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https://github.com/DrBeef/Raze.git
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Fixed burning cultists switching type in water
Fixed glitched burning enemy state Fixed burning Caleb using innocent burning sprite
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fb5e8e72ab
commit
cd88bb1a67
2 changed files with 42 additions and 14 deletions
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@ -3089,6 +3089,18 @@ static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType)
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return true;
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}
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break;
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case kDudeTinyCaleb:
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if (VanillaMode() || DemoRecordStatus())
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break;
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if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal)
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{
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pSprite->type = kDudeBurningTinyCaleb;
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aiNewState(actor, &innocentBurnGoto);
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actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
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return true;
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}
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break;
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}
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return false;
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}
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@ -5093,22 +5105,17 @@ void MoveDude(spritetype *pSprite)
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break;
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case kDudeBurningCultist:
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{
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const bool fixRandomCultist = (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode() && !DemoRecordStatus(); // fix burning cultists randomly switching types underwater
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if (Chance(chance))
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{
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pSprite->type = kDudeCultistTommy;
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pXSprite->burnTime = 0;
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evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
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sfxPlay3DSound(pSprite, 720, -1, 0);
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aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
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}
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else
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{
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pSprite->type = kDudeCultistShotgun;
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pXSprite->burnTime = 0;
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evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
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sfxPlay3DSound(pSprite, 720, -1, 0);
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aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
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}
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if (fixRandomCultist) // fix burning cultists randomly switching types underwater
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pSprite->type = pSprite->inittype; // restore back to spawned cultist type
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pXSprite->burnTime = 0;
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evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
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sfxPlay3DSound(pSprite, 720, -1, 0);
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aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
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break;
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}
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case kDudeZombieAxeNormal:
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@ -5727,6 +5734,7 @@ void actProcessSprites(void)
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int nXSprite = pSprite->extra;
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if (nXSprite > 0) {
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XSPRITE *pXSprite = &xsprite[nXSprite];
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const bool fixBurnGlitch = IsBurningDude(pSprite) && !VanillaMode() && !DemoRecordStatus(); // if enemies are these types, always apply burning damage per tick
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switch (pSprite->type) {
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case kThingBloodBits:
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case kThingBloodChunks:
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@ -5735,7 +5743,7 @@ void actProcessSprites(void)
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break;
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}
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if (pXSprite->burnTime > 0)
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if ((pXSprite->burnTime > 0) || fixBurnGlitch)
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{
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pXSprite->burnTime = ClipLow(pXSprite->burnTime-4,0);
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actDamageSprite(pXSprite->burnSource, pSprite, kDamageBurn, 8);
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@ -896,11 +896,24 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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spritetype *pSource = &source->s();
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int nSource = pSource->index;
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if (pSprite == pSource) return 0;
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else if (pXSprite->target == -1 || (nSource != pXSprite->target && Chance(pSprite->type == pSource->type ? nDamage*pDudeInfo->changeTargetKin : nDamage*pDudeInfo->changeTarget)))
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else if (pXSprite->target == -1) // if no target, give the dude a target
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{
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aiSetTarget(pXSprite, nSource);
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aiActivateDude(&bloodActors[pXSprite->reference]);
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}
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else if (nSource != pXSprite->target) // if found a new target, retarget
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{
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int nThresh = nDamage;
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if (pSprite->type == pSource->type)
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nThresh *= pDudeInfo->changeTargetKin;
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else
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nThresh *= pDudeInfo->changeTarget;
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if (Chance(nThresh))
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{
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aiSetTarget(pXSprite, nSource);
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aiActivateDude(&bloodActors[pXSprite->reference]);
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}
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}
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#ifdef NOONE_EXTENSIONS
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if (gModernMap) {
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@ -1020,6 +1033,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
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pDudeExtra->recoil = 1;
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}
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const bool fixRandomCultist = (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode() && !DemoRecordStatus(); // fix burning cultists randomly switching types underwater
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switch (pSprite->type)
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{
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case kDudeCultistTommy:
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@ -1066,12 +1080,16 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
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{
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pSprite->type = kDudeCultistTommy;
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if (fixRandomCultist) // fix burning cultists randomly switching types underwater
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pSprite->type = pSprite->inittype; // restore back to spawned cultist type
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pXSprite->burnTime = 0;
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aiNewState(actor, &cultistSwimGoto);
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}
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else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
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{
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pSprite->type = kDudeCultistShotgun;
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if (fixRandomCultist) // fix burning cultists randomly switching types underwater
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pSprite->type = pSprite->inittype; // restore back to spawned cultist type
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pXSprite->burnTime = 0;
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aiNewState(actor, &cultistSwimGoto);
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}
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@ -1093,6 +1111,8 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
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{
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pSprite->type = kDudeBurningInnocent;
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if (!VanillaMode() && !DemoRecordStatus()) // fix burning sprite for tiny caleb
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pSprite->type = kDudeBurningTinyCaleb;
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aiNewState(actor, &cultistBurnGoto);
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aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
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gDudeExtra[pSprite->extra].time = PlayClock+360;
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