Use SPR_PLAY for all npc player boss/cameo objects

This commit is contained in:
Krabs 2023-08-24 22:20:13 -04:00 committed by Lactozilla
parent 398c51dac0
commit f86a7382a6
8 changed files with 205 additions and 157 deletions

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@ -1179,7 +1179,7 @@ static void IdentifyVersion(void)
// Add the maps
D_AddFile(&startupwadfiles, va(pandf,srb2waddir, "zones.pk3"));
// Add the players
// Add the characters
D_AddFile(&startupwadfiles, va(pandf,srb2waddir, "characters.pk3"));
#ifdef USE_PATCH_DTA

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@ -45,14 +45,15 @@ typedef enum
SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
SF_DASHMODE = 1<<11, // Sonic Advance 2 style top speed increase?
SF_FASTEDGE = 1<<12, // Faster edge teeter?
SF_MULTIABILITY = 1<<13, // Revenge of Final Demo.
SF_NONIGHTSROTATION = 1<<14, // Disable sprite rotation for NiGHTS
SF_NONIGHTSSUPER = 1<<15, // Disable super colors for NiGHTS (if you have SF_SUPER)
SF_NOSUPERSPRITES = 1<<16, // Don't use super sprites while super
SF_NOSUPERJUMPBOOST = 1<<17, // Disable the jump boost given while super (i.e. Knuckles)
SF_CANBUSTWALLS = 1<<18, // Can naturally bust walls on contact? (i.e. Knuckles)
SF_NOSHIELDABILITY = 1<<19, // Disable shield abilities
SF_FASTWAIT = 1<<12, // Faster wait animation?
SF_FASTEDGE = 1<<13, // Faster edge teeter?
SF_MULTIABILITY = 1<<14, // Revenge of Final Demo.
SF_NONIGHTSROTATION = 1<<15, // Disable sprite rotation for NiGHTS
SF_NONIGHTSSUPER = 1<<16, // Disable super colors for NiGHTS (if you have SF_SUPER)
SF_NOSUPERSPRITES = 1<<17, // Don't use super sprites while super
SF_NOSUPERJUMPBOOST = 1<<18, // Disable the jump boost given while super (i.e. Knuckles)
SF_CANBUSTWALLS = 1<<19, // Can naturally bust walls on contact? (i.e. Knuckles)
SF_NOSHIELDABILITY = 1<<20, // Disable shield abilities
// free up to and including 1<<31
} skinflags_t;

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@ -1081,11 +1081,11 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_FANG_FIRE1",
"S_FANG_FIRE2",
"S_FANG_FIRE3",
"S_FANG_FIRE4",
"S_FANG_FIREREPEAT",
"S_FANG_LOBSHOT0",
"S_FANG_LOBSHOT1",
"S_FANG_LOBSHOT2",
"S_FANG_LOBSHOT3",
"S_FANG_WAIT1",
"S_FANG_WAIT2",
"S_FANG_WALLHIT",
@ -1107,6 +1107,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_FANG_PINCHLOBSHOT2",
"S_FANG_PINCHLOBSHOT3",
"S_FANG_PINCHLOBSHOT4",
"S_FANG_PINCHLOBSHOT5",
"S_FANG_DIE1",
"S_FANG_DIE2",
"S_FANG_DIE3",
@ -2256,11 +2257,9 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
// FHZ
"S_FHZICE1",
"S_FHZICE2",
"S_ROSY_IDLE1",
"S_ROSY_IDLE2",
"S_ROSY_IDLE3",
"S_ROSY_IDLE4",
"S_ROSY_IDLE",
"S_ROSY_JUMP",
"S_ROSY_FALL",
"S_ROSY_WALK",
"S_ROSY_HUG",
"S_ROSY_PAIN",
@ -5258,6 +5257,7 @@ struct int_const_s const INT_CONST[] = {
{"SF_MARIODAMAGE",SF_MARIODAMAGE},
{"SF_MACHINE",SF_MACHINE},
{"SF_DASHMODE",SF_DASHMODE},
{"SF_FASTWAIT",SF_FASTWAIT},
{"SF_FASTEDGE",SF_FASTEDGE},
{"SF_MULTIABILITY",SF_MULTIABILITY},
{"SF_NONIGHTSROTATION",SF_NONIGHTSROTATION},

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@ -600,6 +600,17 @@ char spr2names[NUMPLAYERSPRITES][MAXSPRITENAME + 1] =
"TALB",
"TALC",
"MSC0",
"MSC1",
"MSC2",
"MSC3",
"MSC4",
"MSC5",
"MSC6",
"MSC7",
"MSC8",
"MSC9",
"CNT1",
"CNT2",
"CNT3",
@ -683,6 +694,17 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_SPNG, // SPR2_CNT3,
SPR2_CNT1, // SPR2_CNT4,
0, // SPR2_MSC0,
0, // SPR2_MSC1,
0, // SPR2_MSC2,
0, // SPR2_MSC3,
0, // SPR2_MSC4,
0, // SPR2_MSC5,
0, // SPR2_MSC6,
0, // SPR2_MSC7,
0, // SPR2_MSC8,
0, // SPR2_MSC9,
0, // SPR2_SIGN,
0, // SPR2_LIFE,
@ -716,7 +738,7 @@ state_t states[NUMSTATES] =
// Player
{SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT, 0}, // S_PLAY_STND
{SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_NULL, 0}, // S_PLAY_WAIT
{SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT, 0}, // S_PLAY_WAIT
