Motor's new Eggman sprites, along with some other sweet bits of boss polish. What else can I say? Just play it.

This commit is contained in:
toaster 2019-08-30 19:19:54 +01:00
parent 121d8b7838
commit 6a9da63d7f
8 changed files with 408 additions and 433 deletions

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@ -4585,10 +4585,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SONIC3KBOSSEXPLOSION6",
"S_JETFUME1",
"S_JETFUME2",
// Boss 1
"S_EGGMOBILE_STND",
"S_EGGMOBILE_ROFL",
"S_EGGMOBILE_LATK1",
"S_EGGMOBILE_LATK2",
"S_EGGMOBILE_LATK3",
@ -4598,7 +4598,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE_LATK7",
"S_EGGMOBILE_LATK8",
"S_EGGMOBILE_LATK9",
"S_EGGMOBILE_LATK10",
"S_EGGMOBILE_RATK1",
"S_EGGMOBILE_RATK2",
"S_EGGMOBILE_RATK3",
@ -4608,7 +4607,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE_RATK7",
"S_EGGMOBILE_RATK8",
"S_EGGMOBILE_RATK9",
"S_EGGMOBILE_RATK10",
"S_EGGMOBILE_PANIC1",
"S_EGGMOBILE_PANIC2",
"S_EGGMOBILE_PANIC3",
@ -4616,6 +4614,14 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE_PANIC5",
"S_EGGMOBILE_PANIC6",
"S_EGGMOBILE_PANIC7",
"S_EGGMOBILE_PANIC8",
"S_EGGMOBILE_PANIC9",
"S_EGGMOBILE_PANIC10",
"S_EGGMOBILE_PANIC11",
"S_EGGMOBILE_PANIC12",
"S_EGGMOBILE_PANIC13",
"S_EGGMOBILE_PANIC14",
"S_EGGMOBILE_PANIC15",
"S_EGGMOBILE_PAIN",
"S_EGGMOBILE_PAIN2",
"S_EGGMOBILE_DIE1",
@ -4626,6 +4632,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE_FLEE2",
"S_EGGMOBILE_BALL",
"S_EGGMOBILE_TARGET",
"S_BOSSEGLZ1",
"S_BOSSEGLZ2",
// Boss 2
"S_EGGMOBILE2_STND",
@ -4657,11 +4665,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Boss 3
"S_EGGMOBILE3_STND",
"S_EGGMOBILE3_LAUGH1",
"S_EGGMOBILE3_LAUGH2",
"S_EGGMOBILE3_LAUGH3",
"S_EGGMOBILE3_LAUGH4",
"S_EGGMOBILE3_LAUGH5",
"S_EGGMOBILE3_SHOCK",
"S_EGGMOBILE3_ATK1",
"S_EGGMOBILE3_ATK2",
"S_EGGMOBILE3_ATK3A",
@ -4670,21 +4674,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE3_ATK3D",
"S_EGGMOBILE3_ATK4",
"S_EGGMOBILE3_ATK5",
"S_EGGMOBILE3_LAUGH6",
"S_EGGMOBILE3_LAUGH7",
"S_EGGMOBILE3_LAUGH8",
"S_EGGMOBILE3_LAUGH9",
"S_EGGMOBILE3_LAUGH10",
"S_EGGMOBILE3_LAUGH11",
"S_EGGMOBILE3_LAUGH12",
"S_EGGMOBILE3_LAUGH13",
"S_EGGMOBILE3_LAUGH14",
"S_EGGMOBILE3_LAUGH15",
"S_EGGMOBILE3_LAUGH16",
"S_EGGMOBILE3_LAUGH17",
"S_EGGMOBILE3_LAUGH18",
"S_EGGMOBILE3_LAUGH19",
"S_EGGMOBILE3_LAUGH20",
"S_EGGMOBILE3_ROFL",
"S_EGGMOBILE3_PAIN",
"S_EGGMOBILE3_PAIN2",
"S_EGGMOBILE3_DIE1",
@ -4694,15 +4684,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE3_FLEE1",
"S_EGGMOBILE3_FLEE2",
// Boss 3 Propeller
"S_PROPELLER1",
"S_PROPELLER2",
"S_PROPELLER3",
"S_PROPELLER4",
"S_PROPELLER5",
"S_PROPELLER6",
"S_PROPELLER7",
// Boss 3 pinch
"S_FAKEMOBILE_INIT",
"S_FAKEMOBILE",
@ -4715,6 +4696,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FAKEMOBILE_DIE1",
"S_FAKEMOBILE_DIE2",
"S_BOSSSEBH1",
"S_BOSSSEBH2",
// Boss 4
"S_EGGMOBILE4_STND",
"S_EGGMOBILE4_LATK1",
@ -5118,16 +5102,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_MSSHIELD_F1",
"S_MSSHIELD_F2",
"S_MSSHIELD_F3",
"S_MSSHIELD_F4",
"S_MSSHIELD_F5",
"S_MSSHIELD_F6",
"S_MSSHIELD_F7",
"S_MSSHIELD_F8",
"S_MSSHIELD_F9",
"S_MSSHIELD_F10",
"S_MSSHIELD_F11",
"S_MSSHIELD_F12",
// Ring
"S_RING",
@ -7211,6 +7185,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_EGGTRAP",
"MT_BOSS3WAYPOINT",
"MT_BOSS9GATHERPOINT",
"MT_BOSSJUNK",
// Boss 1
"MT_EGGMOBILE",
@ -7222,15 +7197,11 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 2
"MT_EGGMOBILE2",
"MT_EGGMOBILE2_POGO",
"MT_BOSSTANK1",
"MT_BOSSTANK2",
"MT_BOSSSPIGOT",
"MT_GOOP",
"MT_GOOPTRAIL",
// Boss 3
"MT_EGGMOBILE3",
"MT_PROPELLER",
"MT_FAKEMOBILE",
"MT_SHOCK",

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@ -186,17 +186,16 @@ light_t *t_lspr[NUMSPRITES] =
// Boss 1, (Greenflower)
&lspr[NOLIGHT], // SPR_EGGM
&lspr[NOLIGHT], // SPR_EGLZ
// Boss 2, (Techno Hill)
&lspr[NOLIGHT], // SPR_EGGN
&lspr[NOLIGHT], // SPR_TNKA
&lspr[NOLIGHT], // SPR_TNKB
&lspr[NOLIGHT], // SPR_SPNK
&lspr[NOLIGHT], // SPR_TANK
&lspr[NOLIGHT], // SPR_GOOP
// Boss 3 (Deep Sea)
&lspr[NOLIGHT], // SPR_EGGO
&lspr[NOLIGHT], // SPR_PRPL
&lspr[NOLIGHT], // SPR_SEBH
&lspr[NOLIGHT], // SPR_FAKE
// Boss 4 (Castle Eggman)

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@ -73,18 +73,17 @@ char sprnames[NUMSPRITES + 1][5] =
"JETF", // Boss jet fumes
// Boss 1 (Greenflower)
"EGGM",
"EGGM", // Boss 1
"EGLZ", // Boss 1 Junk
// Boss 2 (Techno Hill)
"EGGN", // Boss 2
"TNKA", // Boss 2 Tank 1
"TNKB", // Boss 2 Tank 2
"SPNK", // Boss 2 Spigot
"TANK", // Boss 2 Junk
"GOOP", // Boss 2 Goop
// Boss 3 (Deep Sea)
"EGGO", // Boss 3
"PRPL", // Boss 3 Propeller
"SEBH", // Boss 3 Junk
"FAKE", // Boss 3 Fakemobile
// Boss 4 (Castle Eggman)
@ -1179,49 +1178,58 @@ state_t states[NUMSTATES] =
{SPR_BOM3, FF_FULLBRIGHT|4, 3, {NULL}, 0, 0, S_SONIC3KBOSSEXPLOSION6}, // S_SONIC3KBOSSEXPLOSION5
{SPR_BOM3, FF_FULLBRIGHT|5, 4, {NULL}, 0, 0, S_NULL}, // S_SONIC3KBOSSEXPLOSION6
{SPR_JETF, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_JETFUME2}, // S_JETFUME1
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_JETFUME1}, // S_JETFUME2
{SPR_JETF, FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 2, 1, S_NULL}, // S_JETFUME1
// Boss 1
{SPR_EGGM, 0, 1, {A_Boss1Chase}, 0, 0, S_EGGMOBILE_STND}, // S_EGGMOBILE_STND
{SPR_EGGM, FF_ANIMATE|17, 35, {A_FaceTarget}, 1, 2, S_EGGMOBILE_STND}, // S_EGGMOBILE_ROFL
{SPR_EGGM, 1, 3, {A_FaceTarget}, 0, 0, S_EGGMOBILE_LATK2}, // S_EGGMOBILE_LATK1
