continue;
emmo = P_SpawnMobjFromMobj(players[i].mo, 0, 0, players[i].mo->height, MT_GOTEMERALD);
P_SetTarget(&emmo->target, players[i].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
P_SetTarget(&players[i].mo->tracer, emmo);
if (pnum == 255)
{
i = pnum;
continue;
}
if (i == pnum)
continue;
emmo->flags2 |= MF2_DONTDRAW;
}
}
}
@ -597,7 +621,7 @@ static void P_DeNightserizePlayer(player_t *player)
player->mo->skin = &skins[player->skin];
player->followitem = skins[player->skin].followitem;
player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL);
G_GhostAddColor(GHC_RETURNSKIN);
// Restore aiming angle
if (player == &players[consoleplayer])
@ -615,7 +639,6 @@ static void P_DeNightserizePlayer(player_t *player)
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
players[i].nightstime = 1; // force everyone else to fall too.
player->exiting = 3*TICRATE;
stagefailed = true; // NIGHT OVER
// If you screwed up, kiss your score and ring bonus goodbye.
// But only do this in special stage (and instakill!) In regular stages, wait til we hit the ground.
@ -716,6 +739,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
player->mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor;
player->followitem = skins[DEFAULTNIGHTSSKIN].followitem;
G_GhostAddColor(GHC_NIGHTSSKIN);
}
player->nightstime = player->startedtime = player->lapstartedtime = nighttime*TICRATE;