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https://git.do.srb2.org/STJr/SRB2.git
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* New object types!
* Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
This commit is contained in:
parent
bb9a0de4f5
commit
ad09f2603d
11 changed files with 601 additions and 128 deletions
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@ -3302,36 +3302,6 @@ thingtypes
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height = 40;
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flags8text = "[8] Cannot move";
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}
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124
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{
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title = "AquaBuzz";
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sprite = "BBUZA1";
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width = 20;
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height = 24;
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}
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105
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{
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title = "Jetty-Syn Bomber";
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sprite = "JETBB1";
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width = 20;
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height = 50;
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flags8text = "[8] Cannot move";
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}
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106
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{
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title = "Jetty-Syn Gunner";
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sprite = "JETGB1";
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width = 20;
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height = 48;
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flags8text = "[8] Cannot move";
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}
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107
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{
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title = "Crawla Commander";
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sprite = "CCOMA1";
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width = 16;
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height = 32;
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}
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108
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{
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title = "Deton";
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@ -3339,13 +3309,6 @@ thingtypes
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width = 20;
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height = 32;
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}
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109
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{
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title = "Skim";
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sprite = "SKIMA1";
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width = 16;
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height = 24;
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}
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110
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{
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title = "Turret";
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@ -3361,10 +3324,24 @@ thingtypes
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height = 64;
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angletext = "Firing delay";
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}
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112
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122
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{
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title = "Spincushion";
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sprite = "SHRPA1";
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title = "Spring Shell (Green)";
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sprite = "SSHLA1";
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width = 24;
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height = 40;
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}
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125
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{
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title = "Spring Shell (Yellow)";
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sprite = "SSHLI1";
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width = 24;
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height = 40;
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}
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109
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{
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title = "Skim";
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sprite = "SKIMA1";
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width = 16;
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height = 24;
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}
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@ -3375,26 +3352,21 @@ thingtypes
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width = 12;
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height = 20;
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}
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114
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126
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{
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title = "Snailer";
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sprite = "SNLRA3A7";
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title = "Crushstacean";
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sprite = "CRABA0";
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width = 24;
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height = 48;
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height = 32;
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flags8text = "[8] Move left from spawn";
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}
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115
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136
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{
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title = "Bird Aircraft Strike Hazard";
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sprite = "VLTRF1";
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width = 12;
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height = 24;
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}
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116
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{
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title = "Pointy";
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sprite = "PNTYA1";
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width = 8;
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height = 16;
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title = "Banpyura";
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sprite = "CR2BA0";
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width = 24;
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height = 32;
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flags8text = "[8] Move left from spawn";
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}
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117
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{
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@ -3427,6 +3399,13 @@ thingtypes
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flags4text = "[4] 90 degrees clockwise";
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flags8text = "[8] Double speed";
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}
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115
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{
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title = "Bird Aircraft Strike Hazard";
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sprite = "VLTRF1";
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width = 12;
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height = 24;
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}
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120
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{
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title = "Green Snapper";
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@ -3441,19 +3420,13 @@ thingtypes
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width = 24;
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height = 32;
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}
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122
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134
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{
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title = "Spring Shell (Green)";
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sprite = "SSHLA1";
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width = 24;
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height = 40;
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}
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125
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{
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title = "Spring Shell (Yellow)";
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sprite = "SSHLI1";
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width = 24;
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height = 40;
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title = "Canarivore";
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sprite = "CANAA0";
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width = 12;
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height = 80;
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hangs = 1;
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}
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123
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{
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@ -3462,28 +3435,51 @@ thingtypes
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width = 18;
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height = 36;
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}
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126
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135
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{
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title = "Crushstacean";
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sprite = "CRABA0";
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width = 24;
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height = 32;
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flags8text = "[8] Move left from spawn";
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}
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127
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{
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title = "Hive Elemental";
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sprite = "HIVEA0";
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width = 32;
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height = 80;
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parametertext = "No. bees";
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}
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128
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{
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title = "Bumble Bore";
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sprite = "BUMBA1";
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title = "Pterabyte Spawner";
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sprite = "PTERA2A8";
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width = 16;
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height = 32;
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height = 16;
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parametertext = "No. Pterabytes";
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}
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136
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{
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title = "Pyre Fly";
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sprite = "PYREA0";
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width = 24;
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height = 34;
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flags8text = "[8] Start on fire";
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}
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105
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{
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title = "Jetty-Syn Bomber";