{SPR_EGGM, 2, 15, {NULL}, 0, 0, S_EGGMOBILE_LATK3}, // S_EGGMOBILE_LATK2
{SPR_EGGM, 3, 2, {A_FaceTarget}, 0, 0, S_EGGMOBILE_LATK4}, // S_EGGMOBILE_LATK3
{SPR_EGGM, 4, 1, {NULL}, 0, 0, S_EGGMOBILE_LATK5}, // S_EGGMOBILE_LATK4
{SPR_EGGM, 5, 1, {NULL}, 0, 0, S_EGGMOBILE_LATK6}, // S_EGGMOBILE_LATK5
{SPR_EGGM, 6, 1, {NULL}, 0, 0, S_EGGMOBILE_LATK7}, // S_EGGMOBILE_LATK6
{SPR_EGGM, 7, 1, {NULL}, 0, 0, S_EGGMOBILE_LATK8}, // S_EGGMOBILE_LATK7
{SPR_EGGM, 8, 45, {A_Boss1Laser}, MT_LASER, 0, S_EGGMOBILE_LATK9}, // S_EGGMOBILE_LATK8
{SPR_EGGM, 9, 10, {NULL}, 0, 0, S_EGGMOBILE_LATK10}, // S_EGGMOBILE_LATK9
{SPR_EGGM, 10, 2, {NULL}, 0, 0, S_EGGMOBILE_STND}, // S_EGGMOBILE_LATK10
{SPR_EGGM, 11, 3, {A_FaceTarget}, 0, 0, S_EGGMOBILE_RATK2}, // S_EGGMOBILE_RATK1
{SPR_EGGM, 12, 15, {NULL}, 0, 0, S_EGGMOBILE_RATK3}, // S_EGGMOBILE_RATK2
{SPR_EGGM, 13, 2, {A_FaceTarget}, 0, 0, S_EGGMOBILE_RATK4}, // S_EGGMOBILE_RATK3
{SPR_EGGM, 14, 1, {NULL}, 0, 0, S_EGGMOBILE_RATK5}, // S_EGGMOBILE_RATK4
{SPR_EGGM, 15, 1, {NULL}, 0, 0, S_EGGMOBILE_RATK6}, // S_EGGMOBILE_RATK5
{SPR_EGGM, 16, 1, {NULL}, 0, 0, S_EGGMOBILE_RATK7}, // S_EGGMOBILE_RATK6
{SPR_EGGM, 17, 1, {NULL}, 0, 0, S_EGGMOBILE_RATK8}, // S_EGGMOBILE_RATK7
{SPR_EGGM, 18, 45, {A_Boss1Laser}, MT_LASER, 1, S_EGGMOBILE_RATK9}, // S_EGGMOBILE_RATK8
{SPR_EGGM, 19, 10, {NULL}, 0, 0, S_EGGMOBILE_RATK10}, // S_EGGMOBILE_RATK9
{SPR_EGGM, 20, 2, {NULL}, 0, 0, S_EGGMOBILE_STND}, // S_EGGMOBILE_RATK10
{SPR_EGGM, 3, 12, {NULL}, 0, 0, S_EGGMOBILE_PANIC2}, // S_EGGMOBILE_PANIC1
{SPR_EGGM, 4, 45, {A_Boss1Laser}, MT_LASER, 2, S_EGGMOBILE_PANIC3}, // S_EGGMOBILE_PANIC2
{SPR_EGGM, 3, 8, {NULL}, 0, 0, S_EGGMOBILE_PANIC4}, // S_EGGMOBILE_PANIC3
{SPR_EGGM, 4, 45, {A_Boss1Laser}, MT_LASER, 2, S_EGGMOBILE_PANIC5 }, // S_EGGMOBILE_PANIC4
{SPR_EGGM, 3, 8, {NULL}, 0, 0, S_EGGMOBILE_PANIC6}, // S_EGGMOBILE_PANIC5
{SPR_EGGM, 4, 45, {A_Boss1Laser}, MT_LASER, 2, S_EGGMOBILE_PANIC7 }, // S_EGGMOBILE_PANIC6
{SPR_EGGM, 0, 35, {NULL}, 0, 0, S_EGGMOBILE_STND }, // S_EGGMOBILE_PANIC7
{SPR_EGGM, 21, 24, {A_Pain}, 0, 0, S_EGGMOBILE_PAIN2}, // S_EGGMOBILE_PAIN
{SPR_EGGM, 21, 16, {A_SkullAttack}, 1, 1, S_EGGMOBILE_STND}, // S_EGGMOBILE_PAIN2
{SPR_EGGM, 22, 2, {A_Fall}, 0, 0, S_EGGMOBILE_DIE2}, // S_EGGMOBILE_DIE1
{SPR_EGGM, 22, 2, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE3}, // S_EGGMOBILE_DIE2
{SPR_EGGM, 22, 0, {A_Repeat}, 17, S_EGGMOBILE_DIE2, S_EGGMOBILE_DIE4}, // S_EGGMOBILE_DIE3
{SPR_EGGM, 22, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE_DIE4
{SPR_EGGM, 23, 2, {A_BossScream}, 0, 0, S_EGGMOBILE_FLEE2}, // S_EGGMOBILE_FLEE1
{SPR_EGGM, 24, 2, {A_BossScream}, 0, 0, S_EGGMOBILE_FLEE1}, // S_EGGMOBILE_FLEE2
{SPR_EGGM, 3, 2, {NULL}, 0, 0, S_EGGMOBILE_LATK4}, // S_EGGMOBILE_LATK3
{SPR_EGGM, 4, 2, {A_FaceTarget}, 0, 0, S_EGGMOBILE_LATK5}, // S_EGGMOBILE_LATK4
{SPR_EGGM, 6, 0, {A_PrepareRepeat}, 45, 0, S_EGGMOBILE_LATK6}, // S_EGGMOBILE_LATK5
{SPR_EGGM, 5, 1, {A_Boss1Laser}, MT_LASER, 0, S_EGGMOBILE_LATK7}, // S_EGGMOBILE_LATK6
{SPR_EGGM, 6, 1, {A_Boss1Laser}, MT_LASER, (1<<16), S_EGGMOBILE_LATK8}, // S_EGGMOBILE_LATK7
{SPR_EGGM, 5, 0, {A_Repeat}, 45, S_EGGMOBILE_LATK6, S_EGGMOBILE_LATK9}, // S_EGGMOBILE_LATK8
{SPR_EGGM, 8, 2, {NULL}, 0, 0, S_EGGMOBILE_ROFL}, // S_EGGMOBILE_LATK9
{SPR_EGGM, 9, 3, {A_FaceTarget}, 0, 0, S_EGGMOBILE_RATK2}, // S_EGGMOBILE_RATK1
{SPR_EGGM, 10, 15, {NULL}, 0, 0, S_EGGMOBILE_RATK3}, // S_EGGMOBILE_RATK2
{SPR_EGGM, 11, 2, {NULL}, 0, 0, S_EGGMOBILE_RATK4}, // S_EGGMOBILE_RATK3
{SPR_EGGM, 12, 2, {A_FaceTarget}, 0, 0, S_EGGMOBILE_RATK5}, // S_EGGMOBILE_RATK4
{SPR_EGGM, 14, 0, {A_PrepareRepeat}, 45, 0, S_EGGMOBILE_RATK6}, // S_EGGMOBILE_RATK5
{SPR_EGGM, 13, 1, {A_Boss1Laser}, MT_LASER, 1, S_EGGMOBILE_RATK7}, // S_EGGMOBILE_RATK6
{SPR_EGGM, 14, 1, {A_Boss1Laser}, MT_LASER, 1|(1<<16), S_EGGMOBILE_RATK8}, // S_EGGMOBILE_RATK7
{SPR_EGGM, 13, 0, {A_Repeat}, 45, S_EGGMOBILE_RATK6, S_EGGMOBILE_RATK9}, // S_EGGMOBILE_RATK8
{SPR_EGGM, 16, 2, {NULL}, 0, 0, S_EGGMOBILE_ROFL}, // S_EGGMOBILE_RATK9
{SPR_EGGM, 0, 0, {A_PrepareRepeat}, 45, 0, S_EGGMOBILE_PANIC2}, // S_EGGMOBILE_PANIC1
{SPR_EGGM, FF_ANIMATE|1, 16, {A_FaceTarget}, 3, 4, S_EGGMOBILE_PANIC3}, // S_EGGMOBILE_PANIC2
{SPR_EGGM, 7, 1, {A_Boss1Laser}, MT_LASER, 2, S_EGGMOBILE_PANIC4}, // S_EGGMOBILE_PANIC3
{SPR_EGGM, 6, 1, {A_Boss1Laser}, MT_LASER, 2|(1<<16), S_EGGMOBILE_PANIC5}, // S_EGGMOBILE_PANIC4
{SPR_EGGM, 6, 0, {A_Repeat}, 45, S_EGGMOBILE_PANIC3, S_EGGMOBILE_PANIC6}, // S_EGGMOBILE_PANIC5
{SPR_EGGM, 0, 0, {A_PrepareRepeat}, 45, 0, S_EGGMOBILE_PANIC7}, // S_EGGMOBILE_PANIC6
{SPR_EGGM, FF_ANIMATE|9, 16, {A_FaceTarget}, 3, 4, S_EGGMOBILE_PANIC8}, // S_EGGMOBILE_PANIC7
{SPR_EGGM, 15, 1, {A_Boss1Laser}, MT_LASER, 2, S_EGGMOBILE_PANIC9}, // S_EGGMOBILE_PANIC8
{SPR_EGGM, 14, 1, {A_Boss1Laser}, MT_LASER, 2|(1<<16), S_EGGMOBILE_PANIC10}, // S_EGGMOBILE_PANIC9
{SPR_EGGM, 14, 0, {A_Repeat}, 45, S_EGGMOBILE_PANIC8, S_EGGMOBILE_PANIC11}, // S_EGGMOBILE_PANIC10
{SPR_EGGM, 0, 0, {A_PrepareRepeat}, 45, 0, S_EGGMOBILE_PANIC12}, // S_EGGMOBILE_PANIC11
{SPR_EGGM, FF_ANIMATE|1, 16, {A_FaceTarget}, 3, 4, S_EGGMOBILE_PANIC13}, // S_EGGMOBILE_PANIC12
{SPR_EGGM, 7, 1, {A_Boss1Laser}, MT_LASER, 2, S_EGGMOBILE_PANIC14}, // S_EGGMOBILE_PANIC13
{SPR_EGGM, 6, 1, {A_Boss1Laser}, MT_LASER, 2|(1<<16), S_EGGMOBILE_PANIC15}, // S_EGGMOBILE_PANIC14
{SPR_EGGM, 6, 0, {A_Repeat}, 45, S_EGGMOBILE_PANIC13, S_EGGMOBILE_ROFL}, // S_EGGMOBILE_PANIC15
