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https://git.do.srb2.org/STJr/SRB2.git
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Use SPR_PLAY for all npc player boss/cameo objects
This commit is contained in:
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)
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// Add the maps
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D_AddFile(&startupwadfiles, va(pandf,srb2waddir, "zones.pk3"));
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// Add the players
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// Add the characters
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D_AddFile(&startupwadfiles, va(pandf,srb2waddir, "characters.pk3"));
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#ifdef USE_PATCH_DTA
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@ -45,14 +45,15 @@ typedef enum
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SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
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SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
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SF_DASHMODE = 1<<11, // Sonic Advance 2 style top speed increase?
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SF_FASTEDGE = 1<<12, // Faster edge teeter?
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SF_MULTIABILITY = 1<<13, // Revenge of Final Demo.
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SF_NONIGHTSROTATION = 1<<14, // Disable sprite rotation for NiGHTS
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SF_NONIGHTSSUPER = 1<<15, // Disable super colors for NiGHTS (if you have SF_SUPER)
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SF_NOSUPERSPRITES = 1<<16, // Don't use super sprites while super
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SF_NOSUPERJUMPBOOST = 1<<17, // Disable the jump boost given while super (i.e. Knuckles)
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SF_CANBUSTWALLS = 1<<18, // Can naturally bust walls on contact? (i.e. Knuckles)
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SF_NOSHIELDABILITY = 1<<19, // Disable shield abilities
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SF_FASTWAIT = 1<<12, // Faster wait animation?
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SF_FASTEDGE = 1<<13, // Faster edge teeter?
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SF_MULTIABILITY = 1<<14, // Revenge of Final Demo.
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SF_NONIGHTSROTATION = 1<<15, // Disable sprite rotation for NiGHTS
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SF_NONIGHTSSUPER = 1<<16, // Disable super colors for NiGHTS (if you have SF_SUPER)
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SF_NOSUPERSPRITES = 1<<17, // Don't use super sprites while super
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SF_NOSUPERJUMPBOOST = 1<<18, // Disable the jump boost given while super (i.e. Knuckles)
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SF_CANBUSTWALLS = 1<<19, // Can naturally bust walls on contact? (i.e. Knuckles)
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SF_NOSHIELDABILITY = 1<<20, // Disable shield abilities
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// free up to and including 1<<31
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} skinflags_t;
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@ -1081,11 +1081,11 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_FANG_FIRE1",
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"S_FANG_FIRE2",
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"S_FANG_FIRE3",
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"S_FANG_FIRE4",
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"S_FANG_FIREREPEAT",
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"S_FANG_LOBSHOT0",
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"S_FANG_LOBSHOT1",
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"S_FANG_LOBSHOT2",
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"S_FANG_LOBSHOT3",
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"S_FANG_WAIT1",
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"S_FANG_WAIT2",
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"S_FANG_WALLHIT",
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@ -1107,6 +1107,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_FANG_PINCHLOBSHOT2",
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"S_FANG_PINCHLOBSHOT3",
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"S_FANG_PINCHLOBSHOT4",
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"S_FANG_PINCHLOBSHOT5",
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"S_FANG_DIE1",
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"S_FANG_DIE2",
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"S_FANG_DIE3",
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@ -2256,11 +2257,9 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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// FHZ
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"S_FHZICE1",
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"S_FHZICE2",
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"S_ROSY_IDLE1",
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"S_ROSY_IDLE2",
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"S_ROSY_IDLE3",
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"S_ROSY_IDLE4",
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"S_ROSY_IDLE",
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"S_ROSY_JUMP",
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"S_ROSY_FALL",
