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Added flame version
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47c67472ff
commit
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4 changed files with 19 additions and 4 deletions
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@ -5575,6 +5575,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_SPINDUST_BUBBLE2",
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"S_SPINDUST_BUBBLE3",
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"S_SPINDUST_BUBBLE4",
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"S_SPINDUST_FIRE1",
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"S_SPINDUST_FIRE2",
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"S_SPINDUST_FIRE3",
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"S_SPINDUST_FIRE4",
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"S_FOG1",
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"S_FOG2",
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@ -275,6 +275,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"BUBL", // Bubble
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"WZAP",
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"DUST", // Spindash dust
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"FPRT", // Spindash dust (flame)
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"TFOG", // Teleport Fog
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"SEED", // Sonic CD flower seed
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"PRTL", // Particle (for fans, etc.)
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@ -2289,6 +2290,11 @@ state_t states[NUMSTATES] =
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{SPR_BUBL, 0, 6, {NULL}, 0, 0, S_SPINDUST_BUBBLE3}, // S_SPINDUST_BUBBLE2
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{SPR_BUBL, FF_TRANS30|0, 4, {NULL}, 0, 0, S_SPINDUST_BUBBLE4}, // S_SPINDUST_BUBBLE3
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{SPR_BUBL, FF_TRANS60|0, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST_BUBBLE4
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{SPR_FPRT, 0, 7, {NULL}, 0, 0, S_SPINDUST_FIRE2}, // S_SPINDUST_FIRE1
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{SPR_FPRT, 0, 6, {NULL}, 0, 0, S_SPINDUST_FIRE3}, // S_SPINDUST_FIRE2
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{SPR_FPRT, FF_TRANS30|0, 4, {NULL}, 0, 0, S_SPINDUST_FIRE4}, // S_SPINDUST_FIRE3
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{SPR_FPRT, FF_TRANS60|0, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST_FIRE4
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{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50, 2, {NULL}, 0, 0, S_FOG2}, // S_FOG1
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{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|1, 2, {NULL}, 0, 0, S_FOG3}, // S_FOG2
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@ -467,6 +467,7 @@ typedef enum sprite
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SPR_BUBL, // Bubble
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SPR_WZAP,
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SPR_DUST, // Spindash dust
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SPR_FPRT, // Spindash dust (flame)
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SPR_TFOG, // Teleport Fog
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SPR_SEED, // Sonic CD flower seed
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SPR_PRTL, // Particle (for fans, etc.)
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@ -2467,6 +2468,10 @@ typedef enum state
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S_SPINDUST_BUBBLE2,
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S_SPINDUST_BUBBLE3,
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S_SPINDUST_BUBBLE4,
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S_SPINDUST_FIRE1,
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S_SPINDUST_FIRE2,
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S_SPINDUST_FIRE3,
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S_SPINDUST_FIRE4,
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S_FOG1,
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S_FOG2,
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@ -3675,11 +3675,11 @@ static void P_DoSpinDashDust(player_t *player)
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for (i = 0; i <= (leveltime%7)/2; i++) { // 1, 2, 3 or 4 particles
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particle = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SPINDUST);
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/*if (player->powers[pw_shield] == SH_ELEMENTAL && !(player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))) {
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P_SetMobjState(particle, S_SPINDUST_FIRE;
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} else */if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) {
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if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
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P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
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}
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else if (player->powers[pw_shield] == SH_ELEMENTAL)
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P_SetMobjState(particle, S_SPINDUST_FIRE1);
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P_SetTarget(&particle->target, player->mo);
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particle->destscale = (2*player->mo->scale)/3;
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P_SetScale(particle, particle->destscale);
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