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Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE. * S_PLAY_PEEL, S_PLAY_SUPER_PEEL. * PA_PEEL. * Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
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c5ca1a8f24
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6 changed files with 44 additions and 5 deletions
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@ -165,6 +165,7 @@ typedef enum
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PA_EDGE,
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PA_WALK,
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PA_RUN,
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PA_PEEL,
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PA_PAIN,
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PA_ROLL,
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PA_SPRING,
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@ -3794,6 +3794,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_PLAY_WAIT",
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"S_PLAY_WALK",
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"S_PLAY_RUN",
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"S_PLAY_PEEL",
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"S_PLAY_PAIN",
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"S_PLAY_DEAD",
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"S_PLAY_DRWN",
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@ -3819,6 +3820,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_PLAY_SUPER_STND",
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"S_PLAY_SUPER_WALK",
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"S_PLAY_SUPER_RUN",
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"S_PLAY_SUPER_PEEL",
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"S_PLAY_SUPER_PAIN",
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"S_PLAY_SUPER_STUN",
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"S_PLAY_SUPER_DEAD",
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@ -7188,6 +7190,7 @@ struct {
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{"PA_EDGE",PA_EDGE},
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{"PA_WALK",PA_WALK},
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{"PA_RUN",PA_RUN},
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{"PA_PEEL",PA_PEEL},
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{"PA_PAIN",PA_PAIN},
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{"PA_ROLL",PA_ROLL},
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{"PA_SPRING",PA_SPRING},
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@ -62,6 +62,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
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"WAIT",
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"WALK",
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"RUN_",
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"PEEL",
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"PAIN",
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"DEAD",
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"DRWN",
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@ -88,6 +89,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
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"SSTD",
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"SWLK",
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"SRUN",
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"SPEE",
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"SPAN",
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"SMSL",
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"SDTH",
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@ -132,6 +134,7 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT
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{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
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{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
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{SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL
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{SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN
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{SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
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{SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN
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@ -157,6 +160,7 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND
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{SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
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{SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN
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{SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL
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{SPR_PLAY, SPR2_SPAN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN
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{SPR_PLAY, SPR2_SMSL, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN
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{SPR_PLAY, SPR2_SDTH, 4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD
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@ -581,6 +581,7 @@ enum playersprite
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SPR2_WAIT,
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SPR2_WALK,
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SPR2_RUN ,
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SPR2_PEEL,
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SPR2_PAIN,
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SPR2_DEAD,
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SPR2_DRWN,
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@ -607,6 +608,7 @@ enum playersprite
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SPR2_SSTD,
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SPR2_SWLK,
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SPR2_SRUN,
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SPR2_SPEE,
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SPR2_SPAN,
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SPR2_SMSL,
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SPR2_SDTH,
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@ -645,6 +647,7 @@ typedef enum state
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S_PLAY_WAIT,
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S_PLAY_WALK,
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S_PLAY_RUN,
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S_PLAY_PEEL,
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S_PLAY_PAIN,
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S_PLAY_DEAD,
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S_PLAY_DRWN,
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@ -670,6 +673,7 @@ typedef enum state
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S_PLAY_SUPER_STND,
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S_PLAY_SUPER_WALK,
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S_PLAY_SUPER_RUN,
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S_PLAY_SUPER_PEEL,
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S_PLAY_SUPER_PAIN,
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S_PLAY_SUPER_STUN,
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S_PLAY_SUPER_DEAD,
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20
src/p_mobj.c
20
src/p_mobj.c
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@ -175,6 +175,8 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_WALK);
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case S_PLAY_RUN:
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_RUN);
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case S_PLAY_PEEL:
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PEEL);
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case S_PLAY_PAIN:
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PAIN);
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case S_PLAY_DEAD:
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@ -231,6 +233,10 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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case S_PLAY_SUPER_RUN:
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player->panim = PA_RUN;
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break;
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case S_PLAY_PEEL:
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case S_PLAY_SUPER_PEEL:
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player->panim = PA_PEEL;
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break;
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case S_PLAY_PAIN:
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case S_PLAY_SUPER_PAIN:
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case S_PLAY_SUPER_STUN:
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@ -316,7 +322,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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else
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mobj->tics = 4;
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}
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else if (player->panim == PA_RUN)
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else if ((player->panim == PA_RUN) || (player->panim == PA_PEEL))
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{
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if (speed > 52<<FRACBITS)
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mobj->tics = 1;
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@ -339,6 +345,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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{
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switch(spr2)
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{
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case SPR2_PEEL:
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spr2 = SPR2_RUN;
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break;
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case SPR2_RUN:
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spr2 = SPR2_WALK;
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break;
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@ -393,6 +402,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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case SPR2_SRUN:
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spr2 = SPR2_RUN;
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break;
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case SPR2_SPEE:
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spr2 = SPR2_PEEL;
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break;
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case SPR2_SPAN:
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spr2 = SPR2_PAIN;
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break;
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@ -2955,7 +2967,9 @@ static void P_PlayerZMovement(mobj_t *mo)
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{
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if (mo->player->cmomx || mo->player->cmomy)
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{
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if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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else if ((mo->player->rmomx || mo->player->rmomy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT))
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P_SetPlayerMobjState(mo, S_PLAY_WALK);
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@ -2964,6 +2978,8 @@ static void P_PlayerZMovement(mobj_t *mo)
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}
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else
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{
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if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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else if ((mo->momx || mo->momy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT))
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17
src/p_user.c
17
src/p_user.c
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@ -3501,6 +3501,9 @@ static void P_DoSuperStuff(player_t *player)
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case S_PLAY_SUPER_RUN:
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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break;
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case S_PLAY_SUPER_PEEL:
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P_SetPlayerMobjState(player->mo, S_PLAY_PEEL);
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break;
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case S_PLAY_SUPER_PAIN:
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P_SetPlayerMobjState(player->mo, S_PLAY_PAIN);
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break;
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@ -6507,9 +6510,12 @@ static void P_MovePlayer(player_t *player)
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if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground))
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{
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// If the player is in dashmode, here's their peelout.
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if (player->charability == CA_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || player->powers[pw_super]))
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P_SetPlayerMobjState (player->mo, S_PLAY_PEEL);
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// If the player is moving fast enough,
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// break into a run!
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if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
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else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
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P_SetPlayerMobjState (player->mo, S_PLAY_RUN);
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// Super floating at slow speeds has its own special animation.
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@ -6521,6 +6527,11 @@ static void P_MovePlayer(player_t *player)
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P_SetPlayerMobjState (player->mo, S_PLAY_WALK);
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}
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// If your peelout animation is playing, and you're
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// going too slow, switch back to the run.
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if (player->panim == PA_PEEL && player->dashmode < 3*TICRATE)
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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// If your running animation is playing, and you're
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// going too slow, switch back to the walking frames.
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if (player->panim == PA_RUN && player->speed < runspd)
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@ -6851,7 +6862,7 @@ static void P_MovePlayer(player_t *player)
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#endif
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}
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// Otherwise, face the direction you're travelling.
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else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_ROLL
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else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_PEEL || player->panim == PA_ROLL
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|| (player->mo->state-states == S_PLAY_FLY || player->mo->state-states == S_PLAY_FLY_TIRED))
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player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
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@ -9173,7 +9184,7 @@ void P_PlayerThink(player_t *player)
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// Dash mode ability for Metal Sonic
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if ((player->charability == CA_DASHMODE) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho.
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{
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if (player->speed >= FixedMul(skins[player->skin].normalspeed - 5*FRACUNIT, player->mo->scale) || (player->pflags & PF_STARTDASH))
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if (player->speed >= FixedMul(player->runspeed, player->mo->scale) || (player->pflags & PF_STARTDASH))
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{
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dashmode++; // Counter. Adds 1 to dash mode per tic in top speed.
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if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
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