{SPR_EGGM, 19, 24, {A_Pain}, 0, 0, S_EGGMOBILE_PAIN2}, // S_EGGMOBILE_PAIN
{SPR_EGGM, 19, 16, {A_SkullAttack}, 3, 1, S_EGGMOBILE_STND}, // S_EGGMOBILE_PAIN2
{SPR_EGGM, 20, 2, {A_Fall}, 17, 0, S_EGGMOBILE_DIE2}, // S_EGGMOBILE_DIE1
{SPR_EGGM, 20, 2, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE3}, // S_EGGMOBILE_DIE2
{SPR_EGGM, 20, 0, {A_Repeat}, 17, S_EGGMOBILE_DIE2, S_EGGMOBILE_DIE4}, // S_EGGMOBILE_DIE3
{SPR_EGGM, 20, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE_DIE4
{SPR_EGGM, 21, 2, {A_BossScream}, 0, 0, S_EGGMOBILE_FLEE2}, // S_EGGMOBILE_FLEE1
{SPR_EGGM, 22, 2, {A_BossScream}, 0, 0, S_EGGMOBILE_FLEE1}, // S_EGGMOBILE_FLEE2
{SPR_UNID, 1, 1, {A_UnidusBall}, 2, 0, S_EGGMOBILE_BALL}, // S_EGGMOBILE_BALL
{SPR_NULL, 0, 1, {A_FocusTarget}, 0, 0, S_EGGMOBILE_TARGET}, // S_EGGMOBILE_TARGET
{SPR_EGLZ, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSEGLZ1
{SPR_EGLZ, 1, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSEGLZ2
// Boss 2
{SPR_EGGN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE2_STND
{SPR_EGGN, 1, 4, {NULL}, 0, 0, S_EGGMOBILE2_POGO2}, // S_EGGMOBILE2_POGO1
@ -1240,9 +1248,9 @@ state_t states[NUMSTATES] =
{SPR_EGGN, 6, 2, {A_BossScream}, 0, 0, S_EGGMOBILE2_FLEE2}, // S_EGGMOBILE2_FLEE1
{SPR_EGGN, 7, 2, {A_BossScream}, 0, 0, S_EGGMOBILE2_FLEE1}, // S_EGGMOBILE2_FLEE2
{SPR_TNKA, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSTANK1
{SPR_TNKB, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSTANK2
{SPR_SPNK, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSPIGOT
{SPR_TANK, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSTANK1
{SPR_TANK, 1, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSTANK2
{SPR_TANK, 2, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSPIGOT
// Boss 2 Goop
{SPR_GOOP, 0, 2, {A_SpawnObjectRelative}, 0, MT_GOOPTRAIL, S_GOOP2}, // S_GOOP1
@ -1252,34 +1260,16 @@ state_t states[NUMSTATES] =
// Boss 3
{SPR_EGGO, 0, 1, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_STND
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH2}, // S_EGGMOBILE3_LAUGH1
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH3}, // S_EGGMOBILE3_LAUGH2
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH4}, // S_EGGMOBILE3_LAUGH3
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH5}, // S_EGGMOBILE3_LAUGH4
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_ATK1}, // S_EGGMOBILE3_LAUGH5
{SPR_EGGO, 1, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_ATK1
{SPR_EGGO, FF_ANIMATE, 24, {NULL}, 1, 2, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_SHOCK
{SPR_EGGO, 6|FF_ANIMATE, 24, {NULL}, 1, 2, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_ATK1
{SPR_EGGO, 2, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK3A}, // S_EGGMOBILE3_ATK2
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 2, S_EGGMOBILE3_ATK3B}, // S_EGGMOBILE3_ATK3A
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 4, S_EGGMOBILE3_ATK3C}, // S_EGGMOBILE3_ATK3B
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 3, S_EGGMOBILE3_ATK3D}, // S_EGGMOBILE3_ATK3C
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 5, S_EGGMOBILE3_ATK4}, // S_EGGMOBILE3_ATK3D
{SPR_EGGO, 4, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK5}, // S_EGGMOBILE3_ATK4
{SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH6}, // S_EGGMOBILE3_ATK5
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH7}, // S_EGGMOBILE3_LAUGH6
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH8}, // S_EGGMOBILE3_LAUGH7
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH9}, // S_EGGMOBILE3_LAUGH8
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH10}, // S_EGGMOBILE3_LAUGH9
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH11}, // S_EGGMOBILE3_LAUGH10
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH12}, // S_EGGMOBILE3_LAUGH11
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH13}, // S_EGGMOBILE3_LAUGH12
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH14}, // S_EGGMOBILE3_LAUGH13
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH15}, // S_EGGMOBILE3_LAUGH14
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH16}, // S_EGGMOBILE3_LAUGH15
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH17}, // S_EGGMOBILE3_LAUGH16
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH18}, // S_EGGMOBILE3_LAUGH17
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH19}, // S_EGGMOBILE3_LAUGH18
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH20}, // S_EGGMOBILE3_LAUGH19
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_LAUGH20
{SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_ROFL}, // S_EGGMOBILE3_ATK5
{SPR_EGGO, 6|FF_ANIMATE, 60, {NULL}, 1, 2, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_ROFL
{SPR_EGGO, 8, 1, {A_Boss3TakeDamage}, 0, 0, S_EGGMOBILE3_PAIN2}, // S_EGGMOBILE3_PAIN
{SPR_EGGO, 8, 23, {A_Pain}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_PAIN2
{SPR_EGGO, 9, 2, {A_Fall}, 0, 0, S_EGGMOBILE3_DIE2}, // S_EGGMOBILE3_DIE1
@ -1289,17 +1279,8 @@ state_t states[NUMSTATES] =
{SPR_EGGO, 10, 2, {A_BossScream}, 0, 0, S_EGGMOBILE3_FLEE2}, // S_EGGMOBILE3_FLEE1
{SPR_EGGO, 11, 2, {A_BossScream}, 0, 0, S_EGGMOBILE3_FLEE1}, // S_EGGMOBILE3_FLEE2
// Boss 3 Propeller
{SPR_PRPL, 0, 1, {NULL}, 0, 0, S_PROPELLER2}, // S_PROPELLER1
{SPR_PRPL, 1, 1, {NULL}, 0, 0, S_PROPELLER3}, // S_PROPELLER2
{SPR_PRPL, 2, 1, {NULL}, 0, 0, S_PROPELLER4}, // S_PROPELLER3