{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK, 0}, // S_PLAY_WALK
{SPR_PLAY, SPR2_SKID, 1, {NULL}, 0, 0, S_PLAY_WALK, 0}, // S_PLAY_SKID
{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN, 0}, // S_PLAY_RUN
@ -1375,116 +1397,117 @@ state_t states[NUMSTATES] =
// Boss 5
{SPR_NULL, 0, 2, {A_CheckFlags2}, MF2_AMBUSH, S_FANG_IDLE0, S_FANG_INTRO0, 0}, // S_FANG_SETUP
{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FANG_INTRO1, 0}, // S_FANG_INTRO0
{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, -S_FANG_CLONE1, 0, S_FANG_INTRO2, 0}, // S_FANG_INTRO1
{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3, 0}, // S_FANG_INTRO2
{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4, 0}, // S_FANG_INTRO3
{SPR_FANG, 30, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5, 0}, // S_FANG_INTRO4
{SPR_FANG, 27, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6, 0}, // S_FANG_INTRO5
{SPR_FANG, 28, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7, 0}, // S_FANG_INTRO6
{SPR_FANG, 29, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8, 0}, // S_FANG_INTRO7
{SPR_FANG, 30, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5, 0}, // S_FANG_INTRO8
{SPR_FANG, 23|FF_ANIMATE, 50, {NULL}, 1, 4, S_FANG_INTRO10, 0}, // S_FANG_INTRO9
{SPR_FANG, 25, 5, {NULL}, 0, 0, S_FANG_INTRO11, 0}, // S_FANG_INTRO10
{SPR_FANG, 26, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12, 0}, // S_FANG_INTRO11
{SPR_FANG, 31|FF_ANIMATE, 50, {NULL}, 3, 4, S_FANG_IDLE1, 0}, // S_FANG_INTRO12
{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FANG_INTRO1, 0}, // S_FANG_INTRO0
{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, -S_FANG_CLONE1, 0, S_FANG_INTRO2, 0}, // S_FANG_INTRO1
{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3, 0}, // S_FANG_INTRO2
{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4, 0}, // S_FANG_INTRO3
{SPR_PLAY, SPR2_ROLL, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5, 0}, // S_FANG_INTRO4
{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6, 0}, // S_FANG_INTRO5
{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7, 0}, // S_FANG_INTRO6
{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8, 0}, // S_FANG_INTRO7
{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5, 0}, // S_FANG_INTRO8
{SPR_PLAY, SPR2_MSC0|FF_ANIMATE, 50, {NULL}, 0, 4, S_FANG_INTRO10, 0}, // S_FANG_INTRO9
{SPR_PLAY, SPR2_MSC1, 5, {NULL}, 0, 0, S_FANG_INTRO11, 0}, // S_FANG_INTRO10
{SPR_PLAY, SPR2_MSC2, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12, 0}, // S_FANG_INTRO11
{SPR_PLAY, SPR2_CNT1|FF_ANIMATE, 50, {NULL}, 0, 4, S_FANG_IDLE1, 0}, // S_FANG_INTRO12
{SPR_FANG, 11, 2, {A_Boss5MakeJunk}, 0, -1, S_FANG_CLONE2, 0}, // S_FANG_CLONE1
{SPR_FANG, 11, 0, {A_Repeat}, 49, S_FANG_CLONE1, S_FANG_CLONE3, 0}, // S_FANG_INTRO2
{SPR_FANG, 12, 0, {A_SetObjectFlags}, MF_NOGRAVITY, 1, S_FANG_CLONE4, 0}, // S_FANG_CLONE3
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_IDLE0, 0, S_FANG_CLONE4, 0}, // S_FANG_CLONE4
{SPR_PLAY, SPR2_SPNG, 2, {A_Boss5MakeJunk}, 0, -1, S_FANG_CLONE2, 0}, // S_FANG_CLONE1
{SPR_PLAY, SPR2_SPNG, 0, {A_Repeat}, 49, S_FANG_CLONE1, S_FANG_CLONE3, 0}, // S_FANG_CLONE2
{SPR_PLAY, SPR2_FALL, 0, {A_SetObjectFlags}, MF_NOGRAVITY, 1, S_FANG_CLONE4, 0}, // S_FANG_CLONE3
{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_IDLE0, 0, S_FANG_CLONE4, 0}, // S_FANG_CLONE4
{SPR_FANG, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1, 0}, // S_FANG_IDLE0
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2, 0}, // S_FANG_IDLE1
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE3, 0}, // S_FANG_IDLE2
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE4, 0}, // S_FANG_IDLE3
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE5, 0}, // S_FANG_IDLE4
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE6, 0}, // S_FANG_IDLE5
