Merge remote-tracking branch 'origin/master' into fix_skipintro

This commit is contained in:
Jaime Passos 2019-09-02 23:36:15 -03:00
commit 6b151ef4ea
18 changed files with 280 additions and 268 deletions

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@ -513,6 +513,10 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->currentweapon = LONG(players[i].currentweapon);
rsp->ringweapons = LONG(players[i].ringweapons);
rsp->ammoremoval = (UINT16)SHORT(players[i].ammoremoval);
rsp->ammoremovaltimer = (tic_t)LONG(players[i].ammoremovaltimer);
rsp->ammoremovalweapon = LONG(players[i].ammoremovalweapon);
for (j = 0; j < NUMPOWERS; ++j)
rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]);
@ -644,6 +648,10 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].currentweapon = LONG(rsp->currentweapon);
players[i].ringweapons = LONG(rsp->ringweapons);
players[i].ammoremoval = (UINT16)SHORT(rsp->ammoremoval);
players[i].ammoremovaltimer = (tic_t)LONG(rsp->ammoremovaltimer);
players[i].ammoremovalweapon = LONG(rsp->ammoremovalweapon);
for (j = 0; j < NUMPOWERS; ++j)
players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]);

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@ -164,6 +164,9 @@ typedef struct
angle_t aiming;
INT32 currentweapon;
INT32 ringweapons;
UINT16 ammoremoval;
tic_t ammoremovaltimer;
INT32 ammoremovalweapon;
UINT16 powers[NUMPOWERS];
// Score is resynched in the confirm resync packet

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@ -745,9 +745,12 @@ void Got_Filetxpak(void)
{
INT32 filenum = netbuffer->u.filetxpak.fileid;
fileneeded_t *file = &fileneeded[filenum];
char *filename = file->filename;
char *filename;
static INT32 filetime = 0;
filename = va("%s", file->filename);
nameonly(filename);
if (!(strcmp(filename, "srb2.pk3")
&& strcmp(filename, "srb2.srb")
&& strcmp(filename, "srb2.wad")
@ -758,6 +761,8 @@ void Got_Filetxpak(void)
))
I_Error("Tried to download \"%s\"", filename);
filename = file->filename;
if (filenum >= fileneedednum)
{
DEBFILE(va("fileframent not needed %d>%d\n", filenum, fileneedednum));

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@ -333,6 +333,10 @@ typedef struct player_s
INT32 currentweapon; // current weapon selected.
INT32 ringweapons; // weapons currently obtained.
UINT16 ammoremoval; // amount of ammo removed for the current weapon.
tic_t ammoremovaltimer; // flashing counter for ammo used.
INT32 ammoremovalweapon; // weapon from which the ammo was removed.
// Power ups. invinc and invis are tic counters.
UINT16 powers[NUMPOWERS];

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@ -3347,6 +3347,10 @@ static void readmaincfg(MYFILE *f)
{
gameovertics = get_number(word2);
}
else if (fastcmp(word, "AMMOREMOVALTICS"))
{
ammoremovaltics = get_number(word2);
}
else if (fastcmp(word, "INTROTOPLAY"))
{
introtoplay = (UINT8)get_number(word2);
@ -4616,25 +4620,12 @@ 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_PAIN",
"S_EGGMOBILE_PAIN2",
"S_EGGMOBILE_DIE1",
"S_EGGMOBILE_DIE2",
"S_EGGMOBILE_DIE3",
"S_EGGMOBILE_DIE4",
"S_EGGMOBILE_DIE5",
"S_EGGMOBILE_DIE6",
"S_EGGMOBILE_DIE7",
"S_EGGMOBILE_DIE8",
"S_EGGMOBILE_DIE9",
"S_EGGMOBILE_DIE10",
"S_EGGMOBILE_DIE11",
"S_EGGMOBILE_DIE12",
"S_EGGMOBILE_DIE13",
"S_EGGMOBILE_DIE14",
"S_EGGMOBILE_FLEE1",
"S_EGGMOBILE_FLEE2",
"S_EGGMOBILE_BALL",
@ -4655,16 +4646,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE2_DIE2",
"S_EGGMOBILE2_DIE3",
"S_EGGMOBILE2_DIE4",
"S_EGGMOBILE2_DIE5",
"S_EGGMOBILE2_DIE6",
"S_EGGMOBILE2_DIE7",
"S_EGGMOBILE2_DIE8",
"S_EGGMOBILE2_DIE9",
"S_EGGMOBILE2_DIE10",
"S_EGGMOBILE2_DIE11",
"S_EGGMOBILE2_DIE12",
"S_EGGMOBILE2_DIE13",
"S_EGGMOBILE2_DIE14",
"S_EGGMOBILE2_FLEE1",
"S_EGGMOBILE2_FLEE2",
@ -4714,16 +4695,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE3_DIE2",
"S_EGGMOBILE3_DIE3",
"S_EGGMOBILE3_DIE4",
"S_EGGMOBILE3_DIE5",
"S_EGGMOBILE3_DIE6",
"S_EGGMOBILE3_DIE7",
"S_EGGMOBILE3_DIE8",
"S_EGGMOBILE3_DIE9",
"S_EGGMOBILE3_DIE10",
"S_EGGMOBILE3_DIE11",
"S_EGGMOBILE3_DIE12",
"S_EGGMOBILE3_DIE13",
"S_EGGMOBILE3_DIE14",
"S_EGGMOBILE3_FLEE1",
"S_EGGMOBILE3_FLEE2",
@ -4770,16 +4741,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE4_DIE2",
"S_EGGMOBILE4_DIE3",
"S_EGGMOBILE4_DIE4",
"S_EGGMOBILE4_DIE5",
"S_EGGMOBILE4_DIE6",
"S_EGGMOBILE4_DIE7",
"S_EGGMOBILE4_DIE8",
"S_EGGMOBILE4_DIE9",
"S_EGGMOBILE4_DIE10",
"S_EGGMOBILE4_DIE11",
"S_EGGMOBILE4_DIE12",
"S_EGGMOBILE4_DIE13",
"S_EGGMOBILE4_DIE14",
"S_EGGMOBILE4_FLEE1",
"S_EGGMOBILE4_FLEE2",
"S_EGGMOBILE4_MACE",
@ -4835,6 +4796,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FANG_FIRE3",
"S_FANG_FIRE4",
"S_FANG_FIREREPEAT",
"S_FANG_LOBSHOT0",
"S_FANG_LOBSHOT1",
"S_FANG_LOBSHOT2",
"S_FANG_WAIT1",
@ -4851,6 +4813,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FANG_PINCHFALL2",
"S_FANG_PINCHSKID1",
"S_FANG_PINCHSKID2",
"S_FANG_PINCHLOBSHOT0",
"S_FANG_PINCHLOBSHOT1",
"S_FANG_PINCHLOBSHOT2",
"S_FANG_PINCHLOBSHOT3",
@ -5156,8 +5119,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_METALSONIC_DEATH4",
"S_METALSONIC_FLEE1",
"S_METALSONIC_FLEE2",
"S_METALSONIC_FLEE3",
"S_METALSONIC_FLEE4",
"S_MSSHIELD_F1",
"S_MSSHIELD_F2",

