Added flame version

This commit is contained in:
Monster Iestyn 2016-11-13 22:02:29 +00:00
parent 47c67472ff
commit c81665b9af
4 changed files with 19 additions and 4 deletions

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@ -5575,6 +5575,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SPINDUST_BUBBLE2",
"S_SPINDUST_BUBBLE3",
"S_SPINDUST_BUBBLE4",
"S_SPINDUST_FIRE1",
"S_SPINDUST_FIRE2",
"S_SPINDUST_FIRE3",
"S_SPINDUST_FIRE4",
"S_FOG1",
"S_FOG2",

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@ -275,6 +275,7 @@ char sprnames[NUMSPRITES + 1][5] =
"BUBL", // Bubble
"WZAP",
"DUST", // Spindash dust
"FPRT", // Spindash dust (flame)
"TFOG", // Teleport Fog
"SEED", // Sonic CD flower seed
"PRTL", // Particle (for fans, etc.)
@ -2289,6 +2290,11 @@ state_t states[NUMSTATES] =
{SPR_BUBL, 0, 6, {NULL}, 0, 0, S_SPINDUST_BUBBLE3}, // S_SPINDUST_BUBBLE2
{SPR_BUBL, FF_TRANS30|0, 4, {NULL}, 0, 0, S_SPINDUST_BUBBLE4}, // S_SPINDUST_BUBBLE3
{SPR_BUBL, FF_TRANS60|0, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST_BUBBLE4
{SPR_FPRT, 0, 7, {NULL}, 0, 0, S_SPINDUST_FIRE2}, // S_SPINDUST_FIRE1
{SPR_FPRT, 0, 6, {NULL}, 0, 0, S_SPINDUST_FIRE3}, // S_SPINDUST_FIRE2
{SPR_FPRT, FF_TRANS30|0, 4, {NULL}, 0, 0, S_SPINDUST_FIRE4}, // S_SPINDUST_FIRE3
{SPR_FPRT, FF_TRANS60|0, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST_FIRE4
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50, 2, {NULL}, 0, 0, S_FOG2}, // S_FOG1
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|1, 2, {NULL}, 0, 0, S_FOG3}, // S_FOG2

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@ -467,6 +467,7 @@ typedef enum sprite
SPR_BUBL, // Bubble
SPR_WZAP,
SPR_DUST, // Spindash dust
SPR_FPRT, // Spindash dust (flame)
SPR_TFOG, // Teleport Fog
SPR_SEED, // Sonic CD flower seed
SPR_PRTL, // Particle (for fans, etc.)
@ -2467,6 +2468,10 @@ typedef enum state
S_SPINDUST_BUBBLE2,
S_SPINDUST_BUBBLE3,
S_SPINDUST_BUBBLE4,
S_SPINDUST_FIRE1,
S_SPINDUST_FIRE2,
S_SPINDUST_FIRE3,
S_SPINDUST_FIRE4,
S_FOG1,
S_FOG2,

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@ -3675,11 +3675,11 @@ static void P_DoSpinDashDust(player_t *player)
for (i = 0; i <= (leveltime%7)/2; i++) { // 1, 2, 3 or 4 particles
particle = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SPINDUST);
/*if (player->powers[pw_shield] == SH_ELEMENTAL && !(player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))) {
P_SetMobjState(particle, S_SPINDUST_FIRE;
} else */if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) {
if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
}
else if (player->powers[pw_shield] == SH_ELEMENTAL)
P_SetMobjState(particle, S_SPINDUST_FIRE1);
P_SetTarget(&particle->target, player->mo);
particle->destscale = (2*player->mo->scale)/3;
P_SetScale(particle, particle->destscale);