From 87fc24ccbb2fc22d0ad3130ef5e88e03b03cb3e1 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Wed, 4 Oct 2017 17:45:03 +0100 Subject: [PATCH] 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. --- src/dehacked.c | 21 ++++++++----------- src/hu_stuff.c | 2 +- src/info.c | 32 ++++++++++++----------------- src/info.h | 11 +++------- src/p_enemy.c | 37 +++++++++++++++++++++++++++++++++ src/p_floor.c | 1 + src/p_mobj.c | 23 ++++++++++++++++----- src/p_user.c | 55 +++++++++++++++++++++++++++----------------------- src/r_things.c | 3 ++- src/st_stuff.c | 13 +++++++++++- 10 files changed, 125 insertions(+), 73 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index e9320134c..9df077672 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -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", diff --git a/src/hu_stuff.c b/src/hu_stuff.c index b49d3eb96..7e09079cf 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -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) // diff --git a/src/info.c b/src/info.c index 76a27149a..f90a0c915 100644 --- a/src/info.c +++ b/src/info.c @@ -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 diff --git a/src/info.h b/src/info.h index 08bcc67ca..ea2103393 100644 --- a/src/info.h +++ b/src/info.h @@ -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, diff --git a/src/p_enemy.c b/src/p_enemy.c index 4d80ea479..c8bb0cfec 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -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<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); +} diff --git a/src/p_floor.c b/src/p_floor.c index 9ac6a3896..c72de6b70 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -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: diff --git a/src/p_mobj.c b/src/p_mobj.c index 10bdee2bc..a60d357dd 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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) { diff --git a/src/p_user.c b/src/p_user.c index 2deb32ecc..b56d6c301 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -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) diff --git a/src/r_things.c b/src/r_things.c index 0e534fb69..9ab7b5d1e 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -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) diff --git a/src/st_stuff.c b/src/st_stuff.c index ceef586a4..4866f2f78 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -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) {