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sprite = "JETBB1";
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width = 20;
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height = 50;
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flags8text = "[8] Cannot move";
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}
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106
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{
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title = "Jetty-Syn Gunner";
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sprite = "JETGB1";
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width = 20;
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height = 48;
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flags8text = "[8] Cannot move";
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}
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112
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{
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title = "Spincushion";
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sprite = "SHRPA1";
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width = 16;
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height = 24;
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}
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114
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{
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title = "Snailer";
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sprite = "SNLRA3A7";
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width = 24;
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height = 48;
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}
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129
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{
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@ -3499,6 +3495,13 @@ thingtypes
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width = 24;
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height = 32;
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}
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107
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{
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title = "Crawla Commander";
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sprite = "CCOMA1";
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width = 16;
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height = 32;
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}
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131
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{
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title = "Spinbobert";
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@ -3522,29 +3525,34 @@ thingtypes
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height = 24;
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hangs = 1;
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}
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134
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127
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{
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title = "Canarivore";
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sprite = "CANAA0";
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width = 12;
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title = "Hive Elemental";
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sprite = "HIVEA0";
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width = 32;
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height = 80;
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hangs = 1;
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parametertext = "No. bees";
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}
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135
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128
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{
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title = "Pterabyte Spawner";
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sprite = "PTERA2A8";
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title = "Bumblebore";
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sprite = "BUMBA1";
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width = 16;
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height = 16;
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parametertext = "No. Pterabytes";
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height = 32;
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}
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136
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124
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{
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title = "Pyre Fly";
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sprite = "PYREA0";
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width = 24;
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height = 34;
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flags8text = "[8] Start on fire";
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title = "AquaBuzz";
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sprite = "BBUZA1";
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width = 20;
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height = 24;
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}
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116
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{
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title = "Pointy";
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sprite = "PNTYA1";
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width = 8;
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height = 16;
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}
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}
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@ -4218,6 +4226,15 @@ thingtypes
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flags4text = "[4] Ignore gravity";
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flags8text = "[8] Rotate 22.5° CCW";
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}
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557
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{
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arrow = 1;
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title = "Diagonal Blue Spring";
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sprite = "BSPRD2";
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width = 16;
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flags4text = "[4] Ignore gravity";
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flags8text = "[8] Rotate 22.5° CCW";
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}
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558
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{
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arrow = 1;
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@ -4248,6 +4265,24 @@ thingtypes
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width = 16;
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height = 32;
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}
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2045
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{
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arrow = 1;
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title = "Yellow Boost Panel";
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sprite = "BSTYA0";
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flags8text = "[8] Force spin";
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width = 28;
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height = 2;
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}
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2046
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{
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arrow = 1;
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title = "Red Boost Panel";
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sprite = "BSTRA0";
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flags8text = "[8] Force spin";
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width = 28;
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height = 2;
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}
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}
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patterns
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@ -252,6 +252,8 @@ typedef enum
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pw_spacetime, // In space, no one can hear you spin!
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pw_extralife, // Extra Life timer
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pw_pushing,
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pw_justsprung,
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pw_noautobrake,
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pw_super, // Are you super?
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pw_gravityboots, // gravity boots
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@ -4440,6 +4440,21 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_CRUSHCLAW_WAIT",
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"S_CRUSHCHAIN",
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// Banpyura
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"S_BANPYURA_ROAM1",
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"S_BANPYURA_ROAM2",
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"S_BANPYURA_ROAM3",
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"S_BANPYURA_ROAM4",
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"S_BANPYURA_ROAMPAUSE",
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"S_CDIAG1",
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"S_CDIAG2",
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"S_CDIAG3",
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"S_CDIAG4",
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"S_CDIAG5",
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"S_CDIAG6",
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"S_CDIAG7",
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"S_CDIAG8",
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// Jet Jaw
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"S_JETJAW_ROAM1",
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"S_JETJAW_ROAM2",
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"S_FLAMEJETFLAME1",
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"S_FLAMEJETFLAME2",
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"S_FLAMEJETFLAME3",
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"S_FLAMEJETFLAME4",
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"S_FLAMEJETFLAME5",
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"S_FLAMEJETFLAME6",
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"S_FLAMEJETFLAME7",
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"S_FLAMEJETFLAME8",
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"S_FLAMEJETFLAME9",
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// Spinning flame jets
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"S_FJSPINAXISA1", // Counter-clockwise
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@ -6660,6 +6681,16 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_BHORIZ7",
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"S_BHORIZ8",
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"S_BOOSTERSOUND",
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"S_YELLOWBOOSTERROLLER",
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"S_YELLOWBOOSTERSEG_LEFT",
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"S_YELLOWBOOSTERSEG_RIGHT",
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"S_YELLOWBOOSTERSEG_FACE",
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"S_REDBOOSTERROLLER",
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"S_REDBOOSTERSEG_LEFT",
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"S_REDBOOSTERSEG_RIGHT",
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"S_REDBOOSTERSEG_FACE",
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// Rain
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"S_RAIN1",
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"S_RAINRETURN",
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@ -7449,6 +7480,11 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_REDHORIZ",
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"MT_BLUEHORIZ",
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"MT_BOOSTERSEG",
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"MT_BOOSTERROLLER",
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"MT_YELLOWBOOSTER",
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"MT_REDBOOSTER",
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// Interactive Objects
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"MT_BUBBLES", // Bubble source
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"MT_SIGN", // Level end sign
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"SPACETIME", // In space, no one can hear you spin!