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@ -217,6 +217,8 @@ UINT16 nightslinktics = 2*TICRATE;
INT32 gameovertics = 15*TICRATE;
UINT8 ammoremovaltics = 2*TICRATE;
UINT8 use1upSound = 0;
UINT8 maxXtraLife = 2; // Max extra lives from rings
@ -3285,9 +3287,11 @@ void G_LoadGameSettings(void)
{
// defaults
spstage_start = 1;
sstage_start = smpstage_start = 50;
sstage_end = smpstage_end = 56; // 7 special stages in vanilla SRB2
sstage_start = 50;
sstage_end = 56; // 7 special stages in vanilla SRB2
sstage_end++; // plus one weirdo
smpstage_start = 60;
smpstage_end = 66; // 7 multiplayer special stages too
// initialize free sfx slots for skin sounds
S_InitRuntimeSounds();

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@ -51,6 +51,7 @@ extern tic_t levelstarttic;
// for modding?
extern INT16 prevmap, nextmap;
extern INT32 gameovertics;
extern UINT8 ammoremovaltics;
extern tic_t timeinmap; // Ticker for time spent in level (used for levelcard display)
extern INT16 rw_maximums[NUM_WEAPONS];
extern INT32 pausedelay;

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@ -1043,8 +1043,8 @@ state_t states[NUMSTATES] =
{SPR_CBFS, 7, 1, {A_FaceStabHurl}, 6, S_FACESTABBER_CHARGE4, S_FACESTABBER_CHARGE3}, // S_FACESTABBER_CHARGE3
{SPR_CBFS, 7, 1, {A_FaceStabMiss}, 0, S_FACESTABBER_STND1, S_FACESTABBER_CHARGE4}, // S_FACESTABBER_CHARGE4
{SPR_CBFS, 0, 35, {A_Pain}, 0, 0, S_FACESTABBER_STND1}, // S_FACESTABBER_PAIN
{SPR_CBFS, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_FACESTABBER_DIE2}, // S_FACESTABBER_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_FACESTABBER_DIE3}, // S_FACESTABBER_DIE2
{SPR_CBFS, 0, 2, {A_BossScream}, 1, 0, S_FACESTABBER_DIE2}, // S_FACESTABBER_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, 0, S_FACESTABBER_DIE3}, // S_FACESTABBER_DIE2
{SPR_NULL, 0, 0, {A_Repeat}, 7, S_FACESTABBER_DIE1, S_XPLD_FLICKY}, // S_FACESTABBER_DIE3
{SPR_STAB, FF_PAPERSPRITE|FF_TRANS50|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_FACESTABBERSPEAR
@ -1205,33 +1205,20 @@ state_t states[NUMSTATES] =
{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, 4, {A_Boss1Spikeballs}, 0, 4, S_EGGMOBILE_PANIC3}, // S_EGGMOBILE_PANIC2
{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, 4, {A_Boss1Spikeballs}, 1, 4, S_EGGMOBILE_PANIC5}, // S_EGGMOBILE_PANIC4
{SPR_EGGM, 3, 8, {NULL}, 0, 0, S_EGGMOBILE_PANIC6}, // S_EGGMOBILE_PANIC5
{SPR_EGGM, 4, 4, {A_Boss1Spikeballs}, 2, 4, S_EGGMOBILE_PANIC7}, // S_EGGMOBILE_PANIC6
{SPR_EGGM, 3, 8, {NULL}, 0, 0, S_EGGMOBILE_PANIC8}, // S_EGGMOBILE_PANIC7
{SPR_EGGM, 4, 4, {A_Boss1Spikeballs}, 3, 4, S_EGGMOBILE_PANIC9}, // S_EGGMOBILE_PANIC8
{SPR_EGGM, 3, 8, {NULL}, 0, 0, S_EGGMOBILE_PANIC10},// S_EGGMOBILE_PANIC9
{SPR_EGGM, 0, 35, {A_SkullAttack}, 0, 0, S_EGGMOBILE_STND}, // S_EGGMOBILE_PANIC10
{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, 8, {A_Fall}, 0, 0, S_EGGMOBILE_DIE2}, // S_EGGMOBILE_DIE1
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE3}, // S_EGGMOBILE_DIE2
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE4}, // S_EGGMOBILE_DIE3
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE5}, // S_EGGMOBILE_DIE4
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE6}, // S_EGGMOBILE_DIE5
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE7}, // S_EGGMOBILE_DIE6
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE8}, // S_EGGMOBILE_DIE7
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE9}, // S_EGGMOBILE_DIE8
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE10}, // S_EGGMOBILE_DIE9
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE11}, // S_EGGMOBILE_DIE10
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE12}, // S_EGGMOBILE_DIE11
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE13}, // S_EGGMOBILE_DIE12
{SPR_EGGM, 22, 8, {A_BossScream}, 0, 0, S_EGGMOBILE_DIE14}, // S_EGGMOBILE_DIE13
{SPR_EGGM, 22, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE_DIE14
{SPR_EGGM, 23, 5, {NULL}, 0, 0, S_EGGMOBILE_FLEE2}, // S_EGGMOBILE_FLEE1
{SPR_EGGM, 24, 5, {NULL}, 0, 0, S_EGGMOBILE_FLEE1}, // S_EGGMOBILE_FLEE2
{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_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
@ -1246,22 +1233,12 @@ state_t states[NUMSTATES] =
{SPR_EGGN, 1, 2, {NULL}, 0, 0, S_EGGMOBILE2_POGO4}, // S_EGGMOBILE2_POGO7
{SPR_EGGN, 3, 24, {A_Boss2TakeDamage}, 24+TICRATE, 0, S_EGGMOBILE2_STND}, // S_EGGMOBILE2_PAIN
{SPR_EGGN, 4, 24, {A_Boss2TakeDamage}, 24+TICRATE, 0, S_EGGMOBILE2_POGO4}, // S_EGGMOBILE2_PAIN2
{SPR_EGGN, 5, 8, {A_Fall}, 0, 0, S_EGGMOBILE2_DIE2}, // S_EGGMOBILE2_DIE1
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE3}, // S_EGGMOBILE2_DIE2
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE4}, // S_EGGMOBILE2_DIE3
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE5}, // S_EGGMOBILE2_DIE4
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE6}, // S_EGGMOBILE2_DIE5
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE7}, // S_EGGMOBILE2_DIE6
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE8}, // S_EGGMOBILE2_DIE7
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE9}, // S_EGGMOBILE2_DIE8
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE10}, // S_EGGMOBILE2_DIE9
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE11}, // S_EGGMOBILE2_DIE10
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE12}, // S_EGGMOBILE2_DIE11
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE13}, // S_EGGMOBILE2_DIE12
{SPR_EGGN, 5, 8, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE14}, // S_EGGMOBILE2_DIE13
{SPR_EGGN, 5, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE2_DIE14
{SPR_EGGN, 6, 5, {NULL}, 0, 0, S_EGGMOBILE2_FLEE2}, // S_EGGMOBILE2_FLEE1
{SPR_EGGN, 7, 5, {NULL}, 0, 0, S_EGGMOBILE2_FLEE1}, // S_EGGMOBILE2_FLEE2
{SPR_EGGN, 5, 2, {A_Fall}, 0, 0, S_EGGMOBILE2_DIE2}, // S_EGGMOBILE2_DIE1
{SPR_EGGN, 5, 2, {A_BossScream}, 0, 0, S_EGGMOBILE2_DIE3}, // S_EGGMOBILE2_DIE2
{SPR_EGGN, 5, 0, {A_Repeat}, 17, S_EGGMOBILE2_DIE2, S_EGGMOBILE2_DIE4}, // S_EGGMOBILE2_DIE3
{SPR_EGGN, 5, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE2_DIE4
{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
@ -1305,22 +1282,12 @@ state_t states[NUMSTATES] =
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_LAUGH20
{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, 8, {A_Fall}, 0, 0, S_EGGMOBILE3_DIE2}, // S_EGGMOBILE3_DIE1
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE3}, // S_EGGMOBILE3_DIE2
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE4}, // S_EGGMOBILE3_DIE3
