Remember when Lach recorded their live reaction to 2.2 so far? Do you recall what the reaction to ACZ3 was?

If you don't, the reaction was "WHAT?? Why is he here? This is GREAT but, what??" And while the reaction is on the positive end of things, it's stll clearly not advisable for our defining Big Reveal of the already huge update.

To this end: Here is a mini cutscene! https://cdn.discordapp.com/attachments/428262628893261828/626207624043429898/srb20005.gif
* He's digging through Eggman's trash.
* Clearly doesn't expect to see you!
* Ready for a fight all the same.
* You can attack him during the mini cutscene if you're impatient.
* Skipped if you give him MTF_AMBUSH.
* Requires new assets (including map) to test, but I'm not ready to make a MR yet because I have other thoughts first.

Also, since I was poking around in p_enemy.c, I fixed A_Boss1Laser's issues (not working with direct 2.1 port states and having the weird secondary attack).
This commit is contained in:
toaster 2019-09-25 14:36:20 +01:00
parent 73146a8338
commit 2a452ddcf5
8 changed files with 216 additions and 42 deletions

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@ -2431,6 +2431,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
{{A_Boss5PinchShot}, "A_BOSS5PINCHSHOT"},
{{A_Boss5MakeItRain}, "A_BOSS5MAKEITRAIN"},
{{A_Boss5MakeJunk}, "A_BOSS5MAKEJUNK"},
{{A_LookForBetter}, "A_LOOKFORBETTER"},
{{A_Boss5BombExplode}, "A_BOSS5BOMBEXPLODE"},
{{A_DustDevilThink}, "A_DUSTDEVILTHINK"},
@ -4784,6 +4785,20 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGROBOJET",
// Boss 5
"S_FANG_SETUP",
"S_FANG_INTRO1",
"S_FANG_INTRO2",
"S_FANG_INTRO3",
"S_FANG_INTRO4",
"S_FANG_INTRO5",
"S_FANG_INTRO6",
"S_FANG_INTRO7",
"S_FANG_INTRO8",
"S_FANG_INTRO9",
"S_FANG_INTRO10",
"S_FANG_INTRO11",
"S_FANG_INTRO12",
"S_FANG_IDLE0",
"S_FANG_IDLE1",
"S_FANG_IDLE2",
"S_FANG_IDLE3",
@ -4855,6 +4870,17 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FANG_FLEEBOUNCE2",
"S_FANG_KO",
"S_BROKENROBOTRANDOM",
"S_BROKENROBOTA",
"S_BROKENROBOTB",
"S_BROKENROBOTC",
"S_BROKENROBOTD",
"S_BROKENROBOTE",
"S_BROKENROBOTF",
"S_ALART1",
"S_ALART2",
"S_FBOMB1",
"S_FBOMB2",
"S_FBOMB_EXPL1",
@ -7264,6 +7290,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 5
"MT_FANG",
"MT_BROKENROBOT",
"MT_FBOMB",
"MT_TNTDUST", // also used by barrel
"MT_FSGNA",

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@ -205,6 +205,8 @@ light_t *t_lspr[NUMSPRITES] =
// Boss 5 (Arid Canyon)
&lspr[NOLIGHT], //SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], //SPR_BRKN
&lspr[NOLIGHT], //SPR_WHAT
&lspr[NOLIGHT], //SPR_FBOM
&lspr[NOLIGHT], //SPR_FSGN
&lspr[REDBALL_L], //SPR_BARX // bomb explosion (also used by barrel)

