Fancy super transformation changes! About to go out for dinner, so no major writeup,but let's just say all this changed code means that the transformation animation is smoother in colour change.

This commit is contained in:
toasterbabe 2017-10-04 17:45:03 +01:00
parent 40ef1335a1
commit 87fc24ccbb
10 changed files with 125 additions and 73 deletions

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@ -1804,6 +1804,7 @@ static actionpointer_t actionpointers[] =
{{A_FlickyHeightCheck}, "A_FLICKYHEIGHTCHECK"},
{{A_FlickyFlutter}, "A_FLICKYFLUTTER"},
{{A_FlameParticle}, "A_FLAMEPARTICLE"},
{{A_FadeOverlay}, "A_FADEOVERLAY"},
{{NULL}, "NONE"},
@ -3465,15 +3466,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PLAY_MELEE_LANDING",
// SF_SUPER
"S_PLAY_SUPERTRANS1",
"S_PLAY_SUPERTRANS2",
"S_PLAY_SUPERTRANS3",
"S_PLAY_SUPERTRANS4",
"S_PLAY_SUPERTRANS5",
"S_PLAY_SUPERTRANS6",
"S_PLAY_SUPERTRANS7",
"S_PLAY_SUPERTRANS8",
"S_PLAY_SUPERTRANS9", // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
"S_PLAY_SUPER_TRANS1",
"S_PLAY_SUPER_TRANS2",
"S_PLAY_SUPER_TRANS3",
"S_PLAY_SUPER_TRANS4",
"S_PLAY_SUPER_TRANS5",
"S_PLAY_SUPER_TRANS6", // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
// technically the player goes here but it's an infinite tic state
"S_OBJPLACE_DUMMY",
@ -3489,15 +3487,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PLAY_SIGN",
// NiGHTS character (uses player sprite)
"S_PLAY_NIGHTS_TRANS",
"S_PLAY_NIGHTS_TRANS1",
"S_PLAY_NIGHTS_TRANS2",
"S_PLAY_NIGHTS_TRANS3",
"S_PLAY_NIGHTS_TRANS4",
"S_PLAY_NIGHTS_TRANS5",
"S_PLAY_NIGHTS_TRANS6",
"S_PLAY_NIGHTS_TRANS7",
"S_PLAY_NIGHTS_TRANS8",
"S_PLAY_NIGHTS_TRANS9",
"S_PLAY_NIGHTS_STAND",
"S_PLAY_NIGHTS_FLOAT",

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@ -1180,7 +1180,7 @@ void HU_Erase(void)
// IN-LEVEL MULTIPLAYER RANKINGS
//======================================================================
#define supercheckdef ((players[tab[i].num].powers[pw_super] && players[tab[i].num].mo && (players[tab[i].num].mo->state < &states[S_PLAY_SUPER_TRANS] || players[tab[i].num].mo->state > &states[S_PLAY_SUPER_TRANS9])) || (players[tab[i].num].powers[pw_carry] == CR_NIGHTSMODE && skins[players[tab[i].num].skin].flags & SF_SUPER))
#define supercheckdef ((players[tab[i].num].powers[pw_super] && players[tab[i].num].mo && (players[tab[i].num].mo->state < &states[S_PLAY_SUPER_TRANS1] || players[tab[i].num].mo->state >= &states[S_PLAY_SUPER_TRANS6])) || (players[tab[i].num].powers[pw_carry] == CR_NIGHTSMODE && skins[players[tab[i].num].skin].flags & SF_SUPER))
#define greycheckdef ((players[tab[i].num].mo && players[tab[i].num].mo->health <= 0) || players[tab[i].num].spectator)
//

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@ -670,15 +670,12 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING
// SF_SUPER
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS1
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 20, {A_FadeOverlay}, 0, 0, S_PLAY_FALL}, // S_PLAY_SUPER_TRANS6
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY
@ -693,15 +690,12 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_SIGN, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN
// NiGHTS Player, transforming
{SPR_PLAY, SPR2_TRNS, 4, {A_Scream}, 0, 0, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS3}, // S_PLAY_NIGHTS_TRANS2
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS4}, // S_PLAY_NIGHTS_TRANS3
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS5}, // S_PLAY_NIGHTS_TRANS4
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS7}, // S_PLAY_NIGHTS_TRANS6
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS8}, // S_PLAY_NIGHTS_TRANS7
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS9}, // S_PLAY_NIGHTS_TRANS8
{SPR_PLAY, SPR2_TRNS, 16, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS9
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS1
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS3}, // S_PLAY_NIGHTS_TRANS2
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS4}, // S_PLAY_NIGHTS_TRANS3
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS5}, // S_PLAY_NIGHTS_TRANS4
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 25, {A_FadeOverlay}, 4, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS5
// NiGHTS Player, stand, float, pain, pull and attack
{SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND
@ -15024,7 +15018,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // speed
16*FRACUNIT, // radius
48*FRACUNIT, // height
0, // display offset
1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound

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@ -216,6 +216,7 @@ void A_FlickyCheck();
void A_FlickyHeightCheck();
void A_FlickyFlutter();
void A_FlameParticle();
void A_FadeOverlay();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
#define NUMMOBJFREESLOTS 256
@ -777,15 +778,12 @@ typedef enum state
S_PLAY_MELEE_LANDING,
// SF_SUPER
S_PLAY_SUPER_TRANS,
S_PLAY_SUPER_TRANS1,
S_PLAY_SUPER_TRANS2,
S_PLAY_SUPER_TRANS3,
S_PLAY_SUPER_TRANS4,
S_PLAY_SUPER_TRANS5,
S_PLAY_SUPER_TRANS6,
S_PLAY_SUPER_TRANS7,
S_PLAY_SUPER_TRANS8,
S_PLAY_SUPER_TRANS9,
// technically the player goes here but it's an infinite tic state
S_OBJPLACE_DUMMY,
@ -801,15 +799,12 @@ typedef enum state
S_PLAY_SIGN,
// NiGHTS character (uses player sprite)
S_PLAY_NIGHTS_TRANS,
S_PLAY_NIGHTS_TRANS1,
S_PLAY_NIGHTS_TRANS2,
S_PLAY_NIGHTS_TRANS3,
S_PLAY_NIGHTS_TRANS4,
S_PLAY_NIGHTS_TRANS5,
S_PLAY_NIGHTS_TRANS6,
S_PLAY_NIGHTS_TRANS7,
S_PLAY_NIGHTS_TRANS8,
S_PLAY_NIGHTS_TRANS9,
S_PLAY_NIGHTS_STAND,
S_PLAY_NIGHTS_FLOAT,

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@ -244,6 +244,7 @@ void A_FlickyCheck(mobj_t *actor);
void A_FlickyHeightCheck(mobj_t *actor);
void A_FlickyFlutter(mobj_t *actor);
void A_FlameParticle(mobj_t *actor);
void A_FadeOverlay(mobj_t *actor);
//
// ENEMY THINKING
@ -10492,3 +10493,39 @@ void A_FlameParticle(mobj_t *actor)
type);
P_SetObjectMomZ(particle, locvar1<<FRACBITS, false);
}
// Function: A_FadeOverlay
//
// Description: Makes a pretty overlay (primarily for super/NiGHTS transformation).
//
// var1 = bit 1 = don't halt momentum, bit 2 = don't make fast, bit 3 = don't set tracer
// var2 = unused
//
void A_FadeOverlay(mobj_t *actor)
{
mobj_t *fade;
INT32 locvar1 = var1;
//INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FadeOverlay", actor))
return;
#endif
if (!(locvar1 & 1))
actor->momx = actor->momy = actor->momz = 0;
fade = P_SpawnGhostMobj(actor);
fade->frame = actor->frame;
if (!(locvar1 & 2))
{
fade->fuse = 15;
fade->flags2 |= MF2_BOSSNOTRAP;
}
else
fade->fuse = 20;
if (!(locvar1 & 4))
P_SetTarget(&actor->tracer, fade);
}

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@ -1751,6 +1751,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
{
case MT_NULL:
case MT_UNKNOWN:
case MT_TAILSOVERLAY:
case MT_THOK:
case MT_GHOST:
case MT_OVERLAY:

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@ -322,7 +322,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
mobj->tics = st->tics;
// Adjust the player's animation speed to match their velocity.
if (player->panim == PA_EDGE && (player->charflags & SF_FASTEDGE))
if (state == S_PLAY_STND && player->powers[pw_super] && skins[player->skin].sprites[SPR2_WAIT|FF_SPR2SUPER].numframes == 0) // if no super wait, don't wait at all
mobj->tics = -1;
else if (player->panim == PA_EDGE && (player->charflags & SF_FASTEDGE))
mobj->tics = 2;
else if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST))
{
@ -6646,10 +6648,21 @@ void P_MobjThinker(mobj_t *mobj)
}
}
if ((mobj->type == MT_GHOST || mobj->type == MT_THOK) && mobj->fuse > 0 // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
&& (signed)(mobj->frame >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2)
// fade out when nearing the end of fuse...
mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT);
if ((mobj->type == MT_GHOST || mobj->type == MT_THOK) && mobj->fuse > 0) // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
{
if (mobj->flags2 & MF2_BOSSNOTRAP) // "fast" flag
{
if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - (2*mobj->fuse)/3)
// fade out when nearing the end of fuse...
mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - (2*mobj->fuse)/3) << FF_TRANSSHIFT);
}
else
{
if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2)
// fade out when nearing the end of fuse...
mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT);
}
}
if (mobj->flags2 & MF2_MACEROTATE)
{

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@ -666,7 +666,8 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
if (skins[player->skin].sprites[SPR2_NGT0].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
{
player->mo->skin = &skins[DEFAULTNIGHTSSKIN];
player->mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor;
if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
player->mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor;
player->followitem = skins[DEFAULTNIGHTSSKIN].followitem;
}
@ -674,7 +675,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
player->bonustime = false;
P_RestoreMusic(player);
P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_TRANS);
P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_TRANS1);
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{
@ -1001,10 +1002,10 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
// Transformation animation
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS);
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS1);
player->mo->momx = player->mo->momy = player->mo->momz = 0;
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags |= PF_NOJUMPDAMAGE; // just to avoid recurling but still allow thok
if (giverings)
player->rings = 50;
@ -3658,9 +3659,8 @@ static void P_DoSuperStuff(player_t *player)
{
mobj_t *spark;
ticcmd_t *cmd = &player->cmd;
if (player->mo->state >= &states[S_PLAY_SUPER_TRANS]
&& (player->mo->state < &states[S_PLAY_SUPER_TRANS9]
|| (player->mo->state == &states[S_PLAY_SUPER_TRANS9] && player->mo->tics > 1))) // needed to prevent one-frame old colour...
if (player->mo->state >= &states[S_PLAY_SUPER_TRANS1]
&& player->mo->state < &states[S_PLAY_SUPER_TRANS6])
return; // don't do anything right now, we're in the middle of transforming!
if (player->powers[pw_carry] == CR_NIGHTSMODE)
@ -3697,14 +3697,19 @@ static void P_DoSuperStuff(player_t *player)
return;
}
player->mo->color = (player->pflags & PF_GODMODE && cv_debug == 0)
? (SKINCOLOR_SUPERSILVER1 + 5*(((signed)leveltime >> 1) % 7)) // A wholesome easter egg.
: skins[player->skin].supercolor + abs( ( (player->powers[pw_super] >> 1) % 9) - 4); // This is where super flashing is handled.
G_GhostAddColor(GHC_SUPER);
if (player->mo->state == &states[S_PLAY_SUPER_TRANS6]) // stop here for now
return;
// Deplete one ring every second while super
if ((leveltime % TICRATE == 0) && !(player->exiting))
player->rings--;
player->mo->color = (player->pflags & PF_GODMODE && cv_debug == 0)
? (SKINCOLOR_SUPERSILVER1 + 5*((leveltime >> 1) % 7)) // A wholesome easter egg.
: skins[player->skin].supercolor + (unsigned)abs( ( (signed)(leveltime >> 1) % 9) - 4); // This is where super flashing is handled.
if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->powers[pw_carry])
&& !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy))
{
@ -3713,8 +3718,6 @@ static void P_DoSuperStuff(player_t *player)
P_SetScale(spark, player->mo->scale);
}
G_GhostAddColor(GHC_SUPER);
// Ran out of rings while super!
if (player->rings <= 0 || player->exiting)
{
@ -6091,14 +6094,14 @@ static void P_NiGHTSMovement(player_t *player)
&& (players[i].capsule && players[i].capsule->reactiontime))
capsule = true;
if (!capsule
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9])
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
&& !player->exiting)
player->nightstime--;
}
else if (gametype != GT_RACE && gametype != GT_COMPETITION
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9])
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
&& !(player->capsule && player->capsule->reactiontime)
&& !player->exiting)
player->nightstime--;
@ -6237,8 +6240,8 @@ static void P_NiGHTSMovement(player_t *player)
return;
}
if (player->mo->state >= &states[S_PLAY_NIGHTS_TRANS]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9])
if (player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
{
player->mo->momx = player->mo->momy = player->mo->momz = 0;
return;
@ -6842,7 +6845,7 @@ static void P_MovePlayer(player_t *player)
fixed_t runspd;
if (player->mo->state >= &states[S_PLAY_SUPER_TRANS] && player->mo->state <= &states[S_PLAY_SUPER_TRANS9])
if (player->mo->state >= &states[S_PLAY_SUPER_TRANS1] && player->mo->state <= &states[S_PLAY_SUPER_TRANS6])
{
player->mo->momx = player->mo->momy = player->mo->momz = 0;
return;
@ -6911,12 +6914,12 @@ static void P_MovePlayer(player_t *player)
else if (maptol & TOL_NIGHTS)
{
if ((player->powers[pw_carry] == CR_NIGHTSMODE)
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6] // NOT 9 - it's 6 when the player turns their supercolor.
&& !(player->exiting)))
&& (player->exiting
|| !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state < &states[S_PLAY_NIGHTS_TRANS6])))
{
skin_t *skin = ((skin_t *)(player->mo->skin));
player->mo->color = (skin->flags & SF_SUPER) ? skin->supercolor + (unsigned)abs(((signed)(leveltime >> 1) % 9) - 4) : player->mo->color; // This is where super flashing is handled.
player->mo->color = (skin->flags & SF_SUPER) ? skin->supercolor + abs((((player->startedtime - player->nightstime) >> 1) % 9) - 4) : player->mo->color; // This is where super flashing is handled.
}
if (!player->capsule && !player->bonustime)
@ -9990,7 +9993,9 @@ void P_PlayerThink(player_t *player)
player->powers[pw_nocontrol] = 0;
//pw_super acts as a timer now
if (player->powers[pw_super])
if (player->powers[pw_super]
&& (player->mo->state < &states[S_PLAY_SUPER_TRANS1]
|| player->mo->state > &states[S_PLAY_SUPER_TRANS6]))
player->powers[pw_super]++;
if (player->powers[pw_carry] == CR_BRAKGOOP)