{SPR_PRPL, 3, 1, {NULL}, 0, 0, S_PROPELLER5}, // S_PROPELLER4
{SPR_PRPL, 4, 1, {NULL}, 0, 0, S_PROPELLER6}, // S_PROPELLER5
{SPR_PRPL, 5, 1, {NULL}, 0, 0, S_PROPELLER7}, // S_PROPELLER6
{SPR_PRPL, 6, 1, {NULL}, 0, 0, S_PROPELLER1}, // S_PROPELLER7
// Boss 3 Pinch
{SPR_FAKE, 0, 1, {A_BossJetFume}, 1, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_INIT
{SPR_FAKE, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_INIT
{SPR_FAKE, 0, 1, {A_Boss3Path}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE
{SPR_FAKE, 0, 22, {NULL}, 0, 0, S_FAKEMOBILE_ATK2}, // S_FAKEMOBILE_ATK1
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK3A}, // S_FAKEMOBILE_ATK2
@ -1307,33 +1288,36 @@ state_t states[NUMSTATES] =
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 4, S_FAKEMOBILE_ATK3C}, // S_FAKEMOBILE_ATK3B
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 3, S_FAKEMOBILE_ATK3D}, // S_FAKEMOBILE_ATK3C
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 5, S_FAKEMOBILE}, // S_FAKEMOBILE_ATK3D
{SPR_FAKE, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE2}, // S_FAKEMOBILE_DIE1
{SPR_FAKE, 1, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE2}, // S_FAKEMOBILE_DIE1
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE1}, // S_FAKEMOBILE_DIE2
{SPR_SEBH, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSEBH1
{SPR_SEBH, 1, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSEBH2
// Boss 4
{SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND
{SPR_EGGP, 1, 3, {NULL}, 0, 0, S_EGGMOBILE4_LATK2}, // S_EGGMOBILE4_LATK1
{SPR_EGGP, 2, 15, {NULL}, 0, 0, S_EGGMOBILE4_LATK3}, // S_EGGMOBILE4_LATK2
{SPR_EGGP, 3, 2, {NULL}, 0, 0, S_EGGMOBILE4_LATK4}, // S_EGGMOBILE4_LATK3
{SPR_EGGP, 4, 4, {NULL}, 0, 0, S_EGGMOBILE4_LATK5}, // S_EGGMOBILE4_LATK4
{SPR_EGGP, 4, 50, {A_Boss4Reverse}, sfx_mswing, 0, S_EGGMOBILE4_LATK6}, // S_EGGMOBILE4_LATK5
{SPR_EGGP, 5, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_LATK6
{SPR_EGGP, 6, 3, {NULL}, 0, 0, S_EGGMOBILE4_RATK2}, // S_EGGMOBILE4_RATK1
{SPR_EGGP, 7, 15, {NULL}, 0, 0, S_EGGMOBILE4_RATK3}, // S_EGGMOBILE4_RATK2
{SPR_EGGP, 8, 2, {NULL}, 0, 0, S_EGGMOBILE4_RATK4}, // S_EGGMOBILE4_RATK3
{SPR_EGGP, 9, 4, {NULL}, 0, 0, S_EGGMOBILE4_RATK5}, // S_EGGMOBILE4_RATK4
{SPR_EGGP, 9,150, {A_Boss4SpeedUp}, sfx_mswing, 0, S_EGGMOBILE4_RATK6}, // S_EGGMOBILE4_RATK5
{SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6
{SPR_EGGP, 0, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1
{SPR_EGGP,13|FF_ANIMATE, -1, {NULL}, 1, 10, S_NULL}, // S_EGGMOBILE4_RAISE2
{SPR_EGGP,11, 0, {A_Boss4Reverse}, sfx_alarm, sfx_s3k60, S_EGGMOBILE4_PAIN2}, // S_EGGMOBILE4_PAIN1
{SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN2
{SPR_EGGP,12, 2, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1
{SPR_EGGP,12, 2, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2
{SPR_EGGP,12, 0, {A_Repeat}, 17, S_EGGMOBILE4_DIE2, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3
{SPR_EGGP,12, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE4_DIE4
{SPR_EGGP,13, 2, {A_BossScream}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1
{SPR_EGGP,14, 2, {A_BossScream}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2
{SPR_EGGP, 4, 2, {NULL}, 0, 0, S_EGGMOBILE4_LATK5}, // S_EGGMOBILE4_LATK4
{SPR_EGGP, 5, 50, {A_Boss4Reverse}, sfx_mswing, 0, S_EGGMOBILE4_LATK6}, // S_EGGMOBILE4_LATK5
{SPR_EGGP, 6, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_LATK6
{SPR_EGGP, 7, 3, {NULL}, 0, 0, S_EGGMOBILE4_RATK2}, // S_EGGMOBILE4_RATK1
{SPR_EGGP, 8, 15, {NULL}, 0, 0, S_EGGMOBILE4_RATK3}, // S_EGGMOBILE4_RATK2
{SPR_EGGP, 9, 2, {NULL}, 0, 0, S_EGGMOBILE4_RATK4}, // S_EGGMOBILE4_RATK3
{SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_RATK5}, // S_EGGMOBILE4_RATK4
{SPR_EGGP,11,150, {A_Boss4SpeedUp}, sfx_mswing, 0, S_EGGMOBILE4_RATK6}, // S_EGGMOBILE4_RATK5
{SPR_EGGP,12, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6
{SPR_EGGP,13, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1
{SPR_EGGP,15|FF_ANIMATE, -1, {NULL}, 1, 10, S_NULL}, // S_EGGMOBILE4_RAISE2
{SPR_EGGP,13, 0, {A_Boss4Reverse}, sfx_alarm, sfx_s3k60, S_EGGMOBILE4_PAIN2}, // S_EGGMOBILE4_PAIN1
{SPR_EGGP,13, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN2
{SPR_EGGP,14, 2, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1
{SPR_EGGP,14, 2, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2
{SPR_EGGP,14, 0, {A_Repeat}, 17, S_EGGMOBILE4_DIE2, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3
{SPR_EGGP,14, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE4_DIE4
{SPR_EGGP,15, 2, {A_BossScream}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1
{SPR_EGGP,16, 2, {A_BossScream}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2
{SPR_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_MACE
{SPR_BMCE, 0, 2, {A_BossScream}, 1, 0, S_EGGMOBILE4_MACE_DIE2}, // S_EGGMOBILE4_MACE_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, 0, S_EGGMOBILE4_MACE_DIE3}, // S_EGGMOBILE4_MACE_DIE2
@ -1732,18 +1716,8 @@ state_t states[NUMSTATES] =
{SPR_METL, 11, 1, {A_BossScream}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1
{SPR_METL, 11, 7, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE2
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 0, 1, {NULL}, 0, 0, S_MSSHIELD_F2}, // S_MSSHIELD_F1
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 1, 1, {NULL}, 0, 0, S_MSSHIELD_F3}, // S_MSSHIELD_F2