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE5}, // S_EGGMOBILE3_DIE4
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE6}, // S_EGGMOBILE3_DIE5
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE7}, // S_EGGMOBILE3_DIE6
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE8}, // S_EGGMOBILE3_DIE7
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE9}, // S_EGGMOBILE3_DIE8
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE10}, // S_EGGMOBILE3_DIE9
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE11}, // S_EGGMOBILE3_DIE10
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE12}, // S_EGGMOBILE3_DIE11
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE13}, // S_EGGMOBILE3_DIE12
{SPR_EGGO, 9, 8, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE14}, // S_EGGMOBILE3_DIE13
{SPR_EGGO, 9, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE3_DIE14
{SPR_EGGO, 10, 5, {NULL}, 0, 0, S_EGGMOBILE3_FLEE2}, // S_EGGMOBILE3_FLEE1
{SPR_EGGO, 11, 5, {NULL}, 0, 0, S_EGGMOBILE3_FLEE1}, // S_EGGMOBILE3_FLEE2
{SPR_EGGO, 9, 2, {A_Fall}, 0, 0, S_EGGMOBILE3_DIE2}, // S_EGGMOBILE3_DIE1
{SPR_EGGO, 9, 2, {A_BossScream}, 0, 0, S_EGGMOBILE3_DIE3}, // S_EGGMOBILE3_DIE2
{SPR_EGGO, 9, 0, {A_Repeat}, 17, S_EGGMOBILE3_DIE2, S_EGGMOBILE3_DIE4}, // S_EGGMOBILE3_DIE3
{SPR_EGGO, 9, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE3_DIE4
{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
@ -1361,26 +1328,16 @@ state_t states[NUMSTATES] =
{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, 8, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE5}, // S_EGGMOBILE4_DIE4
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE6}, // S_EGGMOBILE4_DIE5
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE7}, // S_EGGMOBILE4_DIE6
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE8}, // S_EGGMOBILE4_DIE7
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE9}, // S_EGGMOBILE4_DIE8
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE10}, // S_EGGMOBILE4_DIE9
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE11}, // S_EGGMOBILE4_DIE10
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE12}, // S_EGGMOBILE4_DIE11
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE13}, // S_EGGMOBILE4_DIE12
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE14}, // S_EGGMOBILE4_DIE13
{SPR_EGGP,12, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_EGGMOBILE4_DIE14
{SPR_EGGP,13, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1
{SPR_EGGP,14, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2
{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_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_MACE
{SPR_BMCE, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE2}, // S_EGGMOBILE4_MACE_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE3}, // S_EGGMOBILE4_MACE_DIE2
{SPR_NULL, 0, 0, {A_Repeat}, 7, S_EGGMOBILE4_MACE_DIE1, S_BOSSEXPLODE}, // S_EGGMOBILE4_MACE_DIE3
{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
{SPR_NULL, 0, 0, {A_Repeat}, 7, S_EGGMOBILE4_MACE_DIE1, S_SONIC3KBOSSEXPLOSION1}, // S_EGGMOBILE4_MACE_DIE3
// Boss 4 jet flame
{SPR_EFIR, FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 1, 1, S_NULL}, // S_JETFLAME
@ -1430,7 +1387,7 @@ state_t states[NUMSTATES] =
{SPR_FANG, 4, 1, {A_DoNPCSkid}, S_FANG_SKID3, 0, S_FANG_SKID2}, // S_FANG_SKID2
{SPR_FANG, 4, 10, {NULL}, 0, 0, S_FANG_CHOOSEATTACK}, // S_FANG_SKID3
{SPR_FANG, 0, 0, {A_RandomState}, S_FANG_LOBSHOT1, S_FANG_FIRESTART1, S_NULL}, // S_FANG_CHOOSEATTACK
{SPR_FANG, 0, 0, {A_RandomState}, S_FANG_LOBSHOT0, S_FANG_FIRESTART1, S_NULL}, // S_FANG_CHOOSEATTACK
{SPR_FANG, 5, 0, {A_PrepareRepeat}, 3, 0, S_FANG_FIRESTART2}, // S_FANG_FIRESTART1 // Reset loop
{SPR_FANG, 5, 18, {A_LookForBetter}, 1, 0, S_FANG_FIRE1}, // S_FANG_FIRESTART2
@ -1440,7 +1397,8 @@ state_t states[NUMSTATES] =
{SPR_FANG, 5, 5, {NULL}, 2, 0, S_FANG_FIREREPEAT}, // S_FANG_FIRE4
{SPR_FANG, 5, 0, {A_Repeat}, 3, S_FANG_FIRE1, S_FANG_WAIT1}, // S_FANG_FIREREPEAT // End of loop
{SPR_FANG, 19, 18, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT2}, // S_FANG_LOBSHOT1
{SPR_FANG, 18, 16, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT1}, // S_FANG_LOBSHOT0
{SPR_FANG, 19, 2, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT2}, // S_FANG_LOBSHOT1
{SPR_FANG, 20, 18, {A_BrakLobShot}, MT_FBOMB, 32+(1<<16), S_FANG_WAIT1}, // S_FANG_LOBSHOT2
{SPR_FANG, FF_ANIMATE|15, 70, {NULL}, 1, 5, S_FANG_WAIT2}, // S_FANG_WAIT1
@ -1458,17 +1416,18 @@ state_t states[NUMSTATES] =
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_PINCHSKID1, 0, S_FANG_PINCHFALL2}, // S_FANG_PINCHFALL1
{SPR_FANG, 13, 1, {A_Boss5CheckOnGround}, S_FANG_PINCHSKID1, 0, S_FANG_PINCHFALL1}, // S_FANG_PINCHFALL2
{SPR_FANG, 4, 0, {A_PlayAttackSound}, 0, 0, S_FANG_PINCHSKID2}, // S_FANG_PINCHSKID1
{SPR_FANG, 4, 1, {A_DoNPCSkid}, S_FANG_PINCHLOBSHOT1, 0, S_FANG_PINCHSKID2}, // S_FANG_PINCHSKID2
{SPR_FANG, 19, 18, {A_FaceTarget}, 3, 0, S_FANG_PINCHLOBSHOT2}, // S_FANG_PINCHLOBSHOT1
{SPR_FANG, 4, 1, {A_DoNPCSkid}, S_FANG_PINCHLOBSHOT0, 0, S_FANG_PINCHSKID2}, // S_FANG_PINCHSKID2
{SPR_FANG, 18, 16, {A_FaceTarget}, 3, 0, S_FANG_PINCHLOBSHOT1}, // S_FANG_PINCHLOBSHOT0
{SPR_FANG, 19, 2, {A_FaceTarget}, 3, 0, S_FANG_PINCHLOBSHOT2}, // S_FANG_PINCHLOBSHOT1
{SPR_FANG, 20, 30, {A_Boss5MakeItRain}, MT_FBOMB, -16, S_FANG_PINCHLOBSHOT3}, // S_FANG_PINCHLOBSHOT2
{SPR_FANG, 19, 18, {A_LinedefExecute}, LE_BOSS4DROP, 0, S_FANG_PINCHLOBSHOT4}, // S_FANG_PINCHLOBSHOT3
{SPR_FANG, 19, 0, {A_Boss5Calm}, 0, 0, S_FANG_PATHINGSTART1}, // S_FANG_PINCHLOBSHOT4
{SPR_FANG, 20, 18, {A_LinedefExecute}, LE_BOSS4DROP, 0, S_FANG_PINCHLOBSHOT4}, // S_FANG_PINCHLOBSHOT3
{SPR_FANG, 0, 0, {A_Boss5Calm}, 0, 0, S_FANG_PATHINGSTART1}, // S_FANG_PINCHLOBSHOT4
{SPR_FANG, 14, 0, {A_DoNPCPain}, 0, 0, S_FANG_DIE2}, // S_FANG_DIE1
{SPR_FANG, 14, 1, {A_Boss5CheckOnGround}, S_FANG_DIE3, 0, S_FANG_DIE2}, // S_FANG_DIE2
{SPR_FANG, 21, 0, {A_DoNPCPain}, 0, 0, S_FANG_DIE2}, // S_FANG_DIE1
{SPR_FANG, 21, 1, {A_Boss5CheckOnGround}, S_FANG_DIE3, 0, S_FANG_DIE2}, // S_FANG_DIE2
{SPR_FANG, 17, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 17, 104, {NULL}, 0, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 22, 104, {NULL}, 0, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 11, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6}, // S_FANG_DIE5
{SPR_FANG, 11, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7}, // S_FANG_DIE6
@ -1480,7 +1439,7 @@ state_t states[NUMSTATES] =