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@ -93,6 +93,8 @@ char sprnames[NUMSPRITES + 1][5] =
// Boss 5 (Arid Canyon)
"FANG", // replaces EGGQ
"BRKN", // broken robot chunk
"WHAT", // alart
"FBOM",
"FSGN",
"BARX", // bomb explosion (also used by barrel)
@ -1348,6 +1350,22 @@ state_t states[NUMSTATES] =
{SPR_EFIR, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBOJET
// Boss 5
{SPR_NULL, 0, 2, {A_CheckFlags2}, MF2_AMBUSH, S_FANG_IDLE0, S_FANG_INTRO1}, // S_FANG_SETUP
{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, 0, 0, S_FANG_INTRO2}, // S_FANG_INTRO1
{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3}, // S_FANG_INTRO2
{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4}, // S_FANG_INTRO3
{SPR_FANG, 30, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5}, // S_FANG_INTRO4
{SPR_FANG, 27, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6}, // S_FANG_INTRO5
{SPR_FANG, 28, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7}, // S_FANG_INTRO6
{SPR_FANG, 29, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8}, // S_FANG_INTRO7
{SPR_FANG, 30, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5}, // S_FANG_INTRO8
{SPR_FANG, 23|FF_ANIMATE, 50, {NULL}, 1, 4, S_FANG_INTRO10}, // S_FANG_INTRO9
{SPR_FANG, 25, 5, {NULL}, 0, 0, S_FANG_INTRO11}, // S_FANG_INTRO10
{SPR_FANG, 26, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12}, // S_FANG_INTRO11
{SPR_FANG, 31|FF_ANIMATE, 50, {NULL}, 3, 4, S_FANG_IDLE1}, // S_FANG_INTRO12
{SPR_FANG, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1}, // S_FANG_IDLE0
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE3}, // S_FANG_IDLE2
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE4}, // S_FANG_IDLE3
@ -1437,6 +1455,17 @@ state_t states[NUMSTATES] =
{SPR_FANG, 17, 7*TICRATE, {NULL}, 0, 0, S_NULL}, // S_FANG_KO
{SPR_NULL, 0, -1, {A_RandomStateRange}, S_BROKENROBOTA, S_BROKENROBOTF, S_NULL}, // S_BROKENROBOTRANDOM
{SPR_BRKN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTA
{SPR_BRKN, 4|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTB
{SPR_BRKN, 8|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTC
{SPR_BRKN, 12|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTD
{SPR_BRKN, 16|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTE
{SPR_BRKN, 20|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTF
{SPR_WHAT, FF_ANIMATE|FF_FULLBRIGHT, 4, {NULL}, 1, 2, S_ALART2}, // S_ALART1
{SPR_WHAT, 2|FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 1, 2, S_NULL}, // S_ALART2
{SPR_FBOM, 0, 1, {A_GhostMe}, 0, 0, S_FBOMB2}, // S_FBOMB1
{SPR_FBOM, 1, 1, {A_GhostMe}, 0, 0, S_FBOMB1}, // S_FBOMB2
{SPR_BARX, 0|FF_FULLBRIGHT, 3, {A_SetObjectFlags}, MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP, 0, S_FBOMB_EXPL2}, // S_FBOMB_EXPL1
@ -3816,21 +3845,21 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 1, {A_RockSpawn}, 0, 0, S_ROCKSPAWN}, // S_ROCKSPAWN
{SPR_ROIA, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEA
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_BRIC, FF_ANIMATE, -1, {A_DebrisRandom}, 7, 2, S_NULL}, // S_BRICKDEBRIS
@ -5625,7 +5654,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_FANG
204, // doomednum
S_FANG_IDLE1, // spawnstate
S_FANG_SETUP, // spawnstate
8, // spawnhealth
S_FANG_PATHINGSTART1, // seestate
sfx_None, // seesound
@ -5646,10 +5675,37 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // mass
3, // damage
sfx_boingf, // activesound
MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE, // flags
MF_RUNSPAWNFUNC|MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE|MF_NOCLIPTHING, // flags -- MF_NOCLIPTHING will be removed after intro event ends
S_NULL // raisestate
},
{ // MT_BROKENROBOT
-1, // doomednum
S_BROKENROBOTRANDOM, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_ambint, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
255, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
1000, // mass
0, // damage
sfx_crumbl, // activesound
MF_RUNSPAWNFUNC|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_SCENERY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_FBOMB
-1, // doomednum
S_FBOMB1, // spawnstate

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@ -252,6 +252,7 @@ void A_Boss5CheckOnGround();
void A_Boss5CheckFalling();
void A_Boss5PinchShot();
void A_Boss5MakeItRain();
void A_Boss5MakeJunk();
void A_LookForBetter();
void A_Boss5BombExplode();
void A_DustDevilThink();
@ -339,6 +340,8 @@ typedef enum sprite
// Boss 5 (Arid Canyon)
SPR_FANG, // replaces EGGQ
SPR_BRKN,
SPR_WHAT,
SPR_FBOM,
SPR_FSGN,
SPR_BARX, // bomb explosion (also used by barrel)
@ -1495,6 +1498,20 @@ typedef enum state
S_EGGROBOJET,
// Boss 5
S_FANG_SETUP,
S_FANG_INTRO1,
S_FANG_INTRO2,
S_FANG_INTRO3,
S_FANG_INTRO4,
S_FANG_INTRO5,
S_FANG_INTRO6,
S_FANG_INTRO7,
S_FANG_INTRO8,
S_FANG_INTRO9,
S_FANG_INTRO10,
S_FANG_INTRO11,
S_FANG_INTRO12,
S_FANG_IDLE0,
S_FANG_IDLE1,
S_FANG_IDLE2,
S_FANG_IDLE3,
@ -1566,6 +1583,17 @@ typedef enum state
S_FANG_FLEEBOUNCE2,
S_FANG_KO,
S_BROKENROBOTRANDOM,
S_BROKENROBOTA,
S_BROKENROBOTB,
S_BROKENROBOTC,
S_BROKENROBOTD,
S_BROKENROBOTE,
S_BROKENROBOTF,
S_ALART1,
S_ALART2,
S_FBOMB1,
S_FBOMB2,
S_FBOMB_EXPL1,
@ -3997,6 +4025,7 @@ typedef enum mobj_type
// Boss 5
MT_FANG,
MT_BROKENROBOT,
MT_FBOMB,
MT_TNTDUST, // also used by barrel
MT_FSGNA,

