CEZ1 flames now implemented.

Please note Brak flames use a FF_ANIMATE state instead of the normal flame ones because they are spammed a lot, and the normal ones make particles.
This commit is contained in:
toasterbabe 2017-01-21 12:39:41 +00:00
parent 90b2236711
commit 4e8ce1b77f
4 changed files with 87 additions and 11 deletions

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@ -1961,6 +1961,7 @@ static actionpointer_t actionpointers[] =
{{A_FlickyCheck}, "A_FLICKYCHECK"},
{{A_FlickyHeightCheck}, "A_FLICKYHEIGHTCHECK"},
{{A_FlickyFlutter}, "A_FLICKYFLUTTER"},
{{A_FlameParticle}, "A_FLAMEPARTICLE"},
{{NULL}, "NONE"},
@ -5212,6 +5213,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAME2",
"S_FLAME3",
"S_FLAME4",
"S_FLAME5",
"S_FLAME6",
"S_FLAMEPARTICLE",
"S_FLAMEREST",
// Eggman Statue
"S_EGGSTATUE1",
@ -6550,6 +6556,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Castle Eggman Scenery
"MT_CHAIN", // CEZ Chain
"MT_FLAME", // Flame (has corona)
"MT_FLAMEPARTICLE",
"MT_EGGSTATUE", // Eggman Statue
"MT_MACEPOINT", // Mace rotation point
"MT_SWINGMACEPOINT", // Mace swinging point

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@ -1246,12 +1246,12 @@ state_t states[NUMSTATES] =
{SPR_RCKT, 2 + FF_FULLBRIGHT, 6, {A_NapalmScatter}, MT_CYBRAKDEMON_NAPALM_FLAMES + (6<<16), 32 + (16<<16), S_CYBRAKDEMONMISSILE_EXPLODE3}, // S_CYBRAKDEMONMISSILE_EXPLODE2
{SPR_RCKT, 3 + FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_NULL}, // S_CYBRAKDEMONMISSILE_EXPLODE3
{SPR_FLME, FF_TRANS50|FF_FULLBRIGHT , 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY2}, // S_CYBRAKDEMONFLAMESHOT_FLY1
{SPR_FLME, FF_TRANS50|FF_FULLBRIGHT|1, 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY2
{SPR_FLME, FF_TRANS50|FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY3
{SPR_FLME, FF_TRANS50|FF_FULLBRIGHT|2, 0, {A_SpawnObjectRelative}, 0, MT_CYBRAKDEMON_FLAMEREST, S_NULL}, // S_CYBRAKDEMONFLAMESHOT_DIE
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT , 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY2}, // S_CYBRAKDEMONFLAMESHOT_FLY1
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT|1, 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY2
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY3
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT|2, 0, {A_SpawnObjectRelative}, 0, MT_CYBRAKDEMON_FLAMEREST, S_NULL}, // S_CYBRAKDEMONFLAMESHOT_DIE
{SPR_FLAM, FF_TRANS50|FF_FULLBRIGHT|3, 3, {A_SetFuse}, 10*TICRATE, 0, S_FLAME1}, // S_CYBRAKDEMONFLAMEREST
{SPR_FLAM, FF_TRANS20|FF_FULLBRIGHT|5, 3, {A_SetFuse}, 10*TICRATE, 0, S_FLAMEREST}, // S_CYBRAKDEMONFLAMEREST
{SPR_ELEC, 0 + FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_CYBRAKDEMONELECTRICBARRIER_INIT2}, // S_CYBRAKDEMONELECTRICBARRIER_INIT1
{SPR_ELEC, 0 + FF_FULLBRIGHT, 0, {A_RemoteAction}, -1, S_CYBRAKDEMON_INVINCIBLERIZE, S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND}, // S_CYBRAKDEMONELECTRICBARRIER_INIT2
@ -1806,10 +1806,15 @@ state_t states[NUMSTATES] =
{SPR_CHAN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZCHAIN
// Flame
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50, 3, {NULL}, 0, 0, S_FLAME2}, // S_FLAME1
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50|1, 3, {NULL}, 0, 0, S_FLAME3}, // S_FLAME2
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50|2, 3, {NULL}, 0, 0, S_FLAME4}, // S_FLAME3
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50|3, 3, {NULL}, 0, 0, S_FLAME1}, // S_FLAME4
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20, 3, {A_FlameParticle}, 3, 0, S_FLAME2}, // S_FLAME1
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|1, 3, {NULL}, 0, 0, S_FLAME3}, // S_FLAME2
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|2, 3, {A_FlameParticle}, 3, 0, S_FLAME4}, // S_FLAME3
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|3, 3, {NULL}, 0, 0, S_FLAME5}, // S_FLAME4
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|4, 3, {A_FlameParticle}, 3, 0, S_FLAME6}, // S_FLAME5
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|5, 3, {NULL}, 0, 0, S_FLAME1}, // S_FLAME6
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS10|6, 24, {NULL}, 0, 0, S_NULL}, // S_FLAMEPARTICLE
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|FF_ANIMATE, -1, {NULL}, 5, 3, S_FLAME2}, // S_FLAMEREST
// Eggman statue
{SPR_ESTA, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGSTATUE1
@ -4730,7 +4735,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
MT_NULL, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
@ -8370,7 +8375,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
MT_FLAMEPARTICLE, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
@ -8388,6 +8393,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_FLAMEPARTICLE
-1, // doomednum
S_FLAMEPARTICLE, // 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
FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_EGGSTATUE
1102, // doomednum
S_EGGSTATUE1, // spawnstate

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@ -224,6 +224,7 @@ void A_FlickyFlounder();
void A_FlickyCheck();
void A_FlickyHeightCheck();
void A_FlickyFlutter();
void A_FlameParticle();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
#define NUMMOBJFREESLOTS 256
@ -2017,6 +2018,11 @@ typedef enum state
S_FLAME2,
S_FLAME3,
S_FLAME4,
S_FLAME5,
S_FLAME6,
S_FLAMEPARTICLE,
S_FLAMEREST,
// Eggman Statue
S_EGGSTATUE1,
@ -3374,6 +3380,7 @@ typedef enum mobj_type
// Castle Eggman Scenery
MT_CHAIN, // CEZ Chain
MT_FLAME, // Flame (has corona)
MT_FLAMEPARTICLE,
MT_EGGSTATUE, // Eggman Statue
MT_MACEPOINT, // Mace rotation point
MT_SWINGMACEPOINT, // Mace swinging point

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@ -252,6 +252,7 @@ void A_FlickyFlounder(mobj_t *actor);
void A_FlickyCheck(mobj_t *actor);
void A_FlickyHeightCheck(mobj_t *actor);
void A_FlickyFlutter(mobj_t *actor);
void A_FlameParticle(mobj_t *actor);
//
// ENEMY THINKING
@ -10759,3 +10760,32 @@ void A_FlickyFlutter(mobj_t *actor)
}
#undef FLICKYHITWALL
// Function: A_FlameParticle
//
// Description: Creates the mobj's painchance at a random position around the object's radius.
//
// var1 = momz of particle.
//
void A_FlameParticle(mobj_t *actor)
{
mobjtype_t type = (mobjtype_t)(mobjinfo[actor->type].painchance);
INT32 locvar1 = var1;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlameParticle", actor))
return;
#endif
if (type)
{
fixed_t rad = 2*actor->radius>>FRACBITS;
fixed_t hei = actor->height>>FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(actor,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
type);
P_SetObjectMomZ(particle, locvar1<<FRACBITS, false);
}
}