{SPR_FANG, 9, 2, {NULL}, 0, 0, S_FANG_FLEEBOUNCE2}, // S_FANG_FLEEBOUNCE1
{SPR_FANG, 10, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_FANG_FLEEBOUNCE2
{SPR_FANG, 18, 7*TICRATE, {NULL}, 0, 0, S_NULL}, // S_FANG_KO
{SPR_FANG, 17, 7*TICRATE, {NULL}, 0, 0, S_NULL}, // S_FANG_KO
{SPR_FBOM, 0, 1, {A_GhostMe}, 0, 0, S_FBOMB2}, // S_FBOMB1
{SPR_FBOM, 1, 1, {A_GhostMe}, 0, 0, S_FBOMB1}, // S_FBOMB2
@ -1621,7 +1580,7 @@ state_t states[NUMSTATES] =
{SPR_BRAK, 18, 0, {A_CheckHealth}, 3, S_CYBRAKDEMON_PAIN3, S_CYBRAKDEMON_CHOOSE_ATTACK1}, // S_CYBRAKDEMON_PAIN2
{SPR_BRAK, 18, 0, {A_LinedefExecute}, LE_PINCHPHASE, 0, S_CYBRAKDEMON_CHOOSE_ATTACK1}, // S_CYBRAKDEMON_PAIN3
{SPR_BRAK, 18, 1, {A_Repeat}, 1, S_CYBRAKDEMON_DIE1, S_CYBRAKDEMON_DIE2}, // S_CYBRAKDEMON_DIE1
{SPR_BRAK, 18, 2, {A_BossScream}, 0, MT_SONIC3KBOSSEXPLODE, S_CYBRAKDEMON_DIE3}, // S_CYBRAKDEMON_DIE2
{SPR_BRAK, 18, 2, {A_BossScream}, 0, 0, S_CYBRAKDEMON_DIE3}, // S_CYBRAKDEMON_DIE2
{SPR_BRAK, 18, 0, {A_Repeat}, 52, S_CYBRAKDEMON_DIE2, S_CYBRAKDEMON_DIE4}, // S_CYBRAKDEMON_DIE3
{SPR_BRAK, 13, 14, {A_PlaySound}, sfx_bedie2, 0, S_CYBRAKDEMON_DIE5}, // S_CYBRAKDEMON_DIE4
{SPR_BRAK, 14, 7, {NULL}, 0, 0, S_CYBRAKDEMON_DIE6}, // S_CYBRAKDEMON_DIE5
@ -1737,7 +1696,7 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 1, {A_SetFuse}, TICRATE, 0, S_CYBRAKDEMONVILEEXPLOSION2}, //S_CYBRAKDEMONVILEEXPLOSION1,
{SPR_NULL, 0, 0, {A_ScoreRise}, 0, 0, S_CYBRAKDEMONVILEEXPLOSION3}, //S_CYBRAKDEMONVILEEXPLOSION2,
{SPR_NULL, 0, 1, {A_BossScream}, 0, MT_SONIC3KBOSSEXPLODE, S_CYBRAKDEMONVILEEXPLOSION1}, //S_CYBRAKDEMONVILEEXPLOSION3,
{SPR_NULL, 0, 1, {A_BossScream}, 0, 0, S_CYBRAKDEMONVILEEXPLOSION1}, //S_CYBRAKDEMONVILEEXPLOSION3,
// Metal Sonic
{SPR_METL, 0, 35, {NULL}, 0, 0, S_METALSONIC_WAIT1}, // S_METALSONIC_STAND
@ -1766,14 +1725,12 @@ state_t states[NUMSTATES] =
{SPR_METL, 16, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE
{SPR_METL, 13, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT
{SPR_METL, 11, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN
{SPR_METL, 13, 8, {A_Fall}, 0, 0, S_METALSONIC_DEATH2},// S_METALSONIC_DEATH1
{SPR_METL, 13, 8, {A_BossScream}, 0, 0, S_METALSONIC_DEATH3},// S_METALSONIC_DEATH2
{SPR_METL, 13, 0, {A_Repeat}, 11, S_METALSONIC_DEATH2, S_METALSONIC_DEATH4}, // S_METALSONIC_DEATH3
{SPR_METL, 13, 2, {A_Fall}, 0, 0, S_METALSONIC_DEATH2},// S_METALSONIC_DEATH1
{SPR_METL, 13, 4, {A_BossScream}, 0, 0, S_METALSONIC_DEATH3},// S_METALSONIC_DEATH2
{SPR_METL, 13, 0, {A_Repeat}, 17, S_METALSONIC_DEATH2, S_METALSONIC_DEATH4}, // S_METALSONIC_DEATH3
{SPR_METL, 13, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH4
{SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1
{SPR_METL, 11, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2
{SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3
{SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE4
{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
@ -3736,8 +3693,8 @@ state_t states[NUMSTATES] =
{SPR_HIVE, 2, 2, {NULL}, 0, 0, S_HIVEELEMENTAL_DORMANT}, // S_HIVEELEMENTAL_SHOOT2
{SPR_HIVE, 0, 5, {A_ParentTriesToSleep}, S_HIVEELEMENTAL_PREPARE1, 0, S_HIVEELEMENTAL_DORMANT}, // S_HIVEELEMENTAL_DORMANT
{SPR_HIVE, 3, 35, {A_Pain}, 0, 0, S_HIVEELEMENTAL_LOOK}, // S_HIVEELEMENTAL_PAIN
{SPR_HIVE, 3, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_HIVEELEMENTAL_DIE2}, // S_HIVEELEMENTAL_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_HIVEELEMENTAL_DIE3}, // S_HIVEELEMENTAL_DIE2
{SPR_HIVE, 3, 2, {A_BossScream}, 1, 0, S_HIVEELEMENTAL_DIE2}, // S_HIVEELEMENTAL_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, 0, S_HIVEELEMENTAL_DIE3}, // S_HIVEELEMENTAL_DIE2
{SPR_NULL, 0, 0, {A_Repeat}, 7, S_HIVEELEMENTAL_DIE1, S_XPLD_FLICKY}, // S_HIVEELEMENTAL_DIE3
{SPR_BUMB, 1, 10, {NULL}, 0, 0, S_BUMBLEBORE_LOOK1}, // S_BUMBLEBORE_SPAWN
@ -4635,7 +4592,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_FACESTABBER_CHARGE1, // missilestate
S_FACESTABBER_DIE1, // deathstate
S_NULL, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
3, // speed
32*FRACUNIT, // radius
72*FRACUNIT, // height
@ -5202,7 +5159,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE_RATK1, // missilestate
S_EGGMOBILE_DIE1, // deathstate
S_EGGMOBILE_FLEE1, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
4, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
@ -5337,7 +5294,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
(statenum_t)MT_EGGMOBILE2_POGO, // missilestate
S_EGGMOBILE2_DIE1, // deathstate
S_EGGMOBILE2_FLEE1,// xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
2*FRACUNIT, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
@ -5399,7 +5356,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
100, // mass
1, // damage
sfx_None, // activesound
MF_NOBLOCKMAP, // flags
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
@ -5426,7 +5383,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
100, // mass
1, // damage
sfx_None, // activesound
MF_NOBLOCKMAP, // flags
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
@ -5453,7 +5410,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
100, // mass
1, // damage
sfx_None, // activesound
MF_NOBLOCKMAP, // flags
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
@ -5526,7 +5483,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE3_LAUGH1,// missilestate
S_EGGMOBILE3_DIE1, // deathstate
S_EGGMOBILE3_FLEE1, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
8*FRACUNIT, // speed
32*FRACUNIT, // radius
116*FRACUNIT, // height
@ -5634,7 +5591,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE4_RATK1,// missilestate
S_EGGMOBILE4_DIE1, // deathstate
S_EGGMOBILE4_FLEE1,// xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
0, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
@ -6363,7 +6320,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_METALSONIC_SHOOT, // missilestate
S_METALSONIC_DEATH1,// deathstate
S_METALSONIC_FLEE1, // xdeathstate
sfx_s3k6e, // deathsound
sfx_s3kb4, // deathsound
MT_ENERGYBALL, // speed
16*FRACUNIT, // radius
48*FRACUNIT, // height
@ -6550,7 +6507,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_BOSSEXPLODE, // deathstate
S_SONIC3KBOSSEXPLOSION1, // deathstate
S_NULL, // xdeathstate
sfx_cybdth, // deathsound
38*FRACUNIT, // speed
@ -18979,7 +18936,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // missilestate
S_HIVEELEMENTAL_DIE1, // deathstate
S_NULL, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
6*FRACUNIT, // speed
30*FRACUNIT, // radius
80*FRACUNIT, // height