{SPR_FANG, 1, 16, {A_Look}, 1, 0, S_FANG_IDLE7, 0}, // S_FANG_IDLE6
{SPR_FANG, 1, 16, {A_Look}, 1, 0, S_FANG_IDLE8, 0}, // S_FANG_IDLE7
{SPR_FANG, 1, 16, {A_Look}, 1, 0, S_FANG_IDLE1, 0}, // S_FANG_IDLE8
{SPR_PLAY, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1, 0}, // S_FANG_IDLE0
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE2, 0}, // S_FANG_IDLE1
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE3, 0}, // S_FANG_IDLE2
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE4, 0}, // S_FANG_IDLE3
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE5, 0}, // S_FANG_IDLE4
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE6, 0}, // S_FANG_IDLE5
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE7, 0}, // S_FANG_IDLE6
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE8, 0}, // S_FANG_IDLE7
{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE1, 0}, // S_FANG_IDLE8
{SPR_FANG, 14, 0, {A_DoNPCPain}, FRACUNIT, 0, S_FANG_PAIN2, 0}, // S_FANG_PAIN1
{SPR_FANG, 14, 1, {A_Boss5CheckOnGround}, S_FANG_PATHINGSTART1, S_FANG_PINCHPATHINGSTART1, S_FANG_PAIN2, 0}, // S_FANG_PAIN2
{SPR_PLAY, 0, 0, {A_DoNPCPain}, FRACUNIT, 0, S_FANG_PAIN2, 0}, // S_FANG_PAIN1
{SPR_PLAY, SPR2_PAIN, 1, {A_Boss5CheckOnGround}, S_FANG_PATHINGSTART1, S_FANG_PINCHPATHINGSTART1, S_FANG_PAIN2, 0}, // S_FANG_PAIN2
{SPR_FANG, 8, 0, {A_Boss5ExtraRepeat}, 5, 4, S_FANG_PATHINGSTART2, 0}, // S_FANG_PATHINGSTART1
{SPR_FANG, 8, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHING, 0}, // S_FANG_PATHINGSTART2
{SPR_FANG, 8, 0, {A_Boss5FindWaypoint}, 0, 0, S_FANG_BOUNCE1, 0}, // S_FANG_PATHING
{SPR_PLAY, 0, 0, {A_Boss5ExtraRepeat}, 5, 4, S_FANG_PATHINGSTART2, 0}, // S_FANG_PATHINGSTART1
{SPR_PLAY, 0, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHING, 0}, // S_FANG_PATHINGSTART2
{SPR_PLAY, 0, 0, {A_Boss5FindWaypoint}, 0, 0, S_FANG_BOUNCE1, 0}, // S_FANG_PATHING
{SPR_FANG, 8, 2, {A_Thrust}, 0, 1, S_FANG_BOUNCE2, 0}, // S_FANG_BOUNCE1
{SPR_FANG, 9, 2, {NULL}, 0, 0, S_FANG_BOUNCE3, 0}, // S_FANG_BOUNCE2
{SPR_FANG, 10, 1, {A_Boss5Jump}, 0, 0, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE3
{SPR_FANG, 10, 1, {A_Boss5CheckFalling}, S_FANG_CHECKPATH1, S_FANG_FALL1, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE4
{SPR_PLAY, SPR2_LAND, 2, {A_Thrust}, 0, 1, S_FANG_BOUNCE2, 0}, // S_FANG_BOUNCE1
{SPR_PLAY, SPR2_LAND, 2, {NULL}, 0, 0, S_FANG_BOUNCE3, 0}, // S_FANG_BOUNCE2
{SPR_PLAY, SPR2_LAND, 1, {A_Boss5Jump}, 0, 0, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE3
{SPR_PLAY, SPR2_BNCE, 1, {A_Boss5CheckFalling}, S_FANG_CHECKPATH1, S_FANG_FALL1, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE4
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL2, 0}, // S_FANG_FALL1
{SPR_FANG, 13, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL1, 0}, // S_FANG_FALL2
{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL2, 0}, // S_FANG_FALL1
{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL1, 0}, // S_FANG_FALL2
{SPR_FANG, 8, 0, {A_Boss5Calm}, 0, 0, S_FANG_CHECKPATH2, 0}, // S_FANG_CHECKPATH1
{SPR_FANG, 8, 0, {A_Repeat}, 0, S_FANG_PATHINGCONT1, S_FANG_SKID1, 0}, // S_FANG_CHECKPATH2
{SPR_PLAY, 0, 0, {A_Boss5Calm}, 0, 0, S_FANG_CHECKPATH2, 0}, // S_FANG_CHECKPATH1
{SPR_PLAY, 0, 0, {A_Repeat}, 0, S_FANG_PATHINGCONT1, S_FANG_SKID1, 0}, // S_FANG_CHECKPATH2
{SPR_FANG, 9, 0, {A_Boss5PinchShot}, MT_FBOMB, -16, S_FANG_PATHINGCONT2, 0}, // S_FANG_PATHINGCONT1
{SPR_FANG, 9, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHINGCONT3, 0}, // S_FANG_PATHINGCONT2
{SPR_FANG, 9, 2, {A_Thrust}, 0, 1, S_FANG_PATHING, 0}, // S_FANG_PATHINGCONT3
{SPR_PLAY, 0, 0, {A_Boss5PinchShot}, MT_FBOMB, -16, S_FANG_PATHINGCONT2, 0}, // S_FANG_PATHINGCONT1
{SPR_PLAY, 0, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHINGCONT3, 0}, // S_FANG_PATHINGCONT2