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 2, 1, {NULL}, 0, 0, S_MSSHIELD_F4}, // S_MSSHIELD_F3
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 3, 1, {NULL}, 0, 0, S_MSSHIELD_F5}, // S_MSSHIELD_F4
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 4, 1, {NULL}, 0, 0, S_MSSHIELD_F6}, // S_MSSHIELD_F5
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 5, 1, {NULL}, 0, 0, S_MSSHIELD_F7}, // S_MSSHIELD_F6
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 6, 1, {NULL}, 0, 0, S_MSSHIELD_F8}, // S_MSSHIELD_F7
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 7, 1, {NULL}, 0, 0, S_MSSHIELD_F9}, // S_MSSHIELD_F8
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 8, 1, {NULL}, 0, 0, S_MSSHIELD_F10}, // S_MSSHIELD_F9
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 9, 1, {NULL}, 0, 0, S_MSSHIELD_F11}, // S_MSSHIELD_F10
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30|10, 1, {NULL}, 0, 0, S_MSSHIELD_F12}, // S_MSSHIELD_F11
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30|11, 1, {NULL}, 0, 0, S_MSSHIELD_F1}, // S_MSSHIELD_F12
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30|FF_ANIMATE, -1, {NULL}, 11, 1, S_NULL}, // S_MSSHIELD_F1
{SPR_MSCF, FF_FULLBRIGHT|FF_ANIMATE|12, -1, {NULL}, 8, 2, S_NULL}, // S_MSSHIELD_F2
// Ring
{SPR_RING, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 23, 1, S_RING}, // S_RING
@ -5144,6 +5118,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_BOSSJUNK
-1, // doomednum
S_BOSSEGLZ1, // spawnstate
1, // 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
64*FRACUNIT, // height
2, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_EGGMOBILE
200, // doomednum
S_EGGMOBILE_STND, // spawnstate
@ -5333,87 +5334,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE2_POGO5 // raisestate
},
{ // MT_BOSSTANK1
-1, // doomednum
S_BOSSTANK1, // spawnstate
1, // 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
64*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_BOSSTANK2
-1, // doomednum
S_BOSSTANK2, // spawnstate
1, // 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
64*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_BOSSSPIGOT
-1, // doomednum
S_BOSSSPIGOT, // spawnstate
1, // 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
24*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_GOOP
-1, // doomednum
S_GOOP1, // spawnstate
@ -5477,10 +5397,10 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // reactiontime
sfx_None, // attacksound
S_EGGMOBILE3_PAIN, // painstate
MT_PROPELLER, // painchance
MT_NULL, // painchance
sfx_dmpain, // painsound
S_NULL, // meleestate
S_EGGMOBILE3_LAUGH1,// missilestate
S_EGGMOBILE3_SHOCK, // missilestate
S_EGGMOBILE3_DIE1, // deathstate
S_EGGMOBILE3_FLEE1, // xdeathstate
sfx_s3kb4, // deathsound
@ -5492,34 +5412,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
3, // damage
sfx_telept, // activesound
MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_BOSS|MF_NOCLIPHEIGHT, // flags
S_EGGMOBILE3_LAUGH20 // raisestate
},
{ // MT_PROPELLER
-1, // doomednum
S_PROPELLER1, // 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
1, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
S_EGGMOBILE3_ROFL // raisestate
},
{ // MT_FAKEMOBILE
@ -5531,7 +5424,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
MT_PROPELLER, // painchance
MT_NULL, // painchance
sfx_s3k7b, // painsound
S_NULL, // meleestate
S_FAKEMOBILE_ATK1, // missilestate
@ -9211,7 +9104,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // mass
20, // damage
sfx_None, // activesound
MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT, // flags
MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
S_NULL // raisestate
},

View File

@ -319,18 +319,17 @@ typedef enum sprite
SPR_JETF, // Boss jet fumes
// Boss 1 (Greenflower)
SPR_EGGM,
SPR_EGGM, // Boss 1
SPR_EGLZ, // Boss 1 Junk
// Boss 2 (Techno Hill)
SPR_EGGN, // Boss 2
SPR_TNKA, // Boss 2 Tank 1
SPR_TNKB, // Boss 2 Tank 2
SPR_SPNK, // Boss 2 Spigot
SPR_TANK, // Boss 2 Junk
SPR_GOOP, // Boss 2 Goop
// Boss 3 (Deep Sea)
SPR_EGGO, // Boss 3
SPR_PRPL, // Boss 3 Propeller
SPR_SEBH, // Boss 3 Junk
SPR_FAKE, // Boss 3 Fakemobile
// Boss 4 (Castle Eggman)
@ -1333,10 +1332,10 @@ typedef enum state
S_SONIC3KBOSSEXPLOSION6,
S_JETFUME1,
S_JETFUME2,
// Boss 1
S_EGGMOBILE_STND,
S_EGGMOBILE_ROFL,
S_EGGMOBILE_LATK1,
S_EGGMOBILE_LATK2,
S_EGGMOBILE_LATK3,
@ -1346,7 +1345,6 @@ typedef enum state
S_EGGMOBILE_LATK7,
S_EGGMOBILE_LATK8,
S_EGGMOBILE_LATK9,
S_EGGMOBILE_LATK10,
S_EGGMOBILE_RATK1,
S_EGGMOBILE_RATK2,
S_EGGMOBILE_RATK3,
@ -1356,7 +1354,6 @@ typedef enum state
S_EGGMOBILE_RATK7,
S_EGGMOBILE_RATK8,
S_EGGMOBILE_RATK9,
S_EGGMOBILE_RATK10,
S_EGGMOBILE_PANIC1,
S_EGGMOBILE_PANIC2,
S_EGGMOBILE_PANIC3,
@ -1364,6 +1361,14 @@ typedef enum state
S_EGGMOBILE_PANIC5,
S_EGGMOBILE_PANIC6,
S_EGGMOBILE_PANIC7,
S_EGGMOBILE_PANIC8,
S_EGGMOBILE_PANIC9,
S_EGGMOBILE_PANIC10,
S_EGGMOBILE_PANIC11,
S_EGGMOBILE_PANIC12,
S_EGGMOBILE_PANIC13,
S_EGGMOBILE_PANIC14,
S_EGGMOBILE_PANIC15,
S_EGGMOBILE_PAIN,
S_EGGMOBILE_PAIN2,
S_EGGMOBILE_DIE1,
@ -1375,6 +1380,9 @@ typedef enum state
S_EGGMOBILE_BALL,
S_EGGMOBILE_TARGET,
S_BOSSEGLZ1,
S_BOSSEGLZ2,
// Boss 2
S_EGGMOBILE2_STND,
S_EGGMOBILE2_POGO1,
@ -1405,11 +1413,7 @@ typedef enum state
// Boss 3
S_EGGMOBILE3_STND,
S_EGGMOBILE3_LAUGH1,
S_EGGMOBILE3_LAUGH2,
S_EGGMOBILE3_LAUGH3,
S_EGGMOBILE3_LAUGH4,