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"S_ROSY_WALK",
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"S_ROSY_HUG",
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"S_ROSY_PAIN",
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@ -5258,6 +5257,7 @@ struct int_const_s const INT_CONST[] = {
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{"SF_MARIODAMAGE",SF_MARIODAMAGE},
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{"SF_MACHINE",SF_MACHINE},
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{"SF_DASHMODE",SF_DASHMODE},
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{"SF_FASTWAIT",SF_FASTWAIT},
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{"SF_FASTEDGE",SF_FASTEDGE},
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{"SF_MULTIABILITY",SF_MULTIABILITY},
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{"SF_NONIGHTSROTATION",SF_NONIGHTSROTATION},
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258
src/info.c
258
src/info.c
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@ -600,6 +600,17 @@ char spr2names[NUMPLAYERSPRITES][MAXSPRITENAME + 1] =
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"TALB",
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"TALC",
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"MSC0",
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"MSC1",
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"MSC2",
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"MSC3",
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"MSC4",
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"MSC5",
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"MSC6",
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"MSC7",
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"MSC8",
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"MSC9",
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"CNT1",
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"CNT2",
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"CNT3",
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@ -683,6 +694,17 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
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SPR2_SPNG, // SPR2_CNT3,
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SPR2_CNT1, // SPR2_CNT4,
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0, // SPR2_MSC0,
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0, // SPR2_MSC1,
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0, // SPR2_MSC2,
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0, // SPR2_MSC3,
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0, // SPR2_MSC4,
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0, // SPR2_MSC5,
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0, // SPR2_MSC6,
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0, // SPR2_MSC7,
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0, // SPR2_MSC8,
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0, // SPR2_MSC9,
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0, // SPR2_SIGN,
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0, // SPR2_LIFE,
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@ -716,7 +738,7 @@ state_t states[NUMSTATES] =
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// Player
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{SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT, 0}, // S_PLAY_STND
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{SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_NULL, 0}, // S_PLAY_WAIT
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{SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT, 0}, // S_PLAY_WAIT
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{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK, 0}, // S_PLAY_WALK
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{SPR_PLAY, SPR2_SKID, 1, {NULL}, 0, 0, S_PLAY_WALK, 0}, // S_PLAY_SKID
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{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN, 0}, // S_PLAY_RUN
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@ -1375,116 +1397,117 @@ state_t states[NUMSTATES] =
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// Boss 5
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{SPR_NULL, 0, 2, {A_CheckFlags2}, MF2_AMBUSH, S_FANG_IDLE0, S_FANG_INTRO0, 0}, // S_FANG_SETUP
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{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FANG_INTRO1, 0}, // S_FANG_INTRO0
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{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, -S_FANG_CLONE1, 0, S_FANG_INTRO2, 0}, // S_FANG_INTRO1
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{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3, 0}, // S_FANG_INTRO2
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{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4, 0}, // S_FANG_INTRO3
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{SPR_FANG, 30, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5, 0}, // S_FANG_INTRO4
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{SPR_FANG, 27, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6, 0}, // S_FANG_INTRO5
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{SPR_FANG, 28, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7, 0}, // S_FANG_INTRO6
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{SPR_FANG, 29, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8, 0}, // S_FANG_INTRO7
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{SPR_FANG, 30, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5, 0}, // S_FANG_INTRO8