View File

@ -1364,25 +1364,12 @@ typedef enum state
S_EGGMOBILE_PANIC5,
S_EGGMOBILE_PANIC6,
S_EGGMOBILE_PANIC7,
S_EGGMOBILE_PANIC8,
S_EGGMOBILE_PANIC9,
S_EGGMOBILE_PANIC10,
S_EGGMOBILE_PAIN,
S_EGGMOBILE_PAIN2,
S_EGGMOBILE_DIE1,
S_EGGMOBILE_DIE2,
S_EGGMOBILE_DIE3,
S_EGGMOBILE_DIE4,
S_EGGMOBILE_DIE5,
S_EGGMOBILE_DIE6,
S_EGGMOBILE_DIE7,
S_EGGMOBILE_DIE8,
S_EGGMOBILE_DIE9,
S_EGGMOBILE_DIE10,
S_EGGMOBILE_DIE11,
S_EGGMOBILE_DIE12,
S_EGGMOBILE_DIE13,
S_EGGMOBILE_DIE14,
S_EGGMOBILE_FLEE1,
S_EGGMOBILE_FLEE2,
S_EGGMOBILE_BALL,
@ -1403,16 +1390,6 @@ typedef enum state
S_EGGMOBILE2_DIE2,
S_EGGMOBILE2_DIE3,
S_EGGMOBILE2_DIE4,
S_EGGMOBILE2_DIE5,
S_EGGMOBILE2_DIE6,
S_EGGMOBILE2_DIE7,
S_EGGMOBILE2_DIE8,
S_EGGMOBILE2_DIE9,
S_EGGMOBILE2_DIE10,
S_EGGMOBILE2_DIE11,
S_EGGMOBILE2_DIE12,
S_EGGMOBILE2_DIE13,
S_EGGMOBILE2_DIE14,
S_EGGMOBILE2_FLEE1,
S_EGGMOBILE2_FLEE2,
@ -1462,16 +1439,6 @@ typedef enum state
S_EGGMOBILE3_DIE2,
S_EGGMOBILE3_DIE3,
S_EGGMOBILE3_DIE4,
S_EGGMOBILE3_DIE5,
S_EGGMOBILE3_DIE6,
S_EGGMOBILE3_DIE7,
S_EGGMOBILE3_DIE8,
S_EGGMOBILE3_DIE9,
S_EGGMOBILE3_DIE10,
S_EGGMOBILE3_DIE11,
S_EGGMOBILE3_DIE12,
S_EGGMOBILE3_DIE13,
S_EGGMOBILE3_DIE14,
S_EGGMOBILE3_FLEE1,
S_EGGMOBILE3_FLEE2,
@ -1518,16 +1485,6 @@ typedef enum state
S_EGGMOBILE4_DIE2,
S_EGGMOBILE4_DIE3,
S_EGGMOBILE4_DIE4,
S_EGGMOBILE4_DIE5,
S_EGGMOBILE4_DIE6,
S_EGGMOBILE4_DIE7,
S_EGGMOBILE4_DIE8,
S_EGGMOBILE4_DIE9,
S_EGGMOBILE4_DIE10,
S_EGGMOBILE4_DIE11,
S_EGGMOBILE4_DIE12,
S_EGGMOBILE4_DIE13,
S_EGGMOBILE4_DIE14,
S_EGGMOBILE4_FLEE1,
S_EGGMOBILE4_FLEE2,
S_EGGMOBILE4_MACE,
@ -1583,6 +1540,7 @@ typedef enum state
S_FANG_FIRE3,
S_FANG_FIRE4,
S_FANG_FIREREPEAT,
S_FANG_LOBSHOT0,
S_FANG_LOBSHOT1,
S_FANG_LOBSHOT2,
S_FANG_WAIT1,
@ -1599,6 +1557,7 @@ typedef enum state
S_FANG_PINCHFALL2,
S_FANG_PINCHSKID1,
S_FANG_PINCHSKID2,
S_FANG_PINCHLOBSHOT0,
S_FANG_PINCHLOBSHOT1,
S_FANG_PINCHLOBSHOT2,
S_FANG_PINCHLOBSHOT3,
@ -1904,8 +1863,6 @@ typedef enum state
S_METALSONIC_DEATH4,
S_METALSONIC_FLEE1,
S_METALSONIC_FLEE2,
S_METALSONIC_FLEE3,
S_METALSONIC_FLEE4,
S_MSSHIELD_F1,
S_MSSHIELD_F2,