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"EXTRALIFE", // Extra Life timer
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"PUSHING",
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"JUSTSPRUNG",
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"NOAUTOBRAKE",
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"SUPER", // Are you super?
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"GRAVITYBOOTS", // gravity boots
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203
src/info.c
203
src/info.c
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@ -50,6 +50,8 @@ char sprnames[NUMSPRITES + 1][5] =
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"TURR", // Pop-Up Turret
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"SHRP", // Sharp
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"CRAB", // Crushstacean
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"CR2B", // Banpyura
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"CSPR", // Banpyura spring
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"JJAW", // Jet Jaw
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"SNLR", // Snailer
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"VLTR", // BASH
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"SSWY", // Yellow Side Spring
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"SSWR", // Red Side Spring
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"SSWB", // Blue Side Spring
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"BSTY", // Yellow Booster
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"BSTR", // Red Booster
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// Environmental Effects
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"RAIN", // Rain
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{SPR_CRAB, 3, 37, {NULL}, 0, 0, S_CRUSHCLAW_AIM}, // S_CRUSHCLAW_WAIT
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{SPR_CRAB, 4, -1, {NULL}, 0, 0, S_NULL}, // S_CRUSHCHAIN
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// Banpyura
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{SPR_CR2B, 0, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM2}, // S_BANPYURA_ROAM1
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{SPR_CR2B, 1, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM3}, // S_BANPYURA_ROAM2
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{SPR_CR2B, 0, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM4}, // S_BANPYURA_ROAM3
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{SPR_CR2B, 2, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM1}, // S_BANPYURA_ROAM4
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{SPR_CR2B, 0, 40, {NULL}, 0, 0, S_BANPYURA_ROAM1}, // S_BANPYURA_ROAMPAUSE
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{SPR_CSPR, 0, 1, {A_CrushclawAim}, 50, 20, S_CDIAG1}, // S_CDIAG1
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{SPR_CSPR, 1, 1, {A_Pain}, 0, 0, S_CDIAG3}, // S_CDIAG2
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{SPR_CSPR, 2, 1, {A_CrushclawAim}, 50, 20, S_CDIAG4}, // S_CDIAG3
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{SPR_CSPR, 3, 1, {A_CrushclawAim}, 50, 20, S_CDIAG5}, // S_CDIAG4
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{SPR_CSPR, 4, 1, {A_CrushclawAim}, 50, 20, S_CDIAG6}, // S_CDIAG5
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{SPR_CSPR, 3, 1, {A_CrushclawAim}, 50, 20, S_CDIAG7}, // S_CDIAG6
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{SPR_CSPR, 2, 1, {A_CrushclawAim}, 50, 20, S_CDIAG8}, // S_CDIAG7
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{SPR_CSPR, 1, 1, {A_CrushclawAim}, 50, 20, S_CDIAG1}, // S_CDIAG8
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// Jet Jaw
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{SPR_JJAW, 0, 1, {A_JetJawRoam}, 0, 0, S_JETJAW_ROAM2}, // S_JETJAW_ROAM1
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{SPR_JJAW, 0, 1, {A_JetJawRoam}, 0, 0, S_JETJAW_ROAM3}, // S_JETJAW_ROAM2
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{SPR_FLME, FF_FULLBRIGHT , 4, {NULL}, 0, 0, S_FLAMEJETFLAME2}, // S_FLAMEJETFLAME1
|
||||
{SPR_FLME, FF_FULLBRIGHT|1, 5, {NULL}, 0, 0, S_FLAMEJETFLAME3}, // S_FLAMEJETFLAME2
|
||||
{SPR_FLME, FF_FULLBRIGHT|2, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME3
|
||||
