Merge branch 'papersign2' into 'master'

Paper sign tweaks

See merge request STJr/SRB2Internal!460
This commit is contained in:
MascaraSnake 2019-11-14 18:07:34 -05:00
commit 80fd112009
3 changed files with 48 additions and 22 deletions

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@ -1837,18 +1837,18 @@ state_t states[NUMSTATES] =
{SPR_BBLS, 3, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES4
// Level End Sign
{SPR_SIGN, 0, -1, {A_SignPlayer}, -3, 0, S_NULL}, // S_SIGN
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN2}, // S_SIGNSPIN1
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN1, S_SIGNSPIN3}, // S_SIGNSPIN2
{SPR_SIGN, 0, 0, {A_SignPlayer}, -2, 0, S_SIGNSPIN4}, // S_SIGNSPIN3
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN5}, // S_SIGNSPIN4
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN4, S_SIGNSPIN6}, // S_SIGNSPIN5
{SPR_SIGN, 0, 0, {A_SignPlayer}, -3, 0, S_SIGNSPIN1}, // S_SIGNSPIN6
{SPR_SIGN, 0, 1, {A_SignPlayer}, -1, 0, S_SIGNSLOW}, // S_SIGNPLAYER
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSLOW}, // S_SIGNSLOW
{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNSTOP
{SPR_SIGN, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNBOARD
{SPR_SIGN, FF_PAPERSPRITE|1, -1, {NULL}, 0, 29, S_NULL}, // S_EGGMANSIGN
{SPR_SIGN, 0, -1, {A_SignPlayer}, -3, 0, S_NULL}, // S_SIGN
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN2}, // S_SIGNSPIN1
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN1, S_SIGNSPIN3}, // S_SIGNSPIN2
{SPR_SIGN, 0, 0, {A_SignPlayer}, -2, 0, S_SIGNSPIN4}, // S_SIGNSPIN3
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN5}, // S_SIGNSPIN4
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN4, S_SIGNSPIN6}, // S_SIGNSPIN5
{SPR_SIGN, 0, 0, {A_SignPlayer}, -3, 0, S_SIGNSPIN1}, // S_SIGNSPIN6
{SPR_SIGN, 0, 1, {A_SignPlayer}, -1, 0, S_SIGNSLOW}, // S_SIGNPLAYER
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSLOW}, // S_SIGNSLOW
{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNSTOP
{SPR_SIGN, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNBOARD
{SPR_SIGN, FF_PAPERSPRITE|1, -1, {NULL}, 0, 29, S_NULL}, // S_EGGMANSIGN
// Spike Ball
{SPR_SPIK, 0, 1, {NULL}, 0, 0, S_SPIKEBALL2}, // S_SPIKEBALL1
@ -7726,12 +7726,12 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // attacksound
S_SIGNPLAYER, // painstate
MT_SPARK, // painchance
sfx_None, // painsound
sfx_s3kb8, // painsound
S_EGGMANSIGN, // meleestate
S_NULL, // missilestate
S_SIGNSTOP, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
sfx_s3k64, // deathsound
8, // speed
36*FRACUNIT, // radius
32*FRACUNIT, // height

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@ -5042,7 +5042,6 @@ void A_UnsetSolidSteam(mobj_t *actor)
void A_SignSpin(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
INT16 i;
angle_t rotateangle = FixedAngle(locvar1 << FRACBITS);
@ -5053,6 +5052,11 @@ void A_SignSpin(mobj_t *actor)
if (P_IsObjectOnGround(actor) && P_MobjFlip(actor) * actor->momz <= 0)
{
if (actor->flags2 & MF2_BOSSFLEE)
{
S_StartSound(actor, actor->info->deathsound);
actor->flags2 &= ~MF2_BOSSFLEE;
}
if (actor->spawnpoint)
{
angle_t mapangle = FixedAngle(actor->spawnpoint->angle << FRACBITS);
@ -5069,14 +5073,20 @@ void A_SignSpin(mobj_t *actor)
}
else // no mapthing? just finish in your current angle
{
P_SetMobjState(actor, locvar2);
P_SetMobjState(actor, actor->info->deathstate);
return;
}
}
else
{
if (!(actor->flags2 & MF2_BOSSFLEE))
{
S_StartSound(actor, actor->info->painsound);
actor->flags2 |= MF2_BOSSFLEE;
}
actor->movedir = rotateangle;
}
actor->angle += actor->movedir;
if (actor->tracer == NULL || P_MobjWasRemoved(actor->tracer)) return;
for (i = -1; i < 2; i += 2)
@ -5166,15 +5176,31 @@ void A_SignPlayer(mobj_t *actor)
// I turned this function into a fucking mess. I'm so sorry. -Lach
if (locvar1 == -2) // next skin
{
player_t *player = actor->target ? actor->target->player : NULL;
UINT8 skinnum;
#define skincheck(num) (player ? !R_SkinUsable(player-players, num) : skins[num].availability > 0)
if (ov->skin == NULL) // pick a random skin to start with!
skin = &skins[P_RandomKey(numskins)];
{
UINT8 skincount = 0;
for (skincount = 0; skincount < numskins; skincount++)
if (!skincheck(skincount))
skincount++;
skinnum = P_RandomKey(skincount);
for (skincount = 0; skincount < numskins; skincount++)
{
if (skincheck(skincount))
skinnum++;
if (skincount > skinnum)
break;
}
}
else // otherwise, advance 1 skin
{
UINT8 skinnum = (skin_t*)ov->skin-skins;
player_t *player = actor->target ? actor->target->player : NULL;
while ((skinnum = (skinnum + 1) % numskins) && (player ? !R_SkinUsable(player-players, skinnum) : skins[skinnum].availability > 0));
skin = &skins[skinnum];
skinnum = (skin_t*)ov->skin-skins;
while ((skinnum = (skinnum + 1) % numskins) && skincheck(skinnum));
}
#undef skincheck
skin = &skins[skinnum];
}
else // specific skin
{

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@ -578,7 +578,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3kb5", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Clink"},
{"s3kb6", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spin launch"},
{"s3kb7", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Tumbler"},
{"s3kb8", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Falling signpost"},
{"s3kb8", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spinning signpost"},
{"s3kb9", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ring loss"},
{"s3kba", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flight"},
{"s3kbb", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Tired flight"},