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@ -308,6 +308,8 @@ static int lib_cvRegisterVar(lua_State *L)
#define FIELDERROR(f, e) luaL_error(L, "bad value for " LUA_QL(f) " in table passed to " LUA_QL("CV_RegisterVar") " (%s)", e);
#define TYPEERROR(f, t) FIELDERROR(f, va("%s expected, got %s", lua_typename(L, t), luaL_typename(L, -1)))
memset(cvar, 0x00, sizeof(consvar_t)); // zero everything by default
lua_pushnil(L);
while (lua_next(L, 1)) {
// stack: cvar table, cvar userdata, key/index, value
@ -395,6 +397,13 @@ static int lib_cvRegisterVar(lua_State *L)
#undef FIELDERROR
#undef TYPEERROR
if (!cvar->name)
return luaL_error(L, M_GetText("Variable has no name!\n"));
if ((cvar->flags & CV_NOINIT) && !(cvar->flags & CV_CALL))
return luaL_error(L, M_GetText("Variable %s has CV_NOINIT without CV_CALL\n"), cvar->name);
if ((cvar->flags & CV_CALL) && !cvar->func)
return luaL_error(L, M_GetText("Variable %s has CV_CALL without a function\n"), cvar->name);
// stack: cvar table, cvar userdata
lua_getfield(L, LUA_REGISTRYINDEX, "CV_Vars");
I_Assert(lua_istable(L, 3));

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@ -136,6 +136,12 @@ static int player_get(lua_State *L)
lua_pushinteger(L, plr->currentweapon);
else if (fastcmp(field,"ringweapons"))
lua_pushinteger(L, plr->ringweapons);
else if (fastcmp(field,"ammoremoval"))
lua_pushinteger(L, plr->ammoremoval);
else if (fastcmp(field,"ammoremovaltimer"))
lua_pushinteger(L, plr->ammoremovaltimer);
else if (fastcmp(field,"ammoremovalweapon"))
lua_pushinteger(L, plr->ammoremovalweapon);
else if (fastcmp(field,"powers"))
LUA_PushUserdata(L, plr->powers, META_POWERS);
else if (fastcmp(field,"pflags"))
@ -428,6 +434,12 @@ static int player_set(lua_State *L)
plr->currentweapon = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"ringweapons"))
plr->ringweapons = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"ammoremoval"))
plr->ammoremoval = (UINT16)luaL_checkinteger(L, 3);
else if (fastcmp(field,"ammoremovaltimer"))
plr->ammoremovaltimer = (tic_t)luaL_checkinteger(L, 3);
else if (fastcmp(field,"ammoremovalweapon"))
plr->ammoremovalweapon = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"powers"))
return NOSET;
else if (fastcmp(field,"pflags"))

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@ -3002,6 +3002,8 @@ void A_Boss7FireMissiles(mobj_t *actor)
// var2:
// 0 - Boss 1 Left side
// 1 - Boss 1 Right side
// 2 - Triple laser
// >3 - Boss 1 Middle
//
void A_Boss1Laser(mobj_t *actor)
{
@ -3037,6 +3039,15 @@ void A_Boss1Laser(mobj_t *actor)
else
z = actor->z + FixedMul(56*FRACUNIT, actor->scale);
break;
case 2:
var2 = 3; // Fire middle laser
A_Boss1Laser(actor);
var2 = 0; // Fire left laser
A_Boss1Laser(actor);
var2 = 1; // Fire right laser
A_Boss1Laser(actor);
return;
break;
default:
x = actor->x;
y = actor->y;
@ -3044,7 +3055,7 @@ void A_Boss1Laser(mobj_t *actor)
break;
}
if (!(actor->flags2 & MF2_FIRING))
if (!(actor->flags2 & MF2_FIRING) && actor->tics > 1)
{
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
@ -3066,6 +3077,7 @@ void A_Boss1Laser(mobj_t *actor)
angle = FixedAngle(FixedDiv(actor->tics*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);
P_SetTarget(&point->target, actor);
point->angle = actor->angle;
@ -3337,7 +3349,7 @@ void A_BossZoom(mobj_t *actor)
// var1:
// 0 - Use movecount to spawn explosions evenly
// 1 - Use P_Random to spawn explosions at complete random
// var2 = Object to spawn. Default is MT_BOSSEXPLODE.
// var2 = Object to spawn. Default is MT_SONIC3KBOSSEXPLODE.
//
void A_BossScream(mobj_t *actor)
{
@ -3369,7 +3381,7 @@ void A_BossScream(mobj_t *actor)
// Determine what mobj to spawn. If undefined or invalid, use MT_BOSSEXPLODE as default.
if (locvar2 <= 0 || locvar2 >= NUMMOBJTYPES)
explodetype = MT_BOSSEXPLODE;
explodetype = MT_SONIC3KBOSSEXPLODE; //MT_BOSSEXPLODE; -- piss to you, sonic 2
else
explodetype = (mobjtype_t)locvar2;
@ -3936,14 +3948,24 @@ bossjustdie:
mo->flags |= MF_NOGRAVITY|MF_NOCLIP;
mo->flags |= MF_NOCLIPHEIGHT;
mo->movedir = 0;
mo->extravalue1 = 35;
mo->flags2 |= MF2_BOSSFLEE;
mo->momz = 2*mo->scale;
if (mo->target)
{
mo->angle = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y);
mo->flags2 |= MF2_BOSSFLEE;
mo->momz = FixedMul(FixedDiv(mo->target->z - mo->z, P_AproxDistance(mo->x-mo->target->x,mo->y-mo->target->y)), FixedMul(2*FRACUNIT, mo->scale));
angle_t diff = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y) - mo->angle;
if (diff)
{
if (diff > ANGLE_180)
diff = InvAngle(InvAngle(diff)/mo->extravalue1);
else
diff /= mo->extravalue1;
mo->movedir = diff;
}
}
else
mo->momz = FixedMul(2*FRACUNIT, mo->scale);
break;
}
}
@ -11992,7 +12014,7 @@ void A_MineExplode(mobj_t *actor)
{
#define dist 64
UINT8 i;
mobjtype_t type = ((actor->eflags & MFE_UNDERWATER) ? MT_UWEXPLODE : MT_BOSSEXPLODE);
mobjtype_t type = ((actor->eflags & MFE_UNDERWATER) ? MT_UWEXPLODE : MT_SONIC3KBOSSEXPLODE);
S_StartSound(actor, ((actor->eflags & MFE_UNDERWATER) ? sfx_s3k57 : sfx_s3k4e));
P_SpawnMobj(actor->x, actor->y, actor->z, type);
for (i = 0; i < 16; i++)