S_EGGMOBILE3_LAUGH5,
S_EGGMOBILE3_SHOCK,
S_EGGMOBILE3_ATK1,
S_EGGMOBILE3_ATK2,
S_EGGMOBILE3_ATK3A,
@ -1418,21 +1422,7 @@ typedef enum state
S_EGGMOBILE3_ATK3D,
S_EGGMOBILE3_ATK4,
S_EGGMOBILE3_ATK5,
S_EGGMOBILE3_LAUGH6,
S_EGGMOBILE3_LAUGH7,
S_EGGMOBILE3_LAUGH8,
S_EGGMOBILE3_LAUGH9,
S_EGGMOBILE3_LAUGH10,
S_EGGMOBILE3_LAUGH11,
S_EGGMOBILE3_LAUGH12,
S_EGGMOBILE3_LAUGH13,
S_EGGMOBILE3_LAUGH14,
S_EGGMOBILE3_LAUGH15,
S_EGGMOBILE3_LAUGH16,
S_EGGMOBILE3_LAUGH17,
S_EGGMOBILE3_LAUGH18,
S_EGGMOBILE3_LAUGH19,
S_EGGMOBILE3_LAUGH20,
S_EGGMOBILE3_ROFL,
S_EGGMOBILE3_PAIN,
S_EGGMOBILE3_PAIN2,
S_EGGMOBILE3_DIE1,
@ -1442,15 +1432,6 @@ typedef enum state
S_EGGMOBILE3_FLEE1,
S_EGGMOBILE3_FLEE2,
// Boss 3 Propeller
S_PROPELLER1,
S_PROPELLER2,
S_PROPELLER3,
S_PROPELLER4,
S_PROPELLER5,
S_PROPELLER6,
S_PROPELLER7,
// Boss 3 Pinch
S_FAKEMOBILE_INIT,
S_FAKEMOBILE,
@ -1463,6 +1444,9 @@ typedef enum state
S_FAKEMOBILE_DIE1,
S_FAKEMOBILE_DIE2,
S_BOSSSEBH1,
S_BOSSSEBH2,
// Boss 4
S_EGGMOBILE4_STND,
S_EGGMOBILE4_LATK1,
@ -1866,16 +1850,6 @@ typedef enum state
S_MSSHIELD_F1,
S_MSSHIELD_F2,
S_MSSHIELD_F3,
S_MSSHIELD_F4,
S_MSSHIELD_F5,
S_MSSHIELD_F6,
S_MSSHIELD_F7,
S_MSSHIELD_F8,
S_MSSHIELD_F9,
S_MSSHIELD_F10,
S_MSSHIELD_F11,
S_MSSHIELD_F12,
// Ring
S_RING,
@ -3981,6 +3955,7 @@ typedef enum mobj_type
MT_EGGTRAP,
MT_BOSS3WAYPOINT,
MT_BOSS9GATHERPOINT,
MT_BOSSJUNK,
// Boss 1
MT_EGGMOBILE,
@ -3992,15 +3967,11 @@ typedef enum mobj_type
// Boss 2
MT_EGGMOBILE2,
MT_EGGMOBILE2_POGO,
MT_BOSSTANK1,
MT_BOSSTANK2,
MT_BOSSSPIGOT,
MT_GOOP,
MT_GOOPTRAIL,
// Boss 3
MT_EGGMOBILE3,
MT_PROPELLER,
MT_FAKEMOBILE,
MT_SHOCK,

View File

@ -3003,16 +3003,19 @@ void A_Boss7FireMissiles(mobj_t *actor)
// 0 - Boss 1 Left side
// 1 - Boss 1 Right side
// 2 - Triple laser
// >3 - Boss 1 Middle
// 3 - Boss 1 Middle
// >=3 - Generic middle
//
void A_Boss1Laser(mobj_t *actor)
{
fixed_t x, y, z, floorz, speed;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
INT32 locvar2 = (var2 & 65535);
INT32 upperend = (var2>>16);
INT32 i;
angle_t angle;
mobj_t *point;
tic_t dur;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss1Laser", actor))
@ -3021,19 +3024,24 @@ void A_Boss1Laser(mobj_t *actor)
if (!actor->target)
return;
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
dur = actor->extravalue2;
switch (locvar2)
{
case 0:
x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale));
x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(44*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(44*FRACUNIT, actor->scale));
if (actor->eflags & MFE_VERTICALFLIP)
z = actor->z + actor->height - FixedMul(56*FRACUNIT, actor->scale) - mobjinfo[locvar1].height;
else
z = actor->z + FixedMul(56*FRACUNIT, actor->scale);
break;
case 1:
x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale));
x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(44*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(44*FRACUNIT, actor->scale));
if (actor->eflags & MFE_VERTICALFLIP)
z = actor->z + actor->height - FixedMul(56*FRACUNIT, actor->scale) - mobjinfo[locvar1].height;
else
@ -3048,6 +3056,11 @@ void A_Boss1Laser(mobj_t *actor)
A_Boss1Laser(actor);
return;
break;
case 3:
x = actor->x + P_ReturnThrustX(actor, actor->angle, FixedMul(42*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle, FixedMul(42*FRACUNIT, actor->scale));
z = actor->z + actor->height/2;
break;
default:
x = actor->x;
y = actor->y;
@ -3055,7 +3068,7 @@ void A_Boss1Laser(mobj_t *actor)
break;
}
if (!(actor->flags2 & MF2_FIRING) && actor->tics > 1)
if (!(actor->flags2 & MF2_FIRING) && dur > 1)
{
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
@ -3064,7 +3077,7 @@ void A_Boss1Laser(mobj_t *actor)
{
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 = actor->tics+1;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
@ -3073,9 +3086,9 @@ void A_Boss1Laser(mobj_t *actor)
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(actor->tics*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT);
else
/*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, y, z, locvar1);
@ -3109,7 +3122,7 @@ void A_Boss1Laser(mobj_t *actor)
point->fuse = TICRATE;
}
if (actor->tics > 1)
if (dur > 1)
actor->flags2 |= MF2_FIRING;
else
actor->flags2 &= ~MF2_FIRING;
@ -3253,6 +3266,7 @@ void A_Boss4Raise(mobj_t *actor)
// 0 - Fly at the player
// 1 - Fly away from the player
// 2 - Strafe in relation to the player
// 3 - Dynamic mode - don't get too close to walls
// var2:
// 0 - Fly horizontally and vertically
// 1 - Fly horizontal-only (momz = 0)
@ -3283,16 +3297,83 @@ void A_SkullAttack(mobj_t *actor)
S_StartSound(actor, actor->info->activesound);
A_FaceTarget(actor);
dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y);
if (locvar1 == 1)
actor->angle += ANGLE_180;
else if (locvar1 == 2)
actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90;
else if (locvar1 == 3)
{
statenum_t oldspawnstate = mobjinfo[MT_NULL].spawnstate;
UINT32 oldflags = mobjinfo[MT_NULL].flags;
fixed_t oldradius = mobjinfo[MT_NULL].radius;
fixed_t oldheight = mobjinfo[MT_NULL].height;
mobj_t *check;
INT32 i, j, k;
boolean allow;
angle_t testang;
mobjinfo[MT_NULL].spawnstate = S_INVISIBLE;
mobjinfo[MT_NULL].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP;
mobjinfo[MT_NULL].radius = mobjinfo[actor->type].radius;
mobjinfo[MT_NULL].height = mobjinfo[actor->type].height;
if (P_RandomChance(FRACUNIT/2)) // port priority 1?