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{SPR_FANG, 23|FF_ANIMATE, 50, {NULL}, 1, 4, S_FANG_INTRO10, 0}, // S_FANG_INTRO9
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{SPR_FANG, 25, 5, {NULL}, 0, 0, S_FANG_INTRO11, 0}, // S_FANG_INTRO10
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{SPR_FANG, 26, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12, 0}, // S_FANG_INTRO11
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{SPR_FANG, 31|FF_ANIMATE, 50, {NULL}, 3, 4, S_FANG_IDLE1, 0}, // S_FANG_INTRO12
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{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FANG_INTRO1, 0}, // S_FANG_INTRO0
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{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, -S_FANG_CLONE1, 0, S_FANG_INTRO2, 0}, // S_FANG_INTRO1
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{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3, 0}, // S_FANG_INTRO2
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{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4, 0}, // S_FANG_INTRO3
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{SPR_PLAY, SPR2_ROLL, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5, 0}, // S_FANG_INTRO4
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{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6, 0}, // S_FANG_INTRO5
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{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7, 0}, // S_FANG_INTRO6
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{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8, 0}, // S_FANG_INTRO7
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{SPR_PLAY, SPR2_ROLL, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5, 0}, // S_FANG_INTRO8
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{SPR_PLAY, SPR2_MSC0|FF_ANIMATE, 50, {NULL}, 0, 4, S_FANG_INTRO10, 0}, // S_FANG_INTRO9
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{SPR_PLAY, SPR2_MSC1, 5, {NULL}, 0, 0, S_FANG_INTRO11, 0}, // S_FANG_INTRO10
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{SPR_PLAY, SPR2_MSC2, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12, 0}, // S_FANG_INTRO11
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{SPR_PLAY, SPR2_CNT1|FF_ANIMATE, 50, {NULL}, 0, 4, S_FANG_IDLE1, 0}, // S_FANG_INTRO12
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{SPR_FANG, 11, 2, {A_Boss5MakeJunk}, 0, -1, S_FANG_CLONE2, 0}, // S_FANG_CLONE1
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{SPR_FANG, 11, 0, {A_Repeat}, 49, S_FANG_CLONE1, S_FANG_CLONE3, 0}, // S_FANG_INTRO2
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{SPR_FANG, 12, 0, {A_SetObjectFlags}, MF_NOGRAVITY, 1, S_FANG_CLONE4, 0}, // S_FANG_CLONE3
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{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_IDLE0, 0, S_FANG_CLONE4, 0}, // S_FANG_CLONE4
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{SPR_PLAY, SPR2_SPNG, 2, {A_Boss5MakeJunk}, 0, -1, S_FANG_CLONE2, 0}, // S_FANG_CLONE1
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{SPR_PLAY, SPR2_SPNG, 0, {A_Repeat}, 49, S_FANG_CLONE1, S_FANG_CLONE3, 0}, // S_FANG_CLONE2
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{SPR_PLAY, SPR2_FALL, 0, {A_SetObjectFlags}, MF_NOGRAVITY, 1, S_FANG_CLONE4, 0}, // S_FANG_CLONE3
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{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_IDLE0, 0, S_FANG_CLONE4, 0}, // S_FANG_CLONE4
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{SPR_FANG, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1, 0}, // S_FANG_IDLE0
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{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2, 0}, // S_FANG_IDLE1
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{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE3, 0}, // S_FANG_IDLE2
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{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE4, 0}, // S_FANG_IDLE3
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{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE5, 0}, // S_FANG_IDLE4
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{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE6, 0}, // S_FANG_IDLE5
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{SPR_FANG, 1, 16, {A_Look}, 1, 0, S_FANG_IDLE7, 0}, // S_FANG_IDLE6
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{SPR_FANG, 1, 16, {A_Look}, 1, 0, S_FANG_IDLE8, 0}, // S_FANG_IDLE7
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{SPR_FANG, 1, 16, {A_Look}, 1, 0, S_FANG_IDLE1, 0}, // S_FANG_IDLE8
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{SPR_PLAY, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1, 0}, // S_FANG_IDLE0
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE2, 0}, // S_FANG_IDLE1
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE3, 0}, // S_FANG_IDLE2
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE4, 0}, // S_FANG_IDLE3
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE5, 0}, // S_FANG_IDLE4
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE6, 0}, // S_FANG_IDLE5
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE7, 0}, // S_FANG_IDLE6
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE8, 0}, // S_FANG_IDLE7
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{SPR_PLAY, SPR2_WAIT, 16, {A_Look}, 1, 0, S_FANG_IDLE1, 0}, // S_FANG_IDLE8
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{SPR_FANG, 14, 0, {A_DoNPCPain}, FRACUNIT, 0, S_FANG_PAIN2, 0}, // S_FANG_PAIN1
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{SPR_FANG, 14, 1, {A_Boss5CheckOnGround}, S_FANG_PATHINGSTART1, S_FANG_PINCHPATHINGSTART1, S_FANG_PAIN2, 0}, // S_FANG_PAIN2