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@ -428,7 +428,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|| special->state == &states[S_FANG_BOUNCE4]
|| special->state == &states[S_FANG_PINCHBOUNCE3]
|| special->state == &states[S_FANG_PINCHBOUNCE4])
&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > 0)
&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > -(special->height/4))
{
P_DamageMobj(toucher, special, special, 1, 0);
P_SetTarget(&special->tracer, toucher);

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@ -285,6 +285,9 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (spring->info->painchance != 2)
{
if (object->player)
object->player->pflags &= ~PF_APPLYAUTOBRAKE;
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
{
object->momx = object->momy = 0;

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@ -4236,12 +4236,7 @@ static void P_GenericBossThinker(mobj_t *mobj)
if (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE))
{
if (mobj->health <= 0)
{
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell!
S_StartSound(mobj, mobj->info->mass);
return;
}
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound)
@ -4263,7 +4258,7 @@ static void P_GenericBossThinker(mobj_t *mobj)
// AI for the first boss.
static void P_Boss1Thinker(mobj_t *mobj)
{
if (mobj->flags2 & MF2_FRET && (statenum_t)(mobj->state-states) == mobj->info->spawnstate) {
if (mobj->flags2 & MF2_FRET && mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1) {
mobj->flags2 &= ~(MF2_FRET|MF2_SKULLFLY);
mobj->momx = mobj->momy = mobj->momz = 0;
}
@ -4281,11 +4276,7 @@ static void P_Boss1Thinker(mobj_t *mobj)
return; // It's okay, then.
if (mobj->health <= 0)
{
if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell!
S_StartSound(mobj, mobj->info->mass);
return;
}
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound)
@ -4332,12 +4323,7 @@ static void P_Boss2Thinker(mobj_t *mobj)
if (mobj->health <= mobj->info->damage && (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)))
{
if (mobj->health <= 0)
{
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell!
S_StartSound(mobj, mobj->info->mass);
return;
}
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound)
@ -7107,6 +7093,11 @@ void P_MobjThinker(mobj_t *mobj)
switch (mobj->type)
{
case MT_BOSSTANK1:
case MT_BOSSTANK2:
case MT_BOSSSPIGOT:
mobj->flags2 ^= MF2_DONTDRAW;
break;
case MT_MACEPOINT:
case MT_CHAINMACEPOINT:
case MT_SPRINGBALLPOINT:
@ -7730,7 +7721,25 @@ void P_MobjThinker(mobj_t *mobj)
break;
}
if (mobj->flags2 & MF2_BOSSFLEE)
P_InstaThrust(mobj, mobj->angle, FixedMul(12*FRACUNIT, mobj->scale));
{
if (mobj->extravalue1)
{
if (!(--mobj->extravalue1))
{
if (mobj->target)
{
mobj->momz = FixedMul(FixedDiv(mobj->target->z - mobj->z, P_AproxDistance(mobj->x-mobj->target->x,mobj->y-mobj->target->y)), mobj->scale<<1);
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
}
else
mobj->momz = 8*mobj->scale;
}
else
mobj->angle += mobj->movedir;
}
else if (mobj->target)
P_InstaThrust(mobj, mobj->angle, FixedMul(12*FRACUNIT, mobj->scale));
}
}
else if (mobj->health <= 0) // Dead things think differently than the living.
switch (mobj->type)
@ -7842,8 +7851,8 @@ void P_MobjThinker(mobj_t *mobj)
mobj->x + (P_RandomRange(r, -r) << FRACBITS),
mobj->y + (P_RandomRange(r, -r) << FRACBITS),
mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
MT_BOSSEXPLODE);
S_StartSound(explosion, sfx_cybdth);
MT_SONIC3KBOSSEXPLODE);
S_StartSound(explosion, sfx_s3kb4);
}
if (mobj->movedir == DMG_DROWNED)
P_SetObjectMomZ(mobj, -FRACUNIT / 2, true); // slower fall from drowning

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@ -125,6 +125,10 @@ static void P_NetArchivePlayers(void)
WRITEINT32(save_p, players[i].currentweapon);
WRITEINT32(save_p, players[i].ringweapons);
WRITEUINT16(save_p, players[i].ammoremoval);
WRITEUINT32(save_p, players[i].ammoremovaltimer);
WRITEINT32(save_p, players[i].ammoremovaltimer);
for (j = 0; j < NUMPOWERS; j++)
WRITEUINT16(save_p, players[i].powers[j]);
@ -329,6 +333,10 @@ static void P_NetUnArchivePlayers(void)
players[i].currentweapon = READINT32(save_p);
players[i].ringweapons = READINT32(save_p);
players[i].ammoremoval = READUINT16(save_p);
players[i].ammoremovaltimer = READUINT32(save_p);
players[i].ammoremovalweapon = READINT32(save_p);
for (j = 0; j < NUMPOWERS; j++)
players[i].powers[j] = READUINT16(save_p);