{
i = 9;
j = 27;
}
else
{
i = 27;
j = 9;
}
#define dostuff(q) check = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_NULL);\
testang = actor->angle + ((i+(q))*ANG10);\
allow = (P_TryMove(check,\
P_ReturnThrustX(check, testang, dist + 2*actor->radius),\
P_ReturnThrustY(check, testang, dist + 2*actor->radius),\
true));\
P_RemoveMobj(check);\
if (allow)\
break;
if (P_RandomChance(FRACUNIT/2)) // port priority 2?
{
for (k = 0; k < 9; k++)
{
dostuff(i+k)
dostuff(i-k)
dostuff(j+k)
dostuff(j-k)
}
}
else
{
for (k = 0; k < 9; k++)
{
dostuff(i-k)
dostuff(i+k)
dostuff(j-k)
dostuff(j+k)
}
}
actor->angle = testang;
#undef dostuff
mobjinfo[MT_NULL].spawnstate = oldspawnstate;
mobjinfo[MT_NULL].flags = oldflags;
mobjinfo[MT_NULL].radius = oldradius;
mobjinfo[MT_NULL].height = oldheight;
}
an = actor->angle >> ANGLETOFINESHIFT;
actor->momx = FixedMul(speed, FINECOSINE(an));
actor->momy = FixedMul(speed, FINESINE(an));
dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y);
dist = dist / speed;
if (dist < 1)
@ -3442,11 +3523,13 @@ void A_Pain(mobj_t *actor)
//
// Description: Changes a dying object's flags to reflect its having fallen to the ground.
//
// var1 = unused
// var1 = value to set repeat to if nonzero
// var2 = unused
//
void A_Fall(mobj_t *actor)
{
INT32 locvar1 = var1;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Fall", actor))
return;
@ -3459,6 +3542,9 @@ void A_Fall(mobj_t *actor)
// So change this if corpse objects
// are meant to be obstacles.
if (locvar1)
actor->extravalue2 = locvar1;
}
#define LIVESBOXDISPLAYPLAYER // Use displayplayer instead of closest player
@ -3854,6 +3940,72 @@ bossjustdie:
else if (P_MobjWasRemoved(mo))
return;
#endif
// Spawn your junk
switch (mo->type)
{
default:
break;
case MT_EGGMOBILE: // twin laser pods
{
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ1);
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ2);
}
break;
case MT_EGGMOBILE2: // twin tanks + spigot
{
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK1);
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK2);
mo2 = P_SpawnMobjFromMobj(mo, 0, 0,
mobjinfo[MT_EGGMOBILE2].height + (32<<FRACBITS),
MT_BOSSJUNK);
mo2->angle = mo->angle;
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
mo2->momz += mo->momz;
P_SetMobjState(mo2, S_BOSSSPIGOT);
}
break;
case MT_EGGMOBILE3:
{
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_SetMobjState(mo2, S_BOSSSEBH1);
}
break;
}
// now do another switch case for escaping
switch (mo->type)
{
case MT_BLACKEGGMAN:
@ -3951,7 +4103,7 @@ bossjustdie:
mo->movedir = 0;
mo->extravalue1 = 35;
mo->flags2 |= MF2_BOSSFLEE;
mo->momz = 2*mo->scale;
mo->momz = P_MobjFlip(mo)*2*mo->scale;
if (mo->target)
{
@ -3969,50 +4121,6 @@ bossjustdie:
break;
}
}
if (mo->type == MT_EGGMOBILE2)
{
mo2 = P_SpawnMobj(mo->x + P_ReturnThrustX(mo, mo->angle - ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)),
mo->y + P_ReturnThrustY(mo, mo->angle - ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)),
mo->z + mo->height/2 + ((mo->eflags & MFE_VERTICALFLIP)? FixedMul(8*FRACUNIT, mo->scale)-mobjinfo[MT_BOSSTANK1].height : -FixedMul(8*FRACUNIT, mo->scale)), MT_BOSSTANK1); // Right tank
mo2->angle = mo->angle;
mo2->destscale = mo->scale;
P_SetScale(mo2, mo2->destscale);
if (mo->eflags & MFE_VERTICALFLIP)
{
mo2->eflags |= MFE_VERTICALFLIP;
mo2->flags2 |= MF2_OBJECTFLIP;
}
P_InstaThrust(mo2, mo2->angle - ANGLE_90, FixedMul(4*FRACUNIT, mo2->scale));
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
mo2 = P_SpawnMobj(mo->x + P_ReturnThrustX(mo, mo->angle + ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)),
mo->y + P_ReturnThrustY(mo, mo->angle + ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)),
mo->z + mo->height/2 + ((mo->eflags & MFE_VERTICALFLIP)? FixedMul(8*FRACUNIT, mo->scale)-mobjinfo[MT_BOSSTANK2].height : -FixedMul(8*FRACUNIT, mo->scale)), MT_BOSSTANK2); // Left tank
mo2->angle = mo->angle;
mo2->destscale = mo->scale;
P_SetScale(mo2, mo2->destscale);
if (mo->eflags & MFE_VERTICALFLIP)
{
mo2->eflags |= MFE_VERTICALFLIP;
mo2->flags2 |= MF2_OBJECTFLIP;
}
P_InstaThrust(mo2, mo2->angle + ANGLE_90, FixedMul(4*FRACUNIT, mo2->scale));
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
mo2 = P_SpawnMobj(mo->x, mo->y,
mo->z + ((mo->eflags & MFE_VERTICALFLIP)? mobjinfo[MT_BOSSSPIGOT].height-FixedMul(32*FRACUNIT,mo->scale): mo->height + FixedMul(32*FRACUNIT, mo->scale)), MT_BOSSSPIGOT);
mo2->angle = mo->angle;
mo2->destscale = mo->scale;
P_SetScale(mo2, mo2->destscale);
if (mo->eflags & MFE_VERTICALFLIP)
{
mo2->eflags |= MFE_VERTICALFLIP;
mo2->flags2 |= MF2_OBJECTFLIP;
}
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
return;
}
}
// Function: A_CustomPower
@ -8699,7 +8807,7 @@ void A_SetObjectFlags2(mobj_t *actor)
//
// var1:
// 0 - Triple jet fume pattern
// 1 - Boss 3's propeller
// 1 - Unused (formerly Boss 3's propeller)
// 2 - Metal Sonic jet fume
// 3 - Boss 4 jet flame
// var2 = unused
@ -8759,7 +8867,7 @@ void A_BossJetFume(mobj_t *actor)
P_SetTarget(&actor->tracer, filler);
}
else if (locvar1 == 1) // Boss 3 propeller
/*else if (locvar1 == 1) // Boss 3 propeller
{
fixed_t jetx, jety, jetz;
@ -8779,14 +8887,14 @@ void A_BossJetFume(mobj_t *actor)
filler->angle = actor->angle - ANGLE_180;
P_SetTarget(&actor->tracer, filler);
}
}*/
else if (locvar1 == 2) // Metal Sonic jet fumes
{
filler = P_SpawnMobj(actor->x, actor->y, actor->z, MT_JETFUME1);
P_SetTarget(&filler->target, actor);
filler->fuse = 59;
P_SetTarget(&actor->tracer, filler);
filler->destscale = actor->scale/2;
filler->destscale = actor->scale/3;
P_SetScale(filler, filler->destscale);
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;

View File

@ -2594,6 +2594,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
case MT_EGGMOBILE3:
{
mobj_t *mo2;
thinker_t *th;
UINT32 i = 0; // to check how many clones we've removed
@ -2614,6 +2615,11 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
mo->scalespeed = (mo->scale - mo->destscale)/(2*TICRATE);
mo->momz = mo->info->speed;
mo->angle = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_SetMobjState(mo2, S_BOSSSEBH2);
if (++i == 2) // we've already removed 2 of these, let's stop now