{SPR_PLAY, SPR2_LAND, 2, {A_Thrust}, 0, 1, S_FANG_PATHING, 0}, // S_FANG_PATHINGCONT3
{SPR_FANG, 4, 0, {A_PlayAttackSound}, 0, 0, S_FANG_SKID2, 0}, // S_FANG_SKID1
{SPR_FANG, 4, 1, {A_DoNPCSkid}, S_FANG_SKID3, 0, S_FANG_SKID2, 0}, // S_FANG_SKID2
{SPR_FANG, 4, 10, {NULL}, 0, 0, S_FANG_CHOOSEATTACK, 0}, // S_FANG_SKID3
{SPR_PLAY, 0, 0, {A_PlayAttackSound}, 0, 0, S_FANG_SKID2, 0}, // S_FANG_SKID1
{SPR_PLAY, SPR2_SKID, 1, {A_DoNPCSkid}, S_FANG_SKID3, 0, S_FANG_SKID2, 0}, // S_FANG_SKID2
{SPR_PLAY, SPR2_SKID, 10, {NULL}, 0, 0, S_FANG_CHOOSEATTACK, 0}, // S_FANG_SKID3
{SPR_FANG, 0, 0, {A_RandomState}, S_FANG_LOBSHOT0, S_FANG_FIRESTART1, S_NULL, 0}, // S_FANG_CHOOSEATTACK
{SPR_PLAY, 0, 0, {A_RandomState}, S_FANG_LOBSHOT0, S_FANG_FIRESTART1, S_NULL, 0}, // S_FANG_CHOOSEATTACK
{SPR_FANG, 5, 0, {A_PrepareRepeat}, 3, 0, S_FANG_FIRESTART2, 0}, // S_FANG_FIRESTART1 // Reset loop
{SPR_FANG, 5, 18, {A_LookForBetter}, 1, 0, S_FANG_FIRE1, 0}, // S_FANG_FIRESTART2
{SPR_FANG, 5, 5, {A_FireShot}, MT_CORK, -16, S_FANG_FIRE2, 0}, // S_FANG_FIRE1 // Start of loop
{SPR_FANG, 6, 5, {NULL}, 0, 0, S_FANG_FIRE3, 0}, // S_FANG_FIRE2
{SPR_FANG, 7, 5, {NULL}, 0, 0, S_FANG_FIRE4, 0}, // S_FANG_FIRE3
{SPR_FANG, 5, 5, {NULL}, 2, 0, S_FANG_FIREREPEAT, 0}, // S_FANG_FIRE4
{SPR_FANG, 5, 0, {A_Repeat}, 3, S_FANG_FIRE1, S_FANG_WAIT1, 0}, // S_FANG_FIREREPEAT // End of loop
{SPR_PLAY, 0, 0, {A_PrepareRepeat}, 3, 0, S_FANG_FIRESTART2, 0}, // S_FANG_FIRESTART1 // Reset loop
{SPR_PLAY, SPR2_FIRE, 18, {A_LookForBetter}, 1, 0, S_FANG_FIRE1, 0}, // S_FANG_FIRESTART2
{SPR_PLAY, SPR2_FIRE, 2, {A_FireShot}, MT_CORK, -16, S_FANG_FIRE2, 0}, // S_FANG_FIRE1 // Start of loop
{SPR_PLAY, SPR2_FIRE, 2, {NULL}, 0, 0, S_FANG_FIRE3, 0}, // S_FANG_FIRE2
{SPR_PLAY, SPR2_FIRE, 16, {NULL}, 0, 0, S_FANG_FIREREPEAT, 0}, // S_FANG_FIRE3
{SPR_PLAY, 0, 0, {A_Repeat}, 3, S_FANG_FIRE1, S_FANG_WAIT1, 0}, // S_FANG_FIREREPEAT // End of loop
{SPR_FANG, 18, 16, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT1, 0}, // S_FANG_LOBSHOT0
{SPR_FANG, 19, 2, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT2, 0}, // S_FANG_LOBSHOT1
{SPR_FANG, 20, 18, {A_BrakLobShot}, MT_FBOMB, 32+(1<<16), S_FANG_WAIT1, 0}, // S_FANG_LOBSHOT2
{SPR_PLAY, SPR2_MSC3, 14, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT1, 0}, // S_FANG_LOBSHOT0
{SPR_PLAY, SPR2_MSC3, 2, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT2, 0}, // S_FANG_LOBSHOT1
{SPR_PLAY, SPR2_MSC3, 2, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT3, 0}, // S_FANG_LOBSHOT2
{SPR_PLAY, SPR2_MSC3, 18, {A_BrakLobShot}, MT_FBOMB, 32+(1<<16), S_FANG_WAIT1, 0}, // S_FANG_LOBSHOT3
{SPR_FANG, FF_ANIMATE|15, 70, {NULL}, 1, 5, S_FANG_WAIT2, 0}, // S_FANG_WAIT1
{SPR_FANG, 0, 35, {A_Look}, 1, 0, S_FANG_IDLE1, 0}, // S_FANG_WAIT2
{SPR_PLAY, SPR2_MLEL|FF_ANIMATE, 70, {NULL}, 0, 5, S_FANG_WAIT2, 0}, // S_FANG_WAIT1
{SPR_PLAY, SPR2_STND, 35, {A_Look}, 1, 0, S_FANG_IDLE1, 0}, // S_FANG_WAIT2
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_PATHINGSTART2, S_FANG_PINCHPATHINGSTART1, S_FANG_WALLHIT, 0}, // S_FANG_WALLHIT
{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_PATHINGSTART2, S_FANG_PINCHPATHINGSTART1, S_FANG_WALLHIT, 0}, // S_FANG_WALLHIT
{SPR_FANG, 8, 0, {A_PrepareRepeat}, 1, 0, S_FANG_PINCHPATHINGSTART2, 0}, // S_FANG_PINCHPATHINGSTART1
{SPR_FANG, 8, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PINCHPATHING, 0}, // S_FANG_PINCHPATHINGSTART2
{SPR_FANG, 8, 0, {A_Boss5FindWaypoint}, 1, 0, S_FANG_PINCHBOUNCE0, 0}, // S_FANG_PINCHPATHING
{SPR_FANG, 8, 0, {A_SetObjectFlags}, MF_NOCLIP|MF_NOCLIPHEIGHT, 2, S_FANG_PINCHBOUNCE1, 0}, // S_FANG_PINCHBOUNCE0
{SPR_FANG, 8, 2, {A_Thrust}, 0, 1, S_FANG_PINCHBOUNCE2, 0}, // S_FANG_PINCHBOUNCE1
{SPR_FANG, 9, 2, {NULL}, 0, 0, S_FANG_PINCHBOUNCE3, 0}, // S_FANG_PINCHBOUNCE2
{SPR_FANG, 10, 2, {A_Boss5Jump}, 0, 0, S_FANG_PINCHBOUNCE4, 0}, // S_FANG_PINCHBOUNCE3