{SPR_FLME, FF_FULLBRIGHT|3, 4, {NULL}, 0, 0, S_FLAMEJETFLAME5}, // S_FLAMEJETFLAME4
|
||||
{SPR_FLME, FF_FULLBRIGHT|4, 5, {NULL}, 0, 0, S_FLAMEJETFLAME6}, // S_FLAMEJETFLAME5
|
||||
{SPR_FLME, FF_FULLBRIGHT|5, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME6
|
||||
{SPR_FLME, FF_FULLBRIGHT|6, 4, {NULL}, 0, 0, S_FLAMEJETFLAME8}, // S_FLAMEJETFLAME7
|
||||
{SPR_FLME, FF_FULLBRIGHT|7, 5, {NULL}, 0, 0, S_FLAMEJETFLAME9}, // S_FLAMEJETFLAME8
|
||||
{SPR_FLME, FF_FULLBRIGHT|8, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME9
|
||||
|
||||
// Spinning flame jets
|
||||
// A: Counter-clockwise
|
||||
|
@ -3272,6 +3298,17 @@ state_t states[NUMSTATES] =
|
|||
{SPR_SSWB, 2, 1, {NULL}, 0, 0, S_BHORIZ8}, // S_BHORIZ7
|
||||
{SPR_SSWB, 1, 1, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ8
|
||||
|
||||
// Boosters
|
||||
{SPR_NULL, 0, 1, {A_Pain}, 0, 0, S_INVISIBLE}, // S_BOOSTERSOUND
|
||||
{SPR_BSTY, FF_ANIMATE, -1, {NULL}, 2, 1, S_NULL}, // S_YELLOWBOOSTERROLLER
|
||||
{SPR_BSTY, 3|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_YELLOWBOOSTERSEG_LEFT
|
||||
{SPR_BSTY, 6|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_YELLOWBOOSTERSEG_RIGHT
|
||||
{SPR_BSTY, 9|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_YELLOWBOOSTERSEG_FACE
|
||||
{SPR_BSTR, FF_ANIMATE, -1, {NULL}, 2, 1, S_NULL}, // S_REDBOOSTERROLLER
|
||||
{SPR_BSTR, 3|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_REDBOOSTERSEG_LEFT
|
||||
{SPR_BSTR, 6|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_REDBOOSTERSEG_RIGHT
|
||||
{SPR_BSTR, 9|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_REDBOOSTERSEG_FACE
|
||||
|
||||
// Rain
|
||||
{SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
|
||||
{SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN
|
||||
|
@ -4483,7 +4520,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_XPLD1, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_pop, // deathsound
|
||||
1, // speed
|
||||
600, // speed
|
||||
22*FRACUNIT, // radius
|
||||
24*FRACUNIT, // height
|
||||
0, // display offset
|
||||
|
@ -4521,6 +4558,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BANPYURA
|
||||
138, // doomednum
|
||||
S_BANPYURA_ROAM1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
32, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_XPLD_FLICKY, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_pop, // deathsound
|
||||
8, // speed
|
||||
24*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BAMPSPRING
|
||||
-1, // doomednum
|
||||
S_CDIAG1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_CDIAG2, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_cdfm08, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_XPLD1, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
300, // speed
|
||||
22*FRACUNIT, // radius
|
||||
22*FRACUNIT, // height
|
||||
0, // display offset
|
||||
11*FRACUNIT, // mass
|
||||
11*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SPRING|MF_NOGRAVITY, // flags
|
||||
S_CDIAG2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_JETJAW
|
||||
113, // doomednum
|
||||
S_JETJAW_ROAM1, // spawnstate
|
||||
|
@ -7560,12 +7651,120 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
1*FRACUNIT, // damage
|
||||
11*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SPRING|MF_NOGRAVITY, // flags
|
||||
S_BHORIZ2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BOOSTERSEG
|
||||
-1, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
28*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
0, // display offset
|
||||
100, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BOOSTERROLLER
|
||||
-1, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
14*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
100, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_YELLOWBOOSTER
|
||||
2045, // doomednum -- Matched to Glaber's resource, otherwise custom-built.
|
||||
S_INVISIBLE, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
3, // painchance
|
||||
sfx_cdfm62, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
28*FRACUNIT, // radius
|
||||
FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
36*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SPRING|MF_NOGRAVITY, // flags
|
||||
S_BOOSTERSOUND // raisestate
|
||||
},
|
||||
|
||||
{ // MT_REDBOOSTER
|
||||
2046, // doomednum -- Matched to Glaber's resource, otherwise custom-built.