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@ -1051,6 +1051,8 @@ void P_ResetPlayer(player_t *player)
//
boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
{
fixed_t bottomheight, topheight;
if (!player->mo || player->spectator || !thing || P_MobjWasRemoved(thing))
return false;
@ -1090,13 +1092,26 @@ boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
return true;
// From the top/bottom.
if (P_MobjFlip(player->mo)*(player->mo->z - (thing->z + thing->height/2)) > 0)
bottomheight = player->mo->z;
topheight = player->mo->z + player->mo->height;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(player->mo)*player->mo->momz < 0))
fixed_t swap = bottomheight;
bottomheight = topheight;
topheight = swap;
}
if (P_MobjFlip(player->mo)*(bottomheight - (thing->z + thing->height/2)) > 0)
{
if ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) < 0))
return true;
}
else if (P_MobjFlip(player->mo)*(topheight - (thing->z + thing->height/2)) < 0)
{
if (player->charability == CA_FLY && player->panim == PA_ABILITY && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
return true;
}
else if (player->charability == CA_FLY && player->panim == PA_ABILITY)
return true;
// Shield stomp.
if (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY))
@ -3885,6 +3900,33 @@ static void P_SetWeaponDelay(player_t *player, INT32 delay)
}
}
//
// P_DrainWeaponAmmo
//
// Reduces rings and weapon ammo. Also penalizes the player
// for using weapon rings with no normal rings! >:V
//
static void P_DrainWeaponAmmo (player_t *player, INT32 power)
{
player->powers[power]--;
if (player->rings < 1)
{
player->ammoremovalweapon = player->currentweapon;
player->ammoremovaltimer = ammoremovaltics;
if (player->powers[power] > 0) // can't take a ring that doesn't exist
{
player->powers[power]--;
player->ammoremoval = 2;
}
else
player->ammoremoval = 1;
}
else
player->rings--;
}
//
// P_DoFiring()
//
@ -3923,22 +3965,12 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
player->pflags |= PF_ATTACKDOWN;
#define TAKE_AMMO(player, power) \
player->powers[power]--; \
if (player->rings < 1) \
{ \
if (player->powers[power] > 0) \
player->powers[power]--; \
} \
else \
player->rings--;
if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
goto firenormal; //code repetition sucks.
// Bounce ring
else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
{
TAKE_AMMO(player, pw_bouncering);
P_DrainWeaponAmmo(player, pw_bouncering);
P_SetWeaponDelay(player, TICRATE/4);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
@ -3949,7 +3981,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
// Rail ring
else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
{
TAKE_AMMO(player, pw_railring);
P_DrainWeaponAmmo(player, pw_railring);
P_SetWeaponDelay(player, (3*TICRATE)/2);
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
@ -3960,7 +3992,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
// Automatic
else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
{
TAKE_AMMO(player, pw_automaticring);
P_DrainWeaponAmmo(player, pw_automaticring);
player->pflags &= ~PF_ATTACKDOWN;
P_SetWeaponDelay(player, 2);
@ -3969,7 +4001,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
// Explosion
else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
{
TAKE_AMMO(player, pw_explosionring);
P_DrainWeaponAmmo(player, pw_explosionring);
P_SetWeaponDelay(player, (3*TICRATE)/2);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
@ -3977,7 +4009,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
// Grenade
else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
{
TAKE_AMMO(player, pw_grenadering);
P_DrainWeaponAmmo(player, pw_grenadering);
P_SetWeaponDelay(player, TICRATE/3);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
@ -3996,7 +4028,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
angle_t shotangle = player->mo->angle;
angle_t oldaiming = player->aiming;
TAKE_AMMO(player, pw_scatterring);
P_DrainWeaponAmmo(player, pw_scatterring);
P_SetWeaponDelay(player, (2*TICRATE)/3);
// Center
@ -4058,8 +4090,6 @@ firenormal:
}
}
#undef TAKE_AMMO
if (mo)
{
if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
@ -6509,12 +6539,12 @@ static void P_DoNiGHTSCapsule(player_t *player)
player->capsule->health = sphereresult;
}
// Spawn a 'pop' for every 5 tics
if (!((tictimer - firstpoptic) % 5))
// Spawn a 'pop' for every 2 tics
if (!((tictimer - firstpoptic) % 2))
S_StartSound(P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->y + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<<FRACBITS),
MT_BOSSEXPLODE),sfx_cybdth);
MT_SONIC3KBOSSEXPLODE),sfx_s3kb4);
}
else
{
@ -11233,6 +11263,16 @@ void P_PlayerThink(player_t *player)
if (!currentlyonground)
acceleration /= 2;
// fake skidding! see P_SkidStuff for reference on conditionals
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed/2, player->mo->scale))
{
if (player->mo->state-states != S_PLAY_SKID)
P_SetPlayerMobjState(player->mo, S_PLAY_SKID);
player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
if (P_IsLocalPlayer(player)) // the sound happens way more frequently now, so give co-op players' ears a brake...
S_StartSound(player->mo, sfx_skid);
}
if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
acceleration = FixedMul(acceleration<<FRACBITS, player->mo->movefactor)>>FRACBITS;
@ -11317,6 +11357,12 @@ void P_PlayerThink(player_t *player)
// Counters, time dependent power ups.
// Time Bonus & Ring Bonus count settings
if (player->ammoremovaltimer)
{
if (--player->ammoremovaltimer == 0)
player->ammoremoval = 0;
}
// Strength counts up to diminish fade.
if (player->powers[pw_sneakers] && player->powers[pw_sneakers] < UINT16_MAX)
player->powers[pw_sneakers]--;

View File

@ -1960,6 +1960,7 @@ static void ST_drawWeaponRing(powertype_t weapon, INT32 rwflag, INT32 wepflag, I
static void ST_drawMatchHUD(void)
{
char penaltystr[5];
const INT32 y = 176; // HUD_LIVES
INT32 offset = (BASEVIDWIDTH / 2) - (NUM_WEAPONS * 10) - 6;
@ -1986,18 +1987,20 @@ static void ST_drawMatchHUD(void)
ST_drawWeaponSelect(offset, y);
}
offset += 20;
ST_drawWeaponRing(pw_automaticring, RW_AUTO, WEP_AUTO, offset, y, autoring);
offset += 20;
ST_drawWeaponRing(pw_bouncering, RW_BOUNCE, WEP_BOUNCE, offset, y, bouncering);
offset += 20;
ST_drawWeaponRing(pw_scatterring, RW_SCATTER, WEP_SCATTER, offset, y, scatterring);
offset += 20;
ST_drawWeaponRing(pw_grenadering, RW_GRENADE, WEP_GRENADE, offset, y, grenadering);
offset += 20;
ST_drawWeaponRing(pw_explosionring, RW_EXPLODE, WEP_EXPLODE, offset, y, explosionring);
offset += 20;
ST_drawWeaponRing(pw_railring, RW_RAIL, WEP_RAIL, offset, y, railring);
ST_drawWeaponRing(pw_automaticring, RW_AUTO, WEP_AUTO, offset + 20, y, autoring);
ST_drawWeaponRing(pw_bouncering, RW_BOUNCE, WEP_BOUNCE, offset + 40, y, bouncering);
ST_drawWeaponRing(pw_scatterring, RW_SCATTER, WEP_SCATTER, offset + 60, y, scatterring);
ST_drawWeaponRing(pw_grenadering, RW_GRENADE, WEP_GRENADE, offset + 80, y, grenadering);
ST_drawWeaponRing(pw_explosionring, RW_EXPLODE, WEP_EXPLODE, offset + 100, y, explosionring);
ST_drawWeaponRing(pw_railring, RW_RAIL, WEP_RAIL, offset + 120, y, railring);
if (stplyr->ammoremovaltimer && leveltime % 8 < 4)
{
sprintf(penaltystr, "-%d", stplyr->ammoremoval);
V_DrawString(offset + 8 + stplyr->ammoremovalweapon * 20, y,
V_REDMAP, penaltystr);
}
}
}