Merge branch 'mi-hardcode-stuff' into 'master'

MI hardcode stuff

A branch where I hardcode some of the various SOCs in patch.dta and some of our external files

Stuff hardcoded in this branch (so far)
* The contents of SOC_PITY from patch.dta
* The contents of SOC_XMAS from patch.dta
* The big gargoyle for DSZMaster-n1.wad

I've made a subfolder called "mi-hardcode" in my FTP folder for files you'll need for testing:
* srb2win-mihardcode.exe is an exe I compiled for this branch
* An edit of patch.dta with SOC_PITY and SOC_XMAS removed, this can be the new patch.dta once merged in

See merge request !84
This commit is contained in:
Monster Iestyn 2017-04-19 09:19:13 -04:00
commit 25015142b1
4 changed files with 254 additions and 29 deletions

View File

@ -5180,6 +5180,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Deep Sea Gargoyle
"S_GARGOYLE",
"S_BIGGARGOYLE",
// DSZ Seaweed
"S_SEAWEED1",
@ -5338,7 +5339,14 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Xmas-specific stuff
"S_XMASPOLE",
"S_CANDYCANE",
"S_SNOWMAN",
"S_SNOWMAN", // normal
"S_SNOWMANHAT", // with hat + scarf
"S_LAMPPOST1", // normal
"S_LAMPPOST2", // with snow
"S_HANGSTAR",
// Xmas GFZ bushes
"S_XMASBERRYBUSH",
"S_XMASBUSH",
// Botanic Serenity's loads of scenery states
"S_BSZTALLFLOWER_RED",
@ -5530,10 +5538,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PITY4",
"S_PITY5",
"S_PITY6",
"S_PITY7",
"S_PITY8",
"S_PITY9",
"S_PITY10",
"S_FIRS1",
"S_FIRS2",
@ -6552,6 +6556,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Deep Sea Scenery
"MT_GARGOYLE", // Deep Sea Gargoyle
"MT_BIGGARGOYLE", // Deep Sea Gargoyle (Big)
"MT_SEAWEED", // DSZ Seaweed
"MT_WATERDRIP", // Dripping Water source
"MT_WATERDROP", // Water drop from dripping water
@ -6620,7 +6625,14 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Christmas Scenery
"MT_XMASPOLE",
"MT_CANDYCANE",
"MT_SNOWMAN",
"MT_SNOWMAN", // normal
"MT_SNOWMANHAT", // with hat + scarf
"MT_LAMPPOST1", // normal
"MT_LAMPPOST2", // with snow
"MT_HANGSTAR",
// Xmas GFZ bushes
"MT_XMASBERRYBUSH",
"MT_XMASBUSH",
// Botanic Serenity
"MT_BSZTALLFLOWER_RED",

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@ -219,9 +219,11 @@ char sprnames[NUMSPRITES + 1][5] =
// Egg Rock Scenery
// Christmas Scenery
"XMS1",
"XMS2",
"XMS3",
"XMS1", // Christmas Pole
"XMS2", // Candy Cane
"XMS3", // Snowman
"XMS4", // Lamppost
"XMS5", // Hanging Star
// Botanic Serenity Scenery
"BSZ1", // Tall flowers
@ -1767,6 +1769,7 @@ state_t states[NUMSTATES] =
// Deep Sea Gargoyle
{SPR_GARG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_GARGOYLE
{SPR_GARG, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BIGGARGOYLE
// DSZ Seaweed
{SPR_SEWE, 0, -1, {NULL}, 0, 0, S_SEAWEED2}, // S_SEAWEED1
@ -1933,6 +1936,13 @@ state_t states[NUMSTATES] =
{SPR_XMS1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_XMASPOLE
{SPR_XMS2, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CANDYCANE
{SPR_XMS3, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOWMAN
{SPR_XMS3, 1, -1, {NULL}, 0, 0, S_NULL}, // S_SNOWMANHAT
{SPR_XMS4, 0, -1, {NULL}, 0, 0, S_NULL}, // S_LAMPPOST1
{SPR_XMS4, 1, -1, {NULL}, 0, 0, S_NULL}, // S_LAMPPOST2
{SPR_XMS5, 0, -1, {NULL}, 0, 0, S_NULL}, // S_HANGSTAR
// Xmas GFZ bushes
{SPR_BUS1, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BERRYBUSH
{SPR_BUS2, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BUSH
// Loads of Botanic Serenity bullshit
{SPR_BSZ1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BSZTALLFLOWER_RED
@ -2122,16 +2132,12 @@ state_t states[NUMSTATES] =
{SPR_ELEM, FF_FULLBRIGHT|20, 1, {NULL}, 0, 0, S_ELEMF10}, // S_ELEMF9
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF10
{SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY2 }, // S_PITY1
{SPR_PITY, FF_TRANS20|1, 1, {NULL}, 0, 0, S_PITY3 }, // S_PITY2
{SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY4 }, // S_PITY3
{SPR_PITY, FF_TRANS20|2, 1, {NULL}, 0, 0, S_PITY5 }, // S_PITY4
{SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY6 }, // S_PITY5
{SPR_PITY, FF_TRANS20|3, 1, {NULL}, 0, 0, S_PITY7 }, // S_PITY6
{SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY8 }, // S_PITY7
{SPR_PITY, FF_TRANS20|4, 1, {NULL}, 0, 0, S_PITY9 }, // S_PITY8
{SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY10}, // S_PITY9
{SPR_PITY, FF_TRANS20|5, 1, {NULL}, 0, 0, S_PITY1 }, // S_PITY10
{SPR_PITY, FF_TRANS30 , 2, {NULL}, 0, 0, S_PITY2}, // S_PITY1
{SPR_PITY, FF_TRANS30|1, 2, {NULL}, 0, 0, S_PITY3}, // S_PITY2
{SPR_PITY, FF_TRANS30|2, 2, {NULL}, 0, 0, S_PITY4}, // S_PITY3
{SPR_PITY, FF_TRANS20|3, 2, {NULL}, 0, 0, S_PITY5}, // S_PITY4
{SPR_PITY, FF_TRANS30|4, 2, {NULL}, 0, 0, S_PITY6}, // S_PITY5
{SPR_PITY, FF_TRANS20|5, 2, {NULL}, 0, 0, S_PITY1}, // S_PITY6
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40 , 2, {NULL}, 0, 0, S_FIRS2}, // S_FIRS1
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|1, 2, {NULL}, 0, 0, S_FIRS3}, // S_FIRS2
@ -8147,6 +8153,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_BIGGARGOYLE
1009, // doomednum
S_BIGGARGOYLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
12*FRACUNIT, // speed
32*FRACUNIT, // radius
80*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_statu2, // activesound
MF_SLIDEME|MF_SOLID|MF_PUSHABLE, // flags
S_NULL // raisestate
},
{ // MT_SEAWEED
1001, // doomednum
S_SEAWEED1, // spawnstate
@ -9515,7 +9548,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
25*FRACUNIT, // speed
16*FRACUNIT, // radius
40*FRACUNIT, // height
64*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
@ -9524,6 +9557,168 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SNOWMANHAT
1853, // doomednum
S_SNOWMANHAT, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
25*FRACUNIT, // speed
16*FRACUNIT, // radius
80*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SLIDEME|MF_SOLID|MF_PUSHABLE, // flags
S_NULL // raisestate
},
{ // MT_LAMPPOST1
1854, // doomednum
S_LAMPPOST1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
120*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_LAMPPOST2
1855, // doomednum
S_LAMPPOST2, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
120*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_HANGSTAR
1856, // doomednum
S_HANGSTAR, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
4*FRACUNIT, // radius
80*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_XMASBERRYBUSH
1857, // doomednum
S_XMASBERRYBUSH, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_XMASBUSH
1858, // doomednum
S_XMASBUSH, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
// No, I did not do all of this by hand.
// I made a script to make all of these for me.
// Ha HA. ~Inuyasha

