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Prevent mines from sliding upon touching the ground
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3 changed files with 33 additions and 30 deletions
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@ -5055,13 +5055,14 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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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_LAND",
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"S_DRAGONMINE_GROUND1",
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"S_DRAGONMINE_FLASH1",
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"S_DRAGONMINE_LOOP1",
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"S_DRAGONMINE_GROUND2",
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"S_DRAGONMINE_FLASH2",
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"S_DRAGONMINE_LOOP2",
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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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33
src/info.c
33
src/info.c
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@ -1165,23 +1165,24 @@ state_t states[NUMSTATES] =
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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, 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_LAND, 0, S_DRAGONMINE}, // S_DRAGONMINE
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{SPR_DRAB, 4, 2, {A_PlayActiveSound}, 0, 0, S_DRAGONMINE_GROUND1}, // S_DRAGONMINE_LAND
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{SPR_DRAB, 5, 11, {NULL}, 0, 0, S_DRAGONMINE_FLASH1}, // S_DRAGONMINE_GROUND1
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{SPR_DRAB, FF_FULLBRIGHT|6, 1, {A_PlayAttackSound}, 0, 0, S_DRAGONMINE_LOOP1}, // S_DRAGONMINE_FLASH1
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{SPR_DRAB, 5, 0, {A_Repeat}, 4, S_DRAGONMINE_GROUND1, S_DRAGONMINE_GROUND2}, // S_DRAGONMINE_LOOP1
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{SPR_DRAB, 5, 3, {NULL}, 0, 0, S_DRAGONMINE_FLASH2}, // S_DRAGONMINE_GROUND2
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{SPR_DRAB, FF_FULLBRIGHT|6, 1, {A_PlayAttackSound}, 0, 0, S_DRAGONMINE_LOOP2}, // S_DRAGONMINE_FLASH2
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{SPR_DRAB, 5, 0, {A_Repeat}, 5, S_DRAGONMINE_GROUND2, S_DEATHSTATE}, // S_DRAGONMINE_LOOP2
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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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15
src/info.h
15
src/info.h
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@ -1370,13 +1370,14 @@ typedef enum state
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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_LAND,
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S_DRAGONMINE_GROUND1,
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S_DRAGONMINE_FLASH1,
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S_DRAGONMINE_LOOP1,
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S_DRAGONMINE_GROUND2,
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S_DRAGONMINE_FLASH2,
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S_DRAGONMINE_LOOP2,
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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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