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@ -282,6 +282,7 @@ void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_Boss5MakeJunk(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
void A_Boss5BombExplode(mobj_t *actor);
void A_DustDevilThink(mobj_t *actor);
@ -3027,10 +3028,15 @@ void A_Boss1Laser(mobj_t *actor)
if (!actor->target)
return;
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
if (actor->state->tics > 1)
dur = actor->tics;
else
{
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
dur = actor->extravalue2;
dur = actor->extravalue2;
}
switch (locvar2)
{
@ -3076,23 +3082,15 @@ void A_Boss1Laser(mobj_t *actor)
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
S_StartSound(actor, mobjinfo[locvar1].seesound);
if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
{
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
}
/* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path
else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/
/*if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)
angle = FixedAngle(FixedDiv(dur*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT);
else*/
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x, y, z, locvar1);
P_SetTarget(&point->target, actor);
@ -4034,7 +4032,7 @@ bossjustdie:
A_Boss5Jump(mo);
mo->momx = ((16 - 1)*mo->momx)/16;
mo->momy = ((16 - 1)*mo->momy)/16;
if (!(mo->flags2 & MF2_AMBUSH))
if (!(mo->spawnpoint && mo->spawnpoint->options & MTF_EXTRA))
{
const fixed_t time = FixedHypot(mo->tracer->x - mo->x, mo->tracer->y - mo->y)/FixedHypot(mo->momx, mo->momy);
const fixed_t speed = 64*FRACUNIT;
@ -12978,6 +12976,63 @@ void A_Boss5MakeItRain(mobj_t *actor)
actor->extravalue2 = 0;
}
// Function: A_Boss5MakeJunk
//
// Description: Make a mess.
//
// var1 = state # to set on MT_BROKENROBOT (if 0 do nothing)
// var2 = mode (0 = make 1, & 1 make 8, & 2 alart mode)
//
void A_Boss5MakeJunk(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *broked;
angle_t ang;
INT32 i = ((locvar2 & 1) ? 8 : 1);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5MakeJunk", actor))
return;
#endif
if (leveltime < 2)
return;
ang = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
while (i--)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, FRACUNIT, MT_BROKENROBOT);
if (locvar2 & 2)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 != 0)
P_SetMobjState(broked, locvar1);
if (!P_MobjWasRemoved(broked))
P_TeleportMove(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z);
ang += ANGLE_45;
}
if (locvar2 & 2)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, 64<<FRACBITS, MT_GHOST);
S_StartSound(broked, sfx_alart);
broked->fuse = states[S_FANG_INTRO12].tics+10;
P_SetMobjState(broked, S_ALART1);
}
else if (locvar2 & 1)
{
broked->z += broked->momz;
S_StartSound(actor, sfx_s3kccs);
actor->flags &= ~MF_NOCLIPTHING;
}
else
S_StartSound(actor, sfx_s3kd3s);
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.

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@ -9098,9 +9098,12 @@ void P_MobjThinker(mobj_t *mobj)
{
if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
{
/*var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);*/
if (mobj->state->tics > 1)
{
var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);
}
}
else if (leveltime & 1) // Fire mode
{

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@ -212,6 +212,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"boingf", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bouncing"},
{"corkp", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork fired"},
{"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork hit"},
{"alart", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Caught red handed!"},
{"bowl", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bowling"},
{"chuchu", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Train horn"},
{"bsnipe", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Home-run smash"},
@ -609,8 +610,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3kcal", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Energy"}, // ditto
{"s3kcbs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcbl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"}, // ditto
{"s3kcds", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcdl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kces", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Wind tunnel"},

View File

@ -261,6 +261,7 @@ typedef enum
sfx_boingf,
sfx_corkp,
sfx_corkh,
sfx_alart,
sfx_bowl,
sfx_chuchu,
sfx_bsnipe,