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- SW: added countermeasure to re-enable lower skills on mods not implementing them.
Aside from spawning the enemies from the lowest supported skill it will also reduce the threat level by reducing health of some enemies or by replacing the harder Ninja variants with the base type.
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6062af562d
commit
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6 changed files with 57 additions and 24 deletions
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@ -562,7 +562,7 @@ int SpawnCoolg(short SpriteNum)
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{
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// Don't do a ghost every time
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if (RANDOM_RANGE(1000) > 700)
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if (RANDOM_RANGE(1000) > 700 || Skill < MinEnemySkill - 1)
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{
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return(0);
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}
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@ -2095,6 +2095,7 @@ extern USERSAVE puser[MAX_SW_PLAYERS_REG];
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extern double smoothratio;
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extern int MoveSkip4, MoveSkip2, MoveSkip8;
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extern int MinEnemySkill;
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#define MASTER_SWITCHING 1
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@ -728,7 +728,7 @@ SetupGirlNinja(short SpriteNum)
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else
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{
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u = SpawnUser(SpriteNum, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]);
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u->Health = 100;
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u->Health = (Skill < MinEnemySkill - 1) ? 50 : 100;
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}
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u->StateEnd = s_GirlNinjaDie;
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@ -1832,6 +1832,10 @@ SetupNinja(short SpriteNum)
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ANIMATOR DoActorDecide;
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short pic = sp->picnum;
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// Fake some skill settings in case the lower skills are empty.
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int RedNinjaHealth = MinEnemySkill <= Skill ? HEALTH_RED_NINJA : HEALTH_NINJA;
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if (Skill < MinEnemySkill - 1) sp->pal = 0;
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if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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{
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u = User[SpriteNum].Data();
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@ -1853,7 +1857,7 @@ SetupNinja(short SpriteNum)
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u->Attrib = &InvisibleNinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaGreenActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = HEALTH_RED_NINJA;
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u->Health = RedNinjaHealth;
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SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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sp->shade = 127;
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sp->pal = u->spal = PALETTE_PLAYER5;
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@ -1881,7 +1885,7 @@ SetupNinja(short SpriteNum)
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u->Attrib = &NinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaRedActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = HEALTH_RED_NINJA;
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u->Health = RedNinjaHealth;
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sp->pal = u->spal = PALETTE_PLAYER3;
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if (pic == NINJA_CRAWL_R0)
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{
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@ -1906,7 +1910,7 @@ SetupNinja(short SpriteNum)
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u->Attrib = &NinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaSeekerActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = HEALTH_RED_NINJA;
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u->Health = RedNinjaHealth;
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sp->pal = u->spal = PAL_XLAT_LT_TAN;
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u->Attrib = &NinjaAttrib;
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}
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@ -1915,7 +1919,7 @@ SetupNinja(short SpriteNum)
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u->Attrib = &NinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaGrenadeActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = HEALTH_RED_NINJA;
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u->Health = RedNinjaHealth;
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sp->pal = u->spal = PAL_XLAT_LT_GREY;
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u->Attrib = &NinjaAttrib;
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}
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@ -1270,6 +1270,7 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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.Array("bosswasseen", bosswasseen, 3)
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.Array("BossSpriteNum", BossSpriteNum, 3);
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arc.Array("tracks", Track, countof(Track))
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("minenemyskill", MinEnemySkill)
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;
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postSerializePanelSprites(arc);
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arc.EndObject();
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@ -92,6 +92,7 @@ void InitWeaponUzi(PLAYERp);
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bool FAF_Sector(short sectnum);
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int MoveSkip4, MoveSkip2, MoveSkip8;
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int MinEnemySkill;
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extern STATE s_CarryFlag[];
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extern STATE s_CarryFlagNoDet[];
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@ -1049,7 +1050,8 @@ ActorTestSpawn(SPRITEp sp)
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}
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// Skill ranges from -1 (No Monsters) to 3
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if (TEST(sp->extra, SPRX_SKILL) > Skill)
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int spawnskill = TEST(sp->extra, SPRX_SKILL);
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if (spawnskill > MinEnemySkill || (MinEnemySkill == 0 && spawnskill > Skill))
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{
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// JBF: hack to fix Wanton Destruction's missing Sumos, Serpents, and Zilla on Skill < 2
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@ -1091,23 +1093,44 @@ ActorTestSpawn(SPRITEp sp)
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}
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void PreCacheRipper(void);
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void PreCacheRipper2(void);
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void PreCacheCoolie(void);
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void PreCacheSerpent(void);
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void PreCacheGuardian(void);
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void PreCacheNinja(void);
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void PreCacheSumo(void);
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void PreCacheEel(void);
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void PreCacheToiletGirl(void);
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void PreCacheWashGirl(void);
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void PreCacheTrash(void);
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void PreCacheBunny(void);
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void PreCacheSkel(void);
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void PreCacheHornet(void);
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void PreCacheSkull(void);
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void PreCacheBetty(void);
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void PreCachePachinko(void);
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int EnemyCheckSkill()
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{
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StatIterator it(STAT_DEFAULT);
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int maxskill = INT_MAX;
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int SpriteNum;
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while ((SpriteNum = it.NextIndex()) >= 0)
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{
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auto sp = &sprite[SpriteNum];
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switch (sp->picnum)
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{
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case COOLIE_RUN_R0:
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case NINJA_RUN_R0:
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case NINJA_CRAWL_R0:
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case GORO_RUN_R0:
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case 1441:
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case COOLG_RUN_R0:
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case EEL_RUN_R0:
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case SUMO_RUN_R0:
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case ZILLA_RUN_R0:
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case RIPPER_RUN_R0:
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case RIPPER2_RUN_R0:
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case SERP_RUN_R0:
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case LAVA_RUN_R0:
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case SKEL_RUN_R0:
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case HORNET_RUN_R0:
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case SKULL_R0:
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case BETTY_R0:
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case GIRLNINJA_RUN_R0:
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{
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int myskill = sp->extra & SPRX_SKILL;
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if (myskill < maxskill) maxskill = myskill;
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}
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}
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}
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if (maxskill < 0 || maxskill == INT_MAX) maxskill = 0;
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return maxskill;
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}
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bool
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ActorSpawn(SPRITEp sp)
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@ -1789,6 +1812,8 @@ SpriteSetup(void)
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short i, num;
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int cz,fz;
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MinEnemySkill = EnemyCheckSkill();
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// special case for player
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PicAnimOff(PLAYER_NINJA_RUN_R0);
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@ -1808,6 +1833,8 @@ SpriteSetup(void)
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// Call my little sprite setup routine first
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JS_SpriteSetup();
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int minEnemySkill = EnemyCheckSkill();
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StatIterator it(STAT_DEFAULT);
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while ((SpriteNum = it.NextIndex()) >= 0)
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{
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