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@ -425,9 +425,11 @@ typedef enum sprite
// Egg Rock Scenery
// Christmas Scenery
SPR_XMS1,
SPR_XMS2,
SPR_XMS3,
SPR_XMS1, // Christmas Pole
SPR_XMS2, // Candy Cane
SPR_XMS3, // Snowman
SPR_XMS4, // Lamppost
SPR_XMS5, // Hanging Star
// Botanic Serenity Scenery
SPR_BSZ1, // Tall flowers
@ -1975,6 +1977,7 @@ typedef enum state
// Deep Sea Gargoyle
S_GARGOYLE,
S_BIGGARGOYLE,
// DSZ Seaweed
S_SEAWEED1,
@ -2133,7 +2136,14 @@ typedef enum state
// Xmas-specific stuff
S_XMASPOLE,
S_CANDYCANE,
S_SNOWMAN,
S_SNOWMAN, // normal
S_SNOWMANHAT, // with hat + scarf
S_LAMPPOST1, // normal
S_LAMPPOST2, // with snow
S_HANGSTAR,
// Xmas GFZ bushes
S_XMASBERRYBUSH,
S_XMASBUSH,
// Botanic Serenity's loads of scenery states
S_BSZTALLFLOWER_RED,
@ -2325,10 +2335,6 @@ typedef enum state
S_PITY4,
S_PITY5,
S_PITY6,
S_PITY7,
S_PITY8,
S_PITY9,
S_PITY10,
S_FIRS1,
S_FIRS2,
@ -3366,6 +3372,7 @@ typedef enum mobj_type
// Deep Sea Scenery
MT_GARGOYLE, // Deep Sea Gargoyle
MT_BIGGARGOYLE, // Deep Sea Gargoyle (Big)
MT_SEAWEED, // DSZ Seaweed
MT_WATERDRIP, // Dripping Water source
MT_WATERDROP, // Water drop from dripping water
@ -3434,7 +3441,14 @@ typedef enum mobj_type
// Christmas Scenery
MT_XMASPOLE,
MT_CANDYCANE,
MT_SNOWMAN,
MT_SNOWMAN, // normal
MT_SNOWMANHAT, // with hat + scarf
MT_LAMPPOST1, // normal
MT_LAMPPOST2, // with snow
MT_HANGSTAR,
// Xmas GFZ bushes
MT_XMASBERRYBUSH,
MT_XMASBUSH,
// Botanic Serenity scenery
MT_BSZTALLFLOWER_RED,

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@ -8434,6 +8434,10 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
case MT_SPIKE:
mobj->flags2 |= MF2_STANDONME;
break;
case MT_LAMPPOST1:
case MT_LAMPPOST2:
mobj->flags2 |= MF2_STANDONME;
break;
case MT_DETON:
mobj->movedir = 0;
break;