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https://git.do.srb2.org/STJr/SRB2.git
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FF_ANIMATE now cooperates with Sprite2, and to this end a few player states which have non-varying animation speeds (some which previously had a speed of 0) now use it.
This commit is contained in:
parent
080b3c1d6d
commit
fc64feee60
2 changed files with 64 additions and 57 deletions
76
src/info.c
76
src/info.c
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@ -479,32 +479,32 @@ state_t states[NUMSTATES] =
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{SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK
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// Player
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{SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND
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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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{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
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{SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
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{SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP
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{SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
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{SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING
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{SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
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{SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE
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{SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
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{SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT}, // S_PLAY_STND
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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|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_PAIN
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{SPR_PLAY, SPR2_DEAD|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_DEAD}, // S_PLAY_DEAD
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{SPR_PLAY, SPR2_DRWN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_DRWN}, // S_PLAY_DRWN
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{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
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{SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
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{SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP
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{SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
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{SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING
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{SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
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{SPR_PLAY, SPR2_EDGE|FF_ANIMATE, -1, {NULL}, 0, 12, S_PLAY_EDGE}, // S_PLAY_EDGE
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{SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
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// CA_FLY/CA_SWIM
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{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
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{SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
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{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
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{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
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{SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
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{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
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// CA_GLIDEANDCLIMB
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{SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
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{SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING
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{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
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{SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
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{SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING
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{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
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// CA_TWINSPIN
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{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
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@ -514,22 +514,22 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
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// SF_SUPERANIMS
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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_SSTN, -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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{SPR_PLAY, SPR2_SDRN, 4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN
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{SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
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{SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
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{SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
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{SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING
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{SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
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{SPR_PLAY, SPR2_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE
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{SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
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{SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT
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{SPR_PLAY, SPR2_SSTD|FF_ANIMATE, -1, {NULL}, 0, 7, S_NULL}, // 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|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN
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{SPR_PLAY, SPR2_SSTN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN
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{SPR_PLAY, SPR2_SDTH|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD
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{SPR_PLAY, SPR2_SDRN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN
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{SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
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{SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
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{SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
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{SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING
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{SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
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{SPR_PLAY, SPR2_SEDG|FF_ANIMATE, -1, {NULL}, 0, 12, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE
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{SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
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{SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT
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// SF_SUPER
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{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
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45
src/p_mobj.c
45
src/p_mobj.c
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@ -86,9 +86,14 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum)
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//
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FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *st)
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{
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INT32 animlength = (mobj->skin && mobj->sprite == SPR_PLAY)
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? (INT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes) - 1
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: st->var1;
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if (!(st->frame & FF_ANIMATE))
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return;
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if (st->var1 == 0 || st->var2 == 0)
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if (animlength <= 0 || st->var2 == 0)
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{
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mobj->frame &= ~FF_ANIMATE;
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return; // Crash/stupidity prevention
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@ -102,11 +107,11 @@ FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *s
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if (!leveltime) return;
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mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer
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mobj->frame += ((leveltime + 2) / st->var2) % (st->var1 + 1); // Frame synced to timer (duration taken into account)
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mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account)
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}
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else if (st->frame & FF_RANDOMANIM)
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{
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mobj->frame += P_RandomKey(st->var1 + 1); // Random starting frame
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mobj->frame += P_RandomKey(animlength + 1); // Random starting frame
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mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame
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}
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}
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@ -119,8 +124,16 @@ FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj)
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// var2 determines delay between animation frames
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if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0)
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return;
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mobj->anim_duration = (UINT16)mobj->state->var2;
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if (mobj->sprite == SPR_PLAY)
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{
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if (mobj->skin && (((++mobj->frame) & FF_FRAMEMASK) >= (UINT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes)))
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mobj->frame &= ~FF_FRAMEMASK;
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return;
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}
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// compare the current sprite frame to the one we started from
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// if more than var1 away from it, swap back to the original
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// else just advance by one
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@ -181,7 +194,10 @@ static UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
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boolean noalt = false;
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UINT8 numframes;
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while (skin && ((numframes = skin->sprites[spr2].numframes) <= 0)
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if (!skin)
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return 0;
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while (((numframes = skin->sprites[spr2].numframes) <= 0)
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&& spr2 != SPR2_STND)
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{
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switch(spr2)
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@ -613,8 +629,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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}
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}
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mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
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// Player animations
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if (st->sprite == SPR_PLAY)
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{
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@ -672,9 +686,10 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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{
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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P_SetupStateAnimation(mobj, st);
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}
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P_SetupStateAnimation(mobj, st);
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// Modified handling.
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// Call action functions when the state is set
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@ -786,9 +801,10 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
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{
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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P_SetupStateAnimation(mobj, st);
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}
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P_SetupStateAnimation(mobj, st);
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// Modified handling.
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// Call action functions when the state is set
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@ -4178,17 +4194,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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}
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animonly:
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// cycle through states,
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// calling action functions at transitions
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if (mobj->tics != -1)
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{
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mobj->tics--;
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// you can cycle through multiple states in a tic
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if (!mobj->tics)
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if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate))
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return; // freed itself
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}
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P_CyclePlayerMobjState(mobj);
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}
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static void CalculatePrecipFloor(precipmobj_t *mobj)
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@ -8842,6 +8848,7 @@ void P_SpawnPlayer(INT32 playernum)
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// (usefulness: when body mobj is detached from player (who respawns),
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// the dead body mobj retains the skin through the 'spritedef' override).
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mobj->skin = &skins[p->skin];
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P_SetupStateAnimation(mobj, mobj->state);
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mobj->health = p->health;
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p->playerstate = PST_LIVE;
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