{SPR_FANG, 10, 1, {A_Boss5CheckFalling}, S_FANG_PINCHSKID1, S_FANG_PINCHFALL0, S_FANG_PINCHBOUNCE4, 0}, // S_FANG_PINCHBOUNCE4
{SPR_FANG, 12, 0, {A_SetObjectFlags}, MF_NOCLIP|MF_NOCLIPHEIGHT, 1, S_FANG_PINCHFALL1, 0}, // S_FANG_PINCHFALL0
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_PINCHSKID1, 0, S_FANG_PINCHFALL2, 0}, // S_FANG_PINCHFALL1
{SPR_FANG, 13, 1, {A_Boss5CheckOnGround}, S_FANG_PINCHSKID1, 0, S_FANG_PINCHFALL1, 0}, // S_FANG_PINCHFALL2
{SPR_FANG, 4, 0, {A_PlayAttackSound}, 0, 0, S_FANG_PINCHSKID2, 0}, // S_FANG_PINCHSKID1
{SPR_FANG, 4, 1, {A_DoNPCSkid}, S_FANG_PINCHLOBSHOT0, 0, S_FANG_PINCHSKID2, 0}, // S_FANG_PINCHSKID2
{SPR_FANG, 18, 16, {A_FaceTarget}, 3, 0, S_FANG_PINCHLOBSHOT1, 0}, // S_FANG_PINCHLOBSHOT0
{SPR_FANG, 19, 2, {A_FaceTarget}, 3, 0, S_FANG_PINCHLOBSHOT2, 0}, // S_FANG_PINCHLOBSHOT1
{SPR_FANG, 20, 30, {A_Boss5MakeItRain}, MT_FBOMB, -16, S_FANG_PINCHLOBSHOT3, 0}, // S_FANG_PINCHLOBSHOT2
{SPR_FANG, 20, 18, {A_LinedefExecuteFromArg}, 4, 0, S_FANG_PINCHLOBSHOT4, 0}, // S_FANG_PINCHLOBSHOT3
{SPR_FANG, 0, 0, {A_Boss5Calm}, 0, 0, S_FANG_PATHINGSTART1, 0}, // S_FANG_PINCHLOBSHOT4
{SPR_PLAY, 0, 0, {A_PrepareRepeat}, 1, 0, S_FANG_PINCHPATHINGSTART2, 0}, // S_FANG_PINCHPATHINGSTART1
{SPR_PLAY, 0, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PINCHPATHING, 0}, // S_FANG_PINCHPATHINGSTART2
{SPR_PLAY, 0, 0, {A_Boss5FindWaypoint}, 1, 0, S_FANG_PINCHBOUNCE0, 0}, // S_FANG_PINCHPATHING
{SPR_PLAY, 0, 0, {A_SetObjectFlags}, MF_NOCLIP|MF_NOCLIPHEIGHT, 2, S_FANG_PINCHBOUNCE1, 0}, // S_FANG_PINCHBOUNCE0
{SPR_PLAY, SPR2_LAND, 2, {A_Thrust}, 0, 1, S_FANG_PINCHBOUNCE2, 0}, // S_FANG_PINCHBOUNCE1
{SPR_PLAY, SPR2_LAND, 2, {NULL}, 0, 0, S_FANG_PINCHBOUNCE3, 0}, // S_FANG_PINCHBOUNCE2
{SPR_PLAY, SPR2_LAND, 2, {A_Boss5Jump}, 0, 0, S_FANG_PINCHBOUNCE4, 0}, // S_FANG_PINCHBOUNCE3
{SPR_PLAY, SPR2_BNCE, 1, {A_Boss5CheckFalling}, S_FANG_PINCHSKID1, S_FANG_PINCHFALL0, S_FANG_PINCHBOUNCE4, 0}, // S_FANG_PINCHBOUNCE4
{SPR_PLAY, 0, 0, {A_SetObjectFlags}, MF_NOCLIP|MF_NOCLIPHEIGHT, 1, S_FANG_PINCHFALL1, 0}, // S_FANG_PINCHFALL0
{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_PINCHSKID1, 0, S_FANG_PINCHFALL2, 0}, // S_FANG_PINCHFALL1
{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_PINCHSKID1, 0, S_FANG_PINCHFALL1, 0}, // S_FANG_PINCHFALL2
{SPR_PLAY, 0, 0, {A_PlayAttackSound}, 0, 0, S_FANG_PINCHSKID2, 0}, // S_FANG_PINCHSKID1
{SPR_PLAY, SPR2_SKID, 1, {A_DoNPCSkid}, S_FANG_PINCHLOBSHOT0, 0, S_FANG_PINCHSKID2, 0}, // S_FANG_PINCHSKID2
{SPR_PLAY, SPR2_MSC3, 16, {A_FaceTarget}, 1, 5, S_FANG_PINCHLOBSHOT1, 0}, // S_FANG_PINCHLOBSHOT0
{SPR_PLAY, SPR2_MSC3, 2, {A_FaceTarget}, 3, 0, S_FANG_PINCHLOBSHOT2, 0}, // S_FANG_PINCHLOBSHOT1
{SPR_PLAY, SPR2_MSC3, 2, {A_FaceTarget}, 3, 0, S_FANG_PINCHLOBSHOT3, 0}, // S_FANG_PINCHLOBSHOT2
{SPR_PLAY, SPR2_MSC3, 30, {A_Boss5MakeItRain}, MT_FBOMB, -16, S_FANG_PINCHLOBSHOT4, 0}, // S_FANG_PINCHLOBSHOT3
{SPR_PLAY, SPR2_STND, 18, {A_LinedefExecuteFromArg}, 4, 0, S_FANG_PINCHLOBSHOT5, 0}, // S_FANG_PINCHLOBSHOT4
{SPR_PLAY, 0, 0, {A_Boss5Calm}, 0, 0, S_FANG_PATHINGSTART1, 0}, // S_FANG_PINCHLOBSHOT5
{SPR_FANG, 21, 0, {A_DoNPCPain}, 0, 0, S_FANG_DIE2, 0}, // S_FANG_DIE1
{SPR_FANG, 21, 1, {A_Boss5CheckOnGround}, S_FANG_DIE3, 0, S_FANG_DIE2, 0}, // S_FANG_DIE2
{SPR_PLAY, 0, 0, {A_DoNPCPain}, 0, 0, S_FANG_DIE2, 0}, // S_FANG_DIE1
{SPR_PLAY, SPR2_MSC4, 1, {A_Boss5CheckOnGround}, S_FANG_DIE3, 0, S_FANG_DIE2, 0}, // S_FANG_DIE2
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4, 0}, // S_FANG_DIE3
{SPR_FANG, 22, -1, {A_SetFuse}, 70, 0, S_FANG_DIE5, 0}, // S_FANG_DIE4
{SPR_PLAY, 0, 0, {A_Scream}, 0, 0, S_FANG_DIE4, 0}, // S_FANG_DIE3
{SPR_PLAY, SPR2_MSC5, -1, {A_SetFuse}, 70, 0, S_FANG_DIE5, 0}, // S_FANG_DIE4
{SPR_FANG, 11, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6, 0}, // S_FANG_DIE5
{SPR_FANG, 11, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7, 0}, // S_FANG_DIE6