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{SPR_PLAY, 0, 0, {A_DoNPCPain}, FRACUNIT, 0, S_FANG_PAIN2, 0}, // S_FANG_PAIN1
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{SPR_PLAY, SPR2_PAIN, 1, {A_Boss5CheckOnGround}, S_FANG_PATHINGSTART1, S_FANG_PINCHPATHINGSTART1, S_FANG_PAIN2, 0}, // S_FANG_PAIN2
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{SPR_FANG, 8, 0, {A_Boss5ExtraRepeat}, 5, 4, S_FANG_PATHINGSTART2, 0}, // S_FANG_PATHINGSTART1
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{SPR_FANG, 8, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHING, 0}, // S_FANG_PATHINGSTART2
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{SPR_FANG, 8, 0, {A_Boss5FindWaypoint}, 0, 0, S_FANG_BOUNCE1, 0}, // S_FANG_PATHING
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{SPR_PLAY, 0, 0, {A_Boss5ExtraRepeat}, 5, 4, S_FANG_PATHINGSTART2, 0}, // S_FANG_PATHINGSTART1
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{SPR_PLAY, 0, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHING, 0}, // S_FANG_PATHINGSTART2
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{SPR_PLAY, 0, 0, {A_Boss5FindWaypoint}, 0, 0, S_FANG_BOUNCE1, 0}, // S_FANG_PATHING
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{SPR_FANG, 8, 2, {A_Thrust}, 0, 1, S_FANG_BOUNCE2, 0}, // S_FANG_BOUNCE1
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{SPR_FANG, 9, 2, {NULL}, 0, 0, S_FANG_BOUNCE3, 0}, // S_FANG_BOUNCE2
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{SPR_FANG, 10, 1, {A_Boss5Jump}, 0, 0, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE3
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{SPR_FANG, 10, 1, {A_Boss5CheckFalling}, S_FANG_CHECKPATH1, S_FANG_FALL1, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE4
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{SPR_PLAY, SPR2_LAND, 2, {A_Thrust}, 0, 1, S_FANG_BOUNCE2, 0}, // S_FANG_BOUNCE1
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{SPR_PLAY, SPR2_LAND, 2, {NULL}, 0, 0, S_FANG_BOUNCE3, 0}, // S_FANG_BOUNCE2
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{SPR_PLAY, SPR2_LAND, 1, {A_Boss5Jump}, 0, 0, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE3
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{SPR_PLAY, SPR2_BNCE, 1, {A_Boss5CheckFalling}, S_FANG_CHECKPATH1, S_FANG_FALL1, S_FANG_BOUNCE4, 0}, // S_FANG_BOUNCE4
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{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL2, 0}, // S_FANG_FALL1
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{SPR_FANG, 13, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL1, 0}, // S_FANG_FALL2
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{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL2, 0}, // S_FANG_FALL1
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{SPR_PLAY, SPR2_FALL, 1, {A_Boss5CheckOnGround}, S_FANG_CHECKPATH1, 0, S_FANG_FALL1, 0}, // S_FANG_FALL2
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{SPR_FANG, 8, 0, {A_Boss5Calm}, 0, 0, S_FANG_CHECKPATH2, 0}, // S_FANG_CHECKPATH1
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{SPR_FANG, 8, 0, {A_Repeat}, 0, S_FANG_PATHINGCONT1, S_FANG_SKID1, 0}, // S_FANG_CHECKPATH2
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{SPR_PLAY, 0, 0, {A_Boss5Calm}, 0, 0, S_FANG_CHECKPATH2, 0}, // S_FANG_CHECKPATH1
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{SPR_PLAY, 0, 0, {A_Repeat}, 0, S_FANG_PATHINGCONT1, S_FANG_SKID1, 0}, // S_FANG_CHECKPATH2
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{SPR_FANG, 9, 0, {A_Boss5PinchShot}, MT_FBOMB, -16, S_FANG_PATHINGCONT2, 0}, // S_FANG_PATHINGCONT1
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{SPR_FANG, 9, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHINGCONT3, 0}, // S_FANG_PATHINGCONT2
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{SPR_FANG, 9, 2, {A_Thrust}, 0, 1, S_FANG_PATHING, 0}, // S_FANG_PATHINGCONT3
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{SPR_PLAY, 0, 0, {A_Boss5PinchShot}, MT_FBOMB, -16, S_FANG_PATHINGCONT2, 0}, // S_FANG_PATHINGCONT1
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{SPR_PLAY, 0, 0, {A_PlayActiveSound}, 0, 0, S_FANG_PATHINGCONT3, 0}, // S_FANG_PATHINGCONT2
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{SPR_PLAY, SPR2_LAND, 2, {A_Thrust}, 0, 1, S_FANG_PATHING, 0}, // S_FANG_PATHINGCONT3
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{SPR_FANG, 4, 0, {A_PlayAttackSound}, 0, 0, S_FANG_SKID2, 0}, // S_FANG_SKID1
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{SPR_FANG, 4, 1, {A_DoNPCSkid}, S_FANG_SKID3, 0, S_FANG_SKID2, 0}, // S_FANG_SKID2
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{SPR_FANG, 4, 10, {NULL}, 0, 0, S_FANG_CHOOSEATTACK, 0}, // S_FANG_SKID3
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{SPR_PLAY, 0, 0, {A_PlayAttackSound}, 0, 0, S_FANG_SKID2, 0}, // S_FANG_SKID1
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{SPR_PLAY, SPR2_SKID, 1, {A_DoNPCSkid}, S_FANG_SKID3, 0, S_FANG_SKID2, 0}, // S_FANG_SKID2
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{SPR_PLAY, SPR2_SKID, 10, {NULL}, 0, 0, S_FANG_CHOOSEATTACK, 0}, // S_FANG_SKID3
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{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
|
||||
|
|
21
src/info.h
21
src/info.h
|
@ -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,
|
||||
|
|
47
src/p_mobj.c
47
src/p_mobj.c
|
@ -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;
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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)
|
||||
|
|
Loading…
Reference in a new issue