|
||||
S_INVISIBLE, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
3, // painchance
|
||||
sfx_cdfm62, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
28*FRACUNIT, // radius
|
||||
FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
72*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SPRING|MF_NOGRAVITY, // flags
|
||||
S_BOOSTERSOUND // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BUBBLES
|
||||
500, // doomednum
|
||||
S_BUBBLES1, // spawnstate
|
||||
|
|
43
src/info.h
43
src/info.h
|
@ -306,6 +306,8 @@ typedef enum sprite
|
|||
SPR_TURR, // Pop-Up Turret
|
||||
SPR_SHRP, // Sharp
|
||||
SPR_CRAB, // Crushstacean
|
||||
SPR_CR2B, // Banpyura
|
||||
SPR_CSPR, // Banpyura spring
|
||||
SPR_JJAW, // Jet Jaw
|
||||
SPR_SNLR, // Snailer
|
||||
SPR_VLTR, // BASH
|
||||
|
@ -628,6 +630,8 @@ typedef enum sprite
|
|||
SPR_SSWY, // Yellow Side Spring
|
||||
SPR_SSWR, // Red Side Spring
|
||||
SPR_SSWB, // Blue Side Spring
|
||||
SPR_BSTY, // Yellow Booster
|
||||
SPR_BSTR, // Red Booster
|
||||
|
||||
// Environmental Effects
|
||||
SPR_RAIN, // Rain
|
||||
|
@ -1164,6 +1168,21 @@ typedef enum state
|
|||
S_CRUSHCLAW_WAIT,
|
||||
S_CRUSHCHAIN,
|
||||
|
||||
// Banpyura
|
||||
S_BANPYURA_ROAM1,
|
||||
S_BANPYURA_ROAM2,
|
||||
S_BANPYURA_ROAM3,
|
||||
S_BANPYURA_ROAM4,
|
||||
S_BANPYURA_ROAMPAUSE,
|
||||
S_CDIAG1,
|
||||
S_CDIAG2,
|
||||
S_CDIAG3,
|
||||
S_CDIAG4,
|
||||
S_CDIAG5,
|
||||
S_CDIAG6,
|
||||
S_CDIAG7,
|
||||
S_CDIAG8,
|
||||
|
||||
// Jet Jaw
|
||||
S_JETJAW_ROAM1,
|
||||
S_JETJAW_ROAM2,
|
||||
|
@ -2630,6 +2649,12 @@ typedef enum state
|
|||
S_FLAMEJETFLAME1,
|
||||
S_FLAMEJETFLAME2,
|
||||
S_FLAMEJETFLAME3,
|
||||
S_FLAMEJETFLAME4,
|
||||
S_FLAMEJETFLAME5,
|
||||
S_FLAMEJETFLAME6,
|
||||
S_FLAMEJETFLAME7,
|
||||
S_FLAMEJETFLAME8,
|
||||
S_FLAMEJETFLAME9,
|
||||
|
||||
// Spinning flame jets
|
||||
S_FJSPINAXISA1, // Counter-clockwise
|
||||
|
@ -3384,6 +3409,17 @@ typedef enum state
|
|||
S_BHORIZ7,
|
||||
S_BHORIZ8,
|
||||
|
||||
// Booster
|
||||
S_BOOSTERSOUND,
|
||||
S_YELLOWBOOSTERROLLER,
|
||||
S_YELLOWBOOSTERSEG_LEFT,
|
||||
S_YELLOWBOOSTERSEG_RIGHT,
|
||||
S_YELLOWBOOSTERSEG_FACE,
|
||||
S_REDBOOSTERROLLER,
|
||||
S_REDBOOSTERSEG_LEFT,
|
||||
S_REDBOOSTERSEG_RIGHT,
|
||||
S_REDBOOSTERSEG_FACE,
|
||||
|
||||
// Rain
|
||||
S_RAIN1,
|
||||
S_RAINRETURN,
|
||||
|
@ -4058,6 +4094,8 @@ typedef enum mobj_type
|
|||
MT_CRUSHSTACEAN, // Crushstacean
|
||||
MT_CRUSHCLAW, // Big meaty claw
|
||||
MT_CRUSHCHAIN, // Chain
|
||||
MT_BANPYURA, // Banpyura
|
||||
MT_BAMPSPRING, // Banpyura spring
|
||||
MT_JETJAW, // Jet Jaw
|
||||
MT_SNAILER, // Snailer
|
||||
MT_VULTURE, // BASH
|
||||
|
@ -4195,6 +4233,11 @@ typedef enum mobj_type
|
|||
MT_REDHORIZ,
|
||||
MT_BLUEHORIZ,
|
||||
|
||||
MT_BOOSTERSEG,
|
||||
MT_BOOSTERROLLER,
|
||||
MT_YELLOWBOOSTER,
|
||||
MT_REDBOOSTER,
|
||||
|
||||
// Interactive Objects
|
||||
MT_BUBBLES, // Bubble source
|
||||
MT_SIGN, // Level end sign
|
||||
|
|
|
@ -2027,6 +2027,7 @@ void A_CrushstaceanWalk(mobj_t *actor)
|
|||
|| (actor->reactiontime-- <= 0))
|
||||
{
|
||||
actor->flags2 ^= MF2_AMBUSH;
|
||||
P_SetTarget(&actor->target, NULL);
|
||||
P_SetMobjState(actor, locvar2);
|
||||
actor->reactiontime = actor->info->reactiontime;
|
||||
}
|
||||
|
@ -2087,7 +2088,7 @@ void A_CrushclawAim(mobj_t *actor)
|
|||
return; // there is only one step and it is crab
|
||||
}
|
||||
|
||||
if (crab->target || P_LookForPlayers(crab, true, false, 600*crab->scale))
|
||||
if (crab->target || P_LookForPlayers(crab, true, false, actor->info->speed*crab->scale))
|
||||
ang = R_PointToAngle2(crab->x, crab->y, crab->target->x, crab->target->y);
|
||||
else
|
||||
ang = crab->angle + ((crab->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
|
||||
|
@ -14214,18 +14215,17 @@ void A_RolloutRock(mobj_t *actor)
|
|||
{
|
||||
INT32 locvar1 = var1;
|
||||
INT32 locvar2 = var2;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_RolloutRock", actor))
|
||||
return;
|
||||
#endif
|
||||
|
||||
UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
|
||||
fixed_t pi = (22*FRACUNIT/7);
|
||||
fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