{SPR_FANG, 11, 1, {A_Boss5CheckFalling}, S_FANG_FLEEPATHING1, S_FANG_DIE8, S_FANG_DIE7, 0}, // S_FANG_DIE7
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_FLEEPATHING1, 0, S_FANG_DIE8, 0}, // S_FANG_DIE8
{SPR_PLAY, 0, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6, 0}, // S_FANG_DIE5
{SPR_PLAY, SPR2_JUMP, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7, 0}, // S_FANG_DIE6
{SPR_PLAY, SPR2_JUMP, 1, {A_Boss5CheckFalling}, S_FANG_FLEEPATHING1, S_FANG_DIE8, S_FANG_DIE7, 0}, // S_FANG_DIE7
{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_FLEEPATHING1, 0, S_FANG_DIE8, 0}, // S_FANG_DIE8
{SPR_FANG, 9, 0, {A_PlayActiveSound}, 0, 0, S_FANG_FLEEPATHING2, 0}, // S_FANG_FLEEPATHING1
{SPR_FANG, 8, 2, {A_Boss5FindWaypoint}, 2, 0, S_FANG_FLEEBOUNCE1, 0}, // S_FANG_FLEEPATHING2
{SPR_FANG, 9, 2, {NULL}, 0, 0, S_FANG_FLEEBOUNCE2, 0}, // S_FANG_FLEEBOUNCE1
{SPR_FANG, 10, -1, {A_BossDeath}, 0, 0, S_NULL, 0}, // S_FANG_FLEEBOUNCE2
{SPR_PLAY, 0, 0, {A_PlayActiveSound}, 0, 0, S_FANG_FLEEPATHING2, 0}, // S_FANG_FLEEPATHING1
{SPR_PLAY, SPR2_LAND, 2, {A_Boss5FindWaypoint}, 2, 0, S_FANG_FLEEBOUNCE1, 0}, // S_FANG_FLEEPATHING2
{SPR_PLAY, SPR2_LAND, 2, {NULL}, 0, 0, S_FANG_FLEEBOUNCE2, 0}, // S_FANG_FLEEBOUNCE1
{SPR_PLAY, SPR2_LAND, -1, {A_BossDeath}, 0, 0, S_NULL, 0}, // S_FANG_FLEEBOUNCE2
{SPR_FANG, 17, 7*TICRATE, {NULL}, 0, 0, S_NULL, 0}, // S_FANG_KO
{SPR_PLAY, SPR2_DEAD, 7*TICRATE, {NULL}, 0, 0, S_NULL, 0}, // S_FANG_KO
{SPR_NULL, 0, -1, {A_RandomStateRange}, S_BROKENROBOTA, S_BROKENROBOTF, S_NULL, 0}, // S_BROKENROBOTRANDOM
{SPR_BRKN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL, 0}, // S_BROKENROBOTA
@ -1767,22 +1790,22 @@ state_t states[NUMSTATES] =
// Metal Sonic
{SPR_PLAY, SPR2_STND, -1, {NULL}, 0, 0, S_METALSONIC_RACE, 0}, // S_METALSONIC_RACE
{SPR_METL, 4, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_FLOAT
{SPR_METL, 16|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_METALSONIC_STUN, 0}, // S_METALSONIC_VECTOR
{SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_STUN
{SPR_METL, 17, 20, {NULL}, 0, 0, S_METALSONIC_GATHER, 0},// S_METALSONIC_RAISE
{SPR_METL, 18, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_GATHER
{SPR_METL, 6|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 1, 2, S_METALSONIC_BOUNCE, 0},// S_METALSONIC_DASH
{SPR_METL, 18|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 1, 2, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_BOUNCE
{SPR_METL, 14, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_BADBOUNCE
{SPR_METL, 17, -1, {NULL}, 0, 0, S_METALSONIC_GATHER, 0},// S_METALSONIC_SHOOT
{SPR_METL, 15, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_PAIN
{SPR_METL, 17, 2, {A_Fall}, 0, 0, S_METALSONIC_DEATH2, 0},// S_METALSONIC_DEATH1
{SPR_METL, 17, 4, {A_BossScream}, 0, 0, S_METALSONIC_DEATH3, 0},// S_METALSONIC_DEATH2
{SPR_METL, 17, 0, {A_Repeat}, 17, S_METALSONIC_DEATH2, S_METALSONIC_DEATH4, 0}, // S_METALSONIC_DEATH3
{SPR_METL, 17, -1, {A_BossDeath}, 0, 0, S_NULL, 0}, // S_METALSONIC_DEATH4
{SPR_METL, 15, 1, {A_BossScream}, 0, 0, S_METALSONIC_FLEE2, 0}, // S_METALSONIC_FLEE1
{SPR_METL, 15, 7, {NULL}, 0, 0, S_METALSONIC_FLEE1, 0}, // S_METALSONIC_FLEE2
{SPR_PLAY, SPR2_WALK, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_FLOAT
{SPR_PLAY, SPR2_MSC1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_METALSONIC_STUN, 0}, // S_METALSONIC_VECTOR
{SPR_PLAY, SPR2_MSC0, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0},// S_METALSONIC_STUN
{SPR_PLAY, SPR2_SPNG, 20, {NULL}, 0, 0, S_METALSONIC_GATHER, 0}, // S_METALSONIC_RAISE
{SPR_PLAY, SPR2_MSC2, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_GATHER
{SPR_PLAY, SPR2_DASH|FF_FULLBRIGHT, -1, {NULL}, 1, 2, S_METALSONIC_BOUNCE, 0}, // S_METALSONIC_DASH