break;
else

View File

@ -4359,12 +4359,6 @@ static void P_Boss3Thinker(mobj_t *mobj)
if (mobj->flags2 & MF2_FRET)
mobj->movedir = 1;
if (!mobj->tracer)
{
var1 = 1;
A_BossJetFume(mobj);
}
if (mobj->health <= 0)
return;
/*
@ -4493,7 +4487,7 @@ static void P_Boss3Thinker(mobj_t *mobj)
if (mobj->health <= mobj->info->damage) // pinch phase
mobj->movecount--; // limited number of shots before diving again
if (mobj->movecount)
P_SetMobjState(mobj, mobj->info->missilestate);
P_SetMobjState(mobj, mobj->info->missilestate+1);
}
}
else if (mobj->threshold >= 0) // Traveling mode
@ -4592,6 +4586,15 @@ static void P_Boss3Thinker(mobj_t *mobj)
ang += (ANGLE_MAX/64);
}
S_StartSound(mobj, sfx_fizzle);
// look for a new target
P_BossTargetPlayer(mobj, false);
if (mobj->target && mobj->target->player)
{
A_FaceTarget(mobj);
P_SetMobjState(mobj, mobj->info->missilestate);
}
}
else if (mobj->flags2 & (MF2_STRONGBOX|MF2_CLASSICPUSH)) // just hit the bottom of your tube
{
@ -5527,8 +5530,7 @@ static void P_Boss9Thinker(mobj_t *mobj)
mobj->tracer->destscale = FRACUNIT + (4*TICRATE - mobj->fuse)*(FRACUNIT/2)/TICRATE + FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT),FRACUNIT/2);
P_SetScale(mobj->tracer, mobj->tracer->destscale);
}
else
mobj->tracer->frame &= ~FF_TRANSMASK; // this causes a flicker but honestly i like it this way
P_TeleportMove(mobj->tracer, mobj->x, mobj->y, mobj->z + mobj->height/2 - mobj->tracer->height/2);
mobj->tracer->momx = mobj->momx;
mobj->tracer->momy = mobj->momy;
@ -5645,12 +5647,12 @@ static void P_Boss9Thinker(mobj_t *mobj)
if (mobj->health > mobj->info->damage)
{
P_SetScale(missile, FRACUNIT/2);
P_SetScale(missile, FRACUNIT/3);
missile->color = SKINCOLOR_GOLD; // sonic cd electric power
}
else
{
P_SetScale(missile, FRACUNIT/4);
P_SetScale(missile, FRACUNIT/5);
missile->color = SKINCOLOR_MAGENTA; // sonic OVA/4 purple power
}
missile->destscale = missile->scale*2;
@ -5940,9 +5942,7 @@ static void P_Boss9Thinker(mobj_t *mobj)
P_SetTarget(&mobj->tracer, shield);
P_SetTarget(&shield->target, mobj);
shield->height -= 20*FRACUNIT; // different offset...
shield->color = SKINCOLOR_MAGENTA;
shield->colorized = true;
P_SetMobjState(shield, S_FIRS1);
P_SetMobjState(shield, S_MSSHIELD_F2);
//P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); -- why does this happen twice? see case 2...
}
mobj->fuse = 4*TICRATE;
@ -7093,9 +7093,7 @@ void P_MobjThinker(mobj_t *mobj)
switch (mobj->type)
{
case MT_BOSSTANK1:
case MT_BOSSTANK2:
case MT_BOSSSPIGOT:
case MT_BOSSJUNK:
mobj->flags2 ^= MF2_DONTDRAW;
break;
case MT_MACEPOINT:
@ -7681,12 +7679,22 @@ void P_MobjThinker(mobj_t *mobj)
switch (mobj->type)
{
case MT_EGGMOBILE:
if (mobj->health < mobj->info->damage+1 && leveltime & 1 && mobj->health > 0)
P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SMOKE);
if (mobj->health < mobj->info->damage+1 && leveltime & 2)
{
fixed_t rad = mobj->radius>>FRACBITS;
fixed_t hei = mobj->height>>FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(mobj,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
MT_SMOKE);
P_SetObjectMomZ(particle, 2<<FRACBITS, false);
particle->momz += mobj->momz;
}
if (mobj->flags2 & MF2_SKULLFLY)
#if 1
P_SpawnGhostMobj(mobj);
#else
#else // all the way back from final demo... MT_THOK isn't even the same size anymore!
{
mobj_t *spawnmobj;
spawnmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->painchance);
@ -7697,12 +7705,48 @@ void P_MobjThinker(mobj_t *mobj)
P_Boss1Thinker(mobj);
break;
case MT_EGGMOBILE2:
if (mobj->health < mobj->info->damage+1 && leveltime & 2)
{
fixed_t rad = mobj->radius>>FRACBITS;
fixed_t hei = mobj->height>>FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(mobj,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
MT_SMOKE);
P_SetObjectMomZ(particle, 2<<FRACBITS, false);
particle->momz += mobj->momz;
}
P_Boss2Thinker(mobj);
break;
case MT_EGGMOBILE3:
if (mobj->health < mobj->info->damage+1 && leveltime & 2)
{
fixed_t rad = mobj->radius>>FRACBITS;
fixed_t hei = mobj->height>>FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(mobj,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
MT_SMOKE);
P_SetObjectMomZ(particle, 2<<FRACBITS, false);
particle->momz += mobj->momz;
}
P_Boss3Thinker(mobj);
break;
case MT_EGGMOBILE4:
if (mobj->health < mobj->info->damage+1 && leveltime & 2)
{
fixed_t rad = mobj->radius>>FRACBITS;
fixed_t hei = mobj->height>>FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(mobj,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
MT_SMOKE);
P_SetObjectMomZ(particle, 2<<FRACBITS, false);
particle->momz += mobj->momz;
}
P_Boss4Thinker(mobj);
break;
case MT_FANG:
@ -8318,30 +8362,6 @@ void P_MobjThinker(mobj_t *mobj)
mobj->fuse++;
}
break;
case MT_PROPELLER:
{
fixed_t jetx, jety;
if (!mobj->target // if you have no target
|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
{ // then remove yourself as well!
P_RemoveMobj(mobj);
return;
}
jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale));
jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale));
P_UnsetThingPosition(mobj);
mobj->x = jetx;
mobj->y = jety;
mobj->z = mobj->target->z + FixedMul(17*FRACUNIT, mobj->target->scale);
mobj->angle = mobj->target->angle - ANGLE_180;
mobj->floorz = mobj->z;
mobj->ceilingz = mobj->z+mobj->height;
P_SetThingPosition(mobj);
}
break;
case MT_JETFLAME:
{
if (!mobj->target // if you have no target
@ -9038,9 +9058,9 @@ void P_MobjThinker(mobj_t *mobj)
{
if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
{
var1 = mobj->state->var1;
var2 = mobj->state->var2;
mobj->state->action.acp1(mobj);
/*var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);*/
}
else if (leveltime & 1) // Fire mode
{

View File

@ -557,9 +557,16 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U
// White!
if (skinnum == TC_BOSS)
dest_colormap[31] = 0;
{
for (i = 0; i < 16; i++)
dest_colormap[31-i] = i;
}
else if (skinnum == TC_METALSONIC)
dest_colormap[159] = 0;
{
for (i = 0; i < 6; i++)
dest_colormap[Color_Index[SKINCOLOR_BLUE-1][12-i]] = Color_Index[SKINCOLOR_BLUE-1][i];
dest_colormap[159] = dest_colormap[253] = dest_colormap[254] = 0;
}
return;
}
else if (color == SKINCOLOR_NONE)