|
||||
fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
|
||||
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_RolloutRock", actor))
|
||||
return;
|
||||
#endif
|
||||
|
||||
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
|
||||
|
||||
if (actor->threshold)
|
||||
|
|
|
@ -2613,6 +2613,14 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
}
|
||||
break;
|
||||
|
||||
case MT_BANPYURA:
|
||||
if (target->tracer)
|
||||
{
|
||||
S_StopSound(target->tracer);
|
||||
P_KillMobj(target->tracer, inflictor, source, damagetype);
|
||||
}
|
||||
break;
|
||||
|
||||
case MT_EGGSHIELD:
|
||||
P_SetObjectMomZ(target, 4*target->scale, false);
|
||||
P_InstaThrust(target, target->angle, 3*target->scale);
|
||||
|
|
56
src/p_map.c
56
src/p_map.c
|
@ -124,6 +124,7 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
|
|||
// Positive spring modes are minor variants of vanilla spring behaviour.
|
||||
// 1 = launch players in jump
|
||||
// 2 = don't modify player at all, just add momentum
|
||||
// 3 = speed-booster mode (force onto ground, MF_AMBUSH causes auto-spin)
|
||||
// Negative spring modes are mildly-related gimmicks with customisation.
|
||||
// -1 = pinball bumper
|
||||
// Any other spring mode defaults to standard vanilla spring behaviour,
|
||||
|
@ -286,7 +287,27 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
if (spring->info->painchance != 2)
|
||||
{
|
||||
if (object->player)
|
||||
{
|
||||
object->player->pflags &= ~PF_APPLYAUTOBRAKE;
|
||||
#ifndef SPRINGSPIN
|
||||
object->player->powers[pw_justsprung] = 5;
|
||||
if (horizspeed)
|
||||
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
|
||||
else if (P_MobjFlip(object) == P_MobjFlip(spring))
|
||||
object->player->powers[pw_justsprung] |= (1<<15);
|
||||
#else
|
||||
object->player->powers[pw_justsprung] = 15;
|
||||
if (horizspeed)
|
||||
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
|
||||
else
|
||||
{
|
||||
if (abs(object->player->rmomx) > object->scale || abs(object->player->rmomy) > object->scale)
|
||||
object->player->drawangle = R_PointToAngle2(0, 0, object->player->rmomx, object->player->rmomy);
|
||||
if (P_MobjFlip(object) == P_MobjFlip(spring))
|
||||
object->player->powers[pw_justsprung] |= (1<<15);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
|
||||
{
|
||||
|
@ -321,6 +342,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
|
||||
// Set position!
|
||||
P_TryMove(object, spring->x + offx, spring->y + offy, true);
|
||||
|
||||
if ((spring->info->painchance == 3))
|
||||
{
|
||||
object->z = spring->z;
|
||||
if (spring->eflags & MFE_VERTICALFLIP)
|
||||
object->z -= object->height;
|
||||
object->momz = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -344,8 +373,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
|
||||
if (horizspeed)
|
||||
{
|
||||
object->player->drawangle = spring->angle;
|
||||
object->angle = spring->angle;
|
||||
object->angle = object->player->drawangle = spring->angle;
|
||||
|
||||
if (!demoplayback || P_AnalogMove(object->player))
|
||||
{
|
||||
|
@ -356,11 +384,25 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
}
|
||||
}
|
||||
|
||||
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
|
||||
secondjump = object->player->secondjump;
|
||||
washoming = object->player->homing;
|
||||
if (object->player->pflags & PF_GLIDING)
|
||||
P_SetPlayerMobjState(object, S_PLAY_FALL);
|
||||
if ((spring->info->painchance == 3))
|
||||
{
|
||||
if (!(pflags = (object->player->pflags & PF_SPINNING)) &&
|
||||
(((object->player->charability2 == CA2_SPINDASH) && (object->player->cmd.buttons & BT_USE))
|
||||
|| (spring->flags2 & MF2_AMBUSH)))
|
||||
{
|
||||
pflags = PF_SPINNING;
|
||||
P_SetPlayerMobjState(object, S_PLAY_ROLL);
|
||||
S_StartSound(object, sfx_spin);
|
||||
}
|
||||
else
|
||||
P_SetPlayerMobjState(object, S_PLAY_ROLL);
|
||||
}
|
||||
else
|
||||
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
|
||||
secondjump = object->player->secondjump;
|
||||
washoming = object->player->homing;
|
||||
P_ResetPlayer(object->player);
|
||||
|
||||
if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities.