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@ -2677,8 +2677,9 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NGT0].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
{
skin = &skins[DEFAULTNIGHTSSKIN];
newcolor = skin->prefcolor; // will be updated in thinker to flashing
player->followitem = skin->followitem;
if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
newcolor = skin->prefcolor; // will be updated in thinker to flashing
}
player->mo->skin = skin;
if (newcolor)

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@ -700,10 +700,21 @@ static void ST_drawLives(void)
// skincolor face/super
UINT8 *colormap = R_GetTranslationColormap(stplyr->skin, stplyr->mo->color, GTC_CACHE);
patch_t *face = faceprefix[stplyr->skin];
if ((stplyr->powers[pw_super] && (stplyr->mo->state < &states[S_PLAY_SUPER_TRANS] || stplyr->mo->state > &states[S_PLAY_SUPER_TRANS9])) || (stplyr->powers[pw_carry] == CR_NIGHTSMODE && skins[stplyr->skin].flags & SF_SUPER))
if (stplyr->powers[pw_super])
face = superprefix[stplyr->skin];
V_DrawSmallMappedPatch(hudinfo[HUD_LIVESPIC].x, hudinfo[HUD_LIVESPIC].y + (v_splitflag ? -12 : 0),
V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS|v_splitflag,face, colormap);
if (cv_translucenthud.value == 10 && stplyr->powers[pw_super] == 1 && stplyr->mo->tracer)
{
INT32 v_supertrans = (stplyr->mo->tracer->frame & FF_TRANSMASK) >> FF_TRANSSHIFT;
if (v_supertrans < 10)
{
v_supertrans <<= V_ALPHASHIFT;
colormap = R_GetTranslationColormap(stplyr->skin, stplyr->mo->tracer->color, GTC_CACHE);
V_DrawSmallMappedPatch(hudinfo[HUD_LIVESPIC].x, hudinfo[HUD_LIVESPIC].y + (v_splitflag ? -12 : 0),
V_SNAPTOLEFT|V_SNAPTOBOTTOM|v_supertrans|v_splitflag,face, colormap);
}
}
}
else if (stplyr->skincolor)
{