mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
Fixed burning cultists switching type in water
Fixed glitched burning enemy state Fixed burning Caleb using innocent burning sprite
This commit is contained in:
parent
fb5e8e72ab
commit
cd88bb1a67
2 changed files with 42 additions and 14 deletions
|
@ -3089,6 +3089,18 @@ static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType)
|
|||
return true;
|
||||
}
|
||||
break;
|
||||
|
||||
case kDudeTinyCaleb:
|
||||
if (VanillaMode() || DemoRecordStatus())
|
||||
break;
|
||||
if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal)
|
||||
{
|
||||
pSprite->type = kDudeBurningTinyCaleb;
|
||||
aiNewState(actor, &innocentBurnGoto);
|
||||
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -5093,22 +5105,17 @@ void MoveDude(spritetype *pSprite)
|
|||
break;
|
||||
case kDudeBurningCultist:
|
||||
{
|
||||
const bool fixRandomCultist = (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode() && !DemoRecordStatus(); // fix burning cultists randomly switching types underwater
|
||||
if (Chance(chance))
|
||||
{
|
||||
pSprite->type = kDudeCultistTommy;
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
|
||||
}
|
||||
else
|
||||
{
|
||||
pSprite->type = kDudeCultistShotgun;
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
|
||||
}
|
||||
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
|
||||
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
aiNewState(&bloodActors[pXSprite->reference], &cultistSwimGoto);
|
||||
break;
|
||||
}
|
||||
case kDudeZombieAxeNormal:
|
||||
|
@ -5727,6 +5734,7 @@ void actProcessSprites(void)
|
|||
int nXSprite = pSprite->extra;
|
||||
if (nXSprite > 0) {
|
||||
XSPRITE *pXSprite = &xsprite[nXSprite];
|
||||
const bool fixBurnGlitch = IsBurningDude(pSprite) && !VanillaMode() && !DemoRecordStatus(); // if enemies are these types, always apply burning damage per tick
|
||||
switch (pSprite->type) {
|
||||
case kThingBloodBits:
|
||||
case kThingBloodChunks:
|
||||
|
@ -5735,7 +5743,7 @@ void actProcessSprites(void)
|
|||
break;
|
||||
}
|
||||
|
||||
if (pXSprite->burnTime > 0)
|
||||
if ((pXSprite->burnTime > 0) || fixBurnGlitch)
|
||||
{
|
||||
pXSprite->burnTime = ClipLow(pXSprite->burnTime-4,0);
|
||||
actDamageSprite(pXSprite->burnSource, pSprite, kDamageBurn, 8);
|
||||
|
|
|
@ -896,11 +896,24 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
spritetype *pSource = &source->s();
|
||||
int nSource = pSource->index;
|
||||
if (pSprite == pSource) return 0;
|
||||
else if (pXSprite->target == -1 || (nSource != pXSprite->target && Chance(pSprite->type == pSource->type ? nDamage*pDudeInfo->changeTargetKin : nDamage*pDudeInfo->changeTarget)))
|
||||
else if (pXSprite->target == -1) // if no target, give the dude a target
|
||||
{
|
||||
aiSetTarget(pXSprite, nSource);
|
||||
aiActivateDude(&bloodActors[pXSprite->reference]);
|
||||
}
|
||||
else if (nSource != pXSprite->target) // if found a new target, retarget
|
||||
{
|
||||
int nThresh = nDamage;
|
||||
if (pSprite->type == pSource->type)
|
||||
nThresh *= pDudeInfo->changeTargetKin;
|
||||
else
|
||||
nThresh *= pDudeInfo->changeTarget;
|
||||
if (Chance(nThresh))
|
||||
{
|
||||
aiSetTarget(pXSprite, nSource);
|
||||
aiActivateDude(&bloodActors[pXSprite->reference]);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
if (gModernMap) {
|
||||
|
@ -1020,6 +1033,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
|
||||
pDudeExtra->recoil = 1;
|
||||
}
|
||||
const bool fixRandomCultist = (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode() && !DemoRecordStatus(); // fix burning cultists randomly switching types underwater
|
||||
switch (pSprite->type)
|
||||
{
|
||||
case kDudeCultistTommy:
|
||||
|
@ -1066,12 +1080,16 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
|
||||
{
|
||||
pSprite->type = kDudeCultistTommy;
|
||||
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
|
||||
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
|
||||
pXSprite->burnTime = 0;
|
||||
aiNewState(actor, &cultistSwimGoto);
|
||||
}
|
||||
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
||||
{
|
||||
pSprite->type = kDudeCultistShotgun;
|
||||
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
|
||||
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
|
||||
pXSprite->burnTime = 0;
|
||||
aiNewState(actor, &cultistSwimGoto);
|
||||
}
|
||||
|
@ -1093,6 +1111,8 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
|
||||
{
|
||||
pSprite->type = kDudeBurningInnocent;
|
||||
if (!VanillaMode() && !DemoRecordStatus()) // fix burning sprite for tiny caleb
|
||||
pSprite->type = kDudeBurningTinyCaleb;
|
||||
aiNewState(actor, &cultistBurnGoto);
|
||||
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
|
||||
gDudeExtra[pSprite->extra].time = PlayClock+360;
|
||||
|
|
Loading…
Reference in a new issue