{SPR_PLAY, SPR2_MSC2|FF_FULLBRIGHT, -1, {NULL}, 1, 2, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_BOUNCE
{SPR_PLAY, SPR2_PAIN, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_BADBOUNCE
{SPR_PLAY, SPR2_SPNG, -1, {NULL}, 0, 0, S_METALSONIC_GATHER, 0}, // S_METALSONIC_SHOOT
{SPR_PLAY, SPR2_FLT, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT, 0}, // S_METALSONIC_PAIN
{SPR_PLAY, SPR2_SPNG, 2, {A_Fall}, 0, 0, S_METALSONIC_DEATH2, 0}, // S_METALSONIC_DEATH1
{SPR_PLAY, SPR2_SPNG, 4, {A_BossScream}, 0, 0, S_METALSONIC_DEATH3, 0}, // S_METALSONIC_DEATH2
{SPR_PLAY, SPR2_SPNG, 0, {A_Repeat}, 17, S_METALSONIC_DEATH2, S_METALSONIC_DEATH4, 0}, // S_METALSONIC_DEATH3
{SPR_PLAY, SPR2_SPNG, -1, {A_BossDeath}, 0, 0, S_NULL, 0}, // S_METALSONIC_DEATH4
{SPR_PLAY, SPR2_FLT, 1, {A_BossScream}, 0, 0, S_METALSONIC_FLEE2, 0}, // S_METALSONIC_FLEE1
{SPR_PLAY, SPR2_FLT, 7, {NULL}, 0, 0, S_METALSONIC_FLEE1, 0}, // S_METALSONIC_FLEE2
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30|FF_ANIMATE, -1, {NULL}, 11, 1, S_NULL, 0}, // S_MSSHIELD_F1
{SPR_MSCF, FF_FULLBRIGHT|FF_ANIMATE|12, -1, {NULL}, 8, 2, S_NULL, 0}, // S_MSSHIELD_F2
@ -2647,16 +2670,15 @@ state_t states[NUMSTATES] =
// FHZ
{SPR_FHZI, 0, -1, {NULL}, 0, 0, S_NULL, 0}, // S_FHZICE1
{SPR_FHZI, 1, -1, {NULL}, 0, 0, S_NULL, 0}, // S_FHZICE2
{SPR_ROSY, 16, 8, {NULL}, 0, 0, S_ROSY_IDLE2, 0}, // S_ROSY_IDLE1
{SPR_ROSY, 17, 4, {NULL}, 0, 0, S_ROSY_IDLE3, 0}, // S_ROSY_IDLE2
{SPR_ROSY, 18, 8, {NULL}, 0, 0, S_ROSY_IDLE4, 0}, // S_ROSY_IDLE3
{SPR_ROSY, 17, 4, {NULL}, 0, 0, S_ROSY_IDLE1, 0}, // S_ROSY_IDLE4
{SPR_ROSY, 14, -1, {NULL}, 1, 0, S_NULL, 0}, // S_ROSY_JUMP
{SPR_ROSY, 5, -1, {NULL}, 7, 0, S_NULL, 0}, // S_ROSY_WALK
{SPR_ROSY, 19, -1, {NULL}, 0, 0, S_NULL, 0}, // S_ROSY_HUG
{SPR_ROSY, 13, -1, {NULL}, 0, 0, S_NULL, 0}, // S_ROSY_PAIN
{SPR_ROSY, 1|FF_ANIMATE, -1, {NULL}, 3, 16, S_NULL, 0}, // S_ROSY_STND
{SPR_ROSY, 20|FF_ANIMATE, TICRATE, {NULL}, 3, 4, S_ROSY_WALK, 0}, // S_ROSY_UNHAPPY
// Amy FHZ cameo
{SPR_PLAY, SPR2_CNT1|FF_ANIMATE, -1, {NULL}, 0, 0, S_NULL, 0}, // S_ROSY_IDLE
{SPR_PLAY, SPR2_MSC0, -1, {NULL}, 0, 0, S_NULL, 0}, // S_ROSY_JUMP
{SPR_PLAY, SPR2_MSC1, -1, {NULL}, 0, 0, S_NULL, 0}, // S_ROSY_FALL
{SPR_PLAY, SPR2_WALK, -1, {NULL}, 7, 0, S_NULL, 0}, // S_ROSY_WALK
{SPR_PLAY, SPR2_MSC2, -1, {NULL}, 0, 0, S_NULL, 0}, // S_ROSY_HUG
{SPR_PLAY, SPR2_PAIN, -1, {NULL}, 0, 0, S_NULL, 0}, // S_ROSY_PAIN
{SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 5, S_NULL, 0}, // S_ROSY_STND
{SPR_PLAY, SPR2_MSC3|FF_ANIMATE, TICRATE, {NULL}, 0, 4, S_ROSY_WALK, 0}, // S_ROSY_UNHAPPY
// Halloween Scenery
// Pumpkins
@ -14788,7 +14810,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_ROSY
2104, // doomednum
S_ROSY_IDLE1, // spawnstate
S_ROSY_IDLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound

View file

@ -1156,6 +1156,18 @@ typedef enum playersprite
SPR2_TALB,
SPR2_TALC,
//Misc slots
SPR2_MSC0,
SPR2_MSC1,
SPR2_MSC2,
SPR2_MSC3,
SPR2_MSC4,
SPR2_MSC5,
SPR2_MSC6,
SPR2_MSC7,
SPR2_MSC8,
SPR2_MSC9,
SPR2_CNT1, // continue disappointment
SPR2_CNT2, // continue lift
SPR2_CNT3, // continue spin
@ -1903,11 +1915,11 @@ typedef enum state
S_FANG_FIRE1,
S_FANG_FIRE2,
S_FANG_FIRE3,
S_FANG_FIRE4,
S_FANG_FIREREPEAT,
S_FANG_LOBSHOT0,
S_FANG_LOBSHOT1,
S_FANG_LOBSHOT2,
S_FANG_LOBSHOT3,
S_FANG_WAIT1,
S_FANG_WAIT2,
S_FANG_WALLHIT,
@ -1929,6 +1941,7 @@ typedef enum state
S_FANG_PINCHLOBSHOT2,
S_FANG_PINCHLOBSHOT3,
S_FANG_PINCHLOBSHOT4,
S_FANG_PINCHLOBSHOT5,
S_FANG_DIE1,
S_FANG_DIE2,
S_FANG_DIE3,
@ -3078,11 +3091,9 @@ typedef enum state
// FHZ
S_FHZICE1,
S_FHZICE2,
S_ROSY_IDLE1,
S_ROSY_IDLE2,
S_ROSY_IDLE3,
S_ROSY_IDLE4,
S_ROSY_IDLE,
S_ROSY_JUMP,
S_ROSY_FALL,
S_ROSY_WALK,
S_ROSY_HUG,
S_ROSY_PAIN,

View file

@ -344,8 +344,10 @@ static boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
mobj->state = st;
mobj->tics = st->tics;
// Adjust the player's animation speed to match their velocity.