|
||||
|
@ -382,6 +424,10 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
object->player->pflags |= pflags;
|
||||
object->player->secondjump = secondjump;
|
||||
}
|
||||
else if (object->player->dashmode >= 3*TICRATE)
|
||||
P_SetPlayerMobjState(object, S_PLAY_DASH);
|
||||
else if (P_IsObjectOnGround(object) && horizspeed >= FixedMul(object->player->runspeed, object->scale))
|
||||
P_SetPlayerMobjState(object, S_PLAY_RUN);
|
||||
else
|
||||
P_SetPlayerMobjState(object, S_PLAY_WALK);
|
||||
}
|
||||
|
|
91
src/p_mobj.c
91
src/p_mobj.c
|
@ -7552,6 +7552,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
mobj->fuse -= 2;
|
||||
|
||||
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
|
||||
P_SetMobjState(flame, S_FLAMEJETFLAME4);
|
||||
|
||||
flame->angle = mobj->angle;
|
||||
|
||||
|
@ -7596,7 +7597,10 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
flame->momz = -strength;
|
||||
}
|
||||
else
|
||||
{
|
||||
flame->momz = strength;
|
||||
P_SetMobjState(flame, S_FLAMEJETFLAME7);
|
||||
}
|
||||
P_InstaThrust(flame, mobj->angle, FixedDiv(mobj->fuse*FRACUNIT,3*FRACUNIT));
|
||||
S_StartSound(flame, sfx_fire);
|
||||
}
|
||||
|
@ -10283,6 +10287,15 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
mobj->reactiontime >>= 1;
|
||||
}
|
||||
break;
|
||||
case MT_BANPYURA:
|
||||
{
|
||||
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BAMPSPRING);
|
||||
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);;
|
||||
P_SetTarget(&mobj->tracer, bigmeatyclaw);
|
||||
P_SetTarget(&bigmeatyclaw->tracer, mobj);
|
||||
mobj->reactiontime >>= 1;
|
||||
}
|
||||
break;
|
||||
case MT_BIGMINE:
|
||||
mobj->extravalue1 = FixedHypot(mobj->x, mobj->y)>>FRACBITS;
|
||||
break;
|
||||
|
@ -11558,7 +11571,9 @@ You should think about modifying the deathmatch starts to take full advantage of
|
|||
|
||||
if (i == MT_ROSY)
|
||||
{
|
||||
if (mariomode)
|
||||
if (!(gametype == GT_COOP || (mthing->options & MTF_EXTRA)))
|
||||
return; // she doesn't hang out here
|
||||
else if (mariomode)
|
||||
i = MT_TOAD; // don't remove on penalty of death
|
||||
else if (!(netgame || multiplayer) && players[consoleplayer].skin == 5)
|
||||
return; // no doubles
|
||||
|
@ -12484,6 +12499,76 @@ ML_EFFECT5 : Don't stop thinking when too far away
|
|||
}
|
||||
break;
|
||||
}
|
||||
case MT_REDBOOSTER:
|
||||
{
|
||||
angle_t angle = FixedAngle(mthing->angle << FRACBITS);
|
||||
fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
fixed_t x2 = FINECOSINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
fixed_t y2 = FINESINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
|
||||
mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle-ANGLE_90;
|
||||
P_SetMobjState(seg, S_REDBOOSTERSEG_FACE);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle+ANGLE_90;
|
||||
P_SetMobjState(seg, S_REDBOOSTERSEG_FACE);
|
||||
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_REDBOOSTERSEG_LEFT);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_REDBOOSTERSEG_RIGHT);
|
||||
|
||||
seg = P_SpawnMobjFromMobj(mobj, 13*(x1+x2), 13*(y1+y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_REDBOOSTERROLLER);
|
||||
seg = P_SpawnMobjFromMobj(mobj, 13*(x1-x2), 13*(y1-y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_REDBOOSTERROLLER);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -13*(x1+x2), -13*(y1+y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_REDBOOSTERROLLER);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -13*(x1-x2), -13*(y1-y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_REDBOOSTERROLLER);
|
||||
break;
|
||||
}
|
||||
case MT_YELLOWBOOSTER:
|
||||
{
|
||||
angle_t angle = FixedAngle(mthing->angle << FRACBITS);
|
||||
fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
fixed_t x2 = FINECOSINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
fixed_t y2 = FINESINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
|
||||
mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle-ANGLE_90;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_FACE);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle+ANGLE_90;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_FACE);
|
||||
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_LEFT);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_RIGHT);
|
||||
|
||||
seg = P_SpawnMobjFromMobj(mobj, 13*(x1+x2), 13*(y1+y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
|
||||