if (player->panim == PA_EDGE && (player->charflags & SF_FASTEDGE))
// Adjust the player's animation speed
if (mobj->state-states == S_PLAY_WAIT && (player->charflags & SF_FASTWAIT))
mobj->tics = 5;
else if (player->panim == PA_EDGE && (player->charflags & SF_FASTEDGE))
mobj->tics = 2;
else if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST))
{
@ -7322,7 +7324,7 @@ static void P_RosySceneryThink(mobj_t *mobj)
player = &players[i];
}
if (stat == S_ROSY_JUMP || stat == S_ROSY_PAIN)
if (stat == S_ROSY_JUMP || stat == S_ROSY_FALL || stat == S_ROSY_PAIN)
{
if (P_IsObjectOnGround(mobj))
{
@ -7333,16 +7335,16 @@ static void P_RosySceneryThink(mobj_t *mobj)
stat = S_ROSY_WALK;
P_SetMobjState(mobj, stat);
}
else if (P_MobjFlip(mobj)*mobj->momz < 0)
mobj->frame = mobj->state->frame + mobj->state->var1;
else if (P_MobjFlip(mobj)*mobj->momz < 0 && stat == S_ROSY_JUMP)
P_SetMobjState(mobj, S_ROSY_FALL);
}
if (!player)
{
if ((stat < S_ROSY_IDLE1 || stat > S_ROSY_IDLE4) && stat != S_ROSY_JUMP)
if (stat != S_ROSY_IDLE && stat != S_ROSY_JUMP && stat != S_ROSY_FALL)
{
mobj->momx = mobj->momy = 0;
P_SetMobjState(mobj, S_ROSY_IDLE1);
P_SetMobjState(mobj, S_ROSY_IDLE);
}
}
else
@ -7356,13 +7358,11 @@ static void P_RosySceneryThink(mobj_t *mobj)
switch (stat)
{
case S_ROSY_IDLE1:
case S_ROSY_IDLE2:
case S_ROSY_IDLE3:
case S_ROSY_IDLE4:
case S_ROSY_IDLE:
dojump = true;
break;
case S_ROSY_JUMP:
case S_ROSY_FALL:
case S_ROSY_PAIN:
// handled above
break;
@ -7388,8 +7388,7 @@ static void P_RosySceneryThink(mobj_t *mobj)
max = pdist;
if ((--mobj->extravalue1) <= 0)
{
if (++mobj->frame > mobj->state->frame + mobj->state->var1)
mobj->frame = mobj->state->frame;
P_SetMobjState(mobj, S_ROSY_WALK);
if (mom > 12*mobj->scale)
mobj->extravalue1 = 2;
else if (mom > 6*mobj->scale)
@ -10627,6 +10626,19 @@ static fixed_t P_DefaultMobjShadowScale (mobj_t *thing)
}
}
static INT32 P_SetupNPC(mobj_t *mobj, const char *name)
{
INT32 skinnum = R_SkinAvailable(name);
if (skinnum != -1)
{
mobj->skin = skins[skinnum];
mobj->color = skins[skinnum]->prefcolor;
}
return skinnum;
}
//
// P_SpawnMobj
//
@ -10980,17 +10992,14 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type, ...)
nummaprings++;
break;
case MT_METALSONIC_RACE:
mobj->skin = skins[5];
/* FALLTHRU */
case MT_METALSONIC_BATTLE:
mobj->color = skins[5]->prefcolor;
sc = 5;
sc = P_SetupNPC(mobj, "metalsonic");
break;
case MT_FANG:
sc = 4;
sc = P_SetupNPC(mobj, "fang");
break;
case MT_ROSY:
sc = 3;
sc = P_SetupNPC(mobj, "amy");
break;
case MT_CORK:
mobj->flags2 |= MF2_SUPERFIRE;

View file

@ -11540,6 +11540,9 @@ void P_DoMetalJetFume(player_t *player, mobj_t *fume)
return;
}
if (player->skidtime) // Rotate during metal sonic's new skid animation
angle += ANGLE_90;
if (underwater) // No fume underwater; spawn bubbles instead!
{
fume->movedir += FixedAngle(FixedDiv(2 * player->speed, 3 * mo->scale));

View file

@ -968,7 +968,9 @@ UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 trans
if (color != SKINCOLOR_NONE)
{
// New colormap stuff for skins Tails 06-07-2002
if (mobj->colorized)
if ((mobj->state-states == S_METALSONIC_DASH || mobj->state-states == S_METALSONIC_BOUNCE) && (((leveltime/2) & 1))) // Metal boss doing attack
skinnum = TC_DASHMODE;
else if (mobj->colorized)
skinnum = TC_RAINBOW;
else if (mobj->player && mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (mobj->player->charflags & SF_DASHMODE)