seg = P_SpawnMobjFromMobj(mobj, 13*(x1-x2), 13*(y1-y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -13*(x1+x2), -13*(y1+y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -13*(x1-x2), -13*(y1-y2), 0, MT_BOOSTERROLLER);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
@ -12682,7 +12767,7 @@ ML_EFFECT5 : Don't stop thinking when too far away
|
|||
{
|
||||
if (mthing->options & MTF_AMBUSH)
|
||||
{
|
||||
if (i == MT_YELLOWDIAG || i == MT_REDDIAG)
|
||||
if (i == MT_YELLOWDIAG || i == MT_REDDIAG || i == MT_BLUEDIAG)
|
||||
mobj->angle += ANGLE_22h;
|
||||
|
||||
if (i == MT_YELLOWHORIZ || i == MT_REDHORIZ || i == MT_BLUEHORIZ)
|
||||
|
@ -12721,7 +12806,7 @@ ML_EFFECT5 : Don't stop thinking when too far away
|
|||
|
||||
if (mthing->options & MTF_OBJECTSPECIAL)
|
||||
{
|
||||
if (i == MT_YELLOWDIAG || i == MT_REDDIAG)
|
||||
if (i == MT_YELLOWDIAG || i == MT_REDDIAG || i == MT_BLUEDIAG)
|
||||
mobj->flags |= MF_NOGRAVITY;
|
||||
|
||||
if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)
|
||||
|
|
29
src/p_user.c
29
src/p_user.c
|
@ -11323,6 +11323,13 @@ void P_PlayerThink(player_t *player)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (player->powers[pw_justsprung])
|
||||
{
|
||||
#ifdef SPRINGSPIN
|
||||
if (player->powers[pw_justsprung] & (1<<15))
|
||||
player->drawangle += (player->powers[pw_justsprung] & ~(1<<15))*(ANG2+ANG1);
|
||||
#endif
|
||||
}
|
||||
else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force
|
||||
player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
|
||||
else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime)
|
||||
|
@ -11335,7 +11342,7 @@ void P_PlayerThink(player_t *player)
|
|||
if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3)
|
||||
{
|
||||
diff = (player->mo->angle - player->drawangle);
|
||||
factor = 4;
|
||||
factor = 32;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -11344,7 +11351,7 @@ void P_PlayerThink(player_t *player)
|
|||
}
|
||||
#else
|
||||
diff = (player->mo->angle - player->drawangle);
|
||||
factor = 4;
|
||||
factor = 32;
|
||||
#endif
|
||||
}
|
||||
else if (player->pflags & PF_STARTDASH)
|
||||
|
@ -11379,7 +11386,9 @@ void P_PlayerThink(player_t *player)
|
|||
{
|
||||
boolean currentlyonground = P_IsObjectOnGround(player->mo);
|
||||
|
||||
if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
|
||||
if (player->powers[pw_noautobrake])
|
||||
;
|
||||
else if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
|
||||
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE|PF_STASIS)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
|
||||
&& !(cmd->forwardmove || cmd->sidemove)
|
||||
&& (player->rmomx || player->rmomy)
|
||||
|
@ -11421,9 +11430,6 @@ void P_PlayerThink(player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
if (player->powers[pw_pushing])
|
||||
player->powers[pw_pushing]--;
|
||||
|
||||
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
|
||||
|
||||
// Unset statis flags after moving.
|
||||
|
@ -11503,6 +11509,17 @@ void P_PlayerThink(player_t *player)
|
|||
if (player->powers[pw_tailsfly] && player->powers[pw_tailsfly] < UINT16_MAX && player->charability != CA_SWIM) // tails fly counter
|
||||
player->powers[pw_tailsfly]--;
|
||||
|
||||
if (player->powers[pw_pushing] && player->powers[pw_pushing] < UINT16_MAX)
|
||||
player->powers[pw_pushing]--;
|
||||
|
||||
if (player->powers[pw_justsprung] & ((1<<15)-1) && player->powers[pw_justsprung] < UINT16_MAX)
|
||||
player->powers[pw_justsprung]--;
|
||||
else
|
||||
player->powers[pw_justsprung] = 0;
|
||||
|
||||
if (player->powers[pw_pushing] && player->powers[pw_pushing] < UINT16_MAX)
|
||||
player->powers[pw_pushing]--;
|
||||
|
||||
if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER)))
|
||||
{
|
||||
if (player->powers[pw_underwater] <= 12*TICRATE+1)
|
||||
|
|
|
@ -715,7 +715,7 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"cdfm59", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"cdfm60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"cdfm61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"cdfm62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"cdfm62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Speed boost"},
|
||||
{"cdfm63", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"cdfm64", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"cdfm65", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
|
|
Loading…
Reference in a new issue