* Castlebot Facestabbers.

* Facestabber statues, of both the suspicious and non-suspicious kind.
* New object type for the end of grabbable chains.
* I moved my compilation .bat file to my Releases folder, so it should .gitignore .bat's.
* Random extra stuff.
This commit is contained in:
toasterbabe 2018-05-24 01:40:57 +01:00
parent dbcd259bd6
commit cb86ed7721
9 changed files with 11846 additions and 11424 deletions

View File

@ -1,3 +1,4 @@
*.exe
*.mo
r_opengl.dll
*.bat

View File

@ -1628,6 +1628,10 @@ static actionpointer_t actionpointers[] =
{{A_Look}, "A_LOOK"},
{{A_Chase}, "A_CHASE"},
{{A_FaceStabChase}, "A_FACESTABCHASE"},
{{A_FaceStabRev}, "A_FACESTABREV"},
{{A_FaceStabHurl}, "A_FACESTABHURL"},
{{A_FaceStabMiss}, "A_FACESTABMISS"},
{{A_StatueBurst}, "A_STATUEBURST"},
{{A_FaceTarget}, "A_FACETARGET"},
{{A_FaceTracer}, "A_FACETRACER"},
{{A_Scream}, "A_SCREAM"},
@ -3774,6 +3778,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FACESTABBER_DIE1",
"S_FACESTABBER_DIE2",
"S_FACESTABBER_DIE3",
"S_FACESTABBERSPEAR",
// Egg Guard
"S_EGGGUARD_STND",
@ -4830,6 +4835,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BIGMACECHAIN",
"S_SMALLMACE",
"S_BIGMACE",
"S_SMALLGRABCHAIN",
"S_BIGGRABCHAIN",
// Yellow spring on a ball
"S_YELLOWSPRINGBALL",
@ -4894,6 +4901,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_WAVINGFLAG",
"S_WAVINGFLAGSEG",
"S_CRAWLASTATUE",
"S_FACESTABBERSTATUE",
"S_SUSPICIOUSFACESTABBERSTATUE_WAIT",
"S_SUSPICIOUSFACESTABBERSTATUE_BURST1",
"S_SUSPICIOUSFACESTABBERSTATUE_BURST2",
// Big Tumbleweed
"S_BIGTUMBLEWEED",
@ -6235,7 +6246,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_POINTY", // Pointy
"MT_POINTYBALL", // Pointy Ball
"MT_ROBOHOOD", // Robo-Hood
"MT_FACESTABBER", // CastleBot FaceStabber
"MT_FACESTABBER", // Castlebot Facestabber
"MT_FACESTABBERSPEAR", // Castlebot Facestabber spear aura
"MT_EGGGUARD", // Egg Guard
"MT_EGGSHIELD", // Egg Guard's shield
"MT_GSNAPPER", // Green Snapper
@ -6491,6 +6503,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_BIGMACECHAIN", // Big Mace Chain
"MT_SMALLMACE", // Small Mace
"MT_BIGMACE", // Big Mace
"MT_SMALLGRABCHAIN", // Small Grab Chain
"MT_BIGGRABCHAIN", // Big Grab Chain
"MT_YELLOWSPRINGBALL", // Yellow spring on a ball
"MT_REDSPRINGBALL", // Red spring on a ball
"MT_SMALLFIREBAR", // Small Firebar
@ -6508,6 +6522,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_WAVINGFLAG", // Waving flag
"MT_WAVINGFLAGSEG", // Waving flag segment
"MT_CRAWLASTATUE", // Crawla statue
"MT_FACESTABBERSTATUE", // Facestabber statue
"MT_SUSPICIOUSFACESTABBERSTATUE", // :eggthinking:
// Arid Canyon Scenery
"MT_BIGTUMBLEWEED",

View File

@ -168,6 +168,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_PNTY
&lspr[NOLIGHT], // SPR_ARCH
&lspr[NOLIGHT], // SPR_CBFS
&lspr[JETLIGHT_L], // SPR_STAB
&lspr[NOLIGHT], // SPR_SPSH
&lspr[NOLIGHT], // SPR_ESHI
&lspr[NOLIGHT], // SPR_GSNP
@ -332,6 +333,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[REDBALL_L], // SPR_CTRC
&lspr[NOLIGHT], // SPR_CFLG
&lspr[NOLIGHT], // SPR_CSTA
&lspr[NOLIGHT], // SPR_CBBS
// Arid Canyon Scenery
&lspr[NOLIGHT], // SPR_BTBL

View File

@ -56,6 +56,7 @@ char sprnames[NUMSPRITES + 1][5] =
"PNTY", // Pointy
"ARCH", // Robo-Hood
"CBFS", // Castlebot Facestabber
"STAB", // Castlebot Facestabber spear aura
"SPSH", // Egg Guard
"ESHI", // Egg Guard's shield
"GSNP", // Green Snapper
@ -226,6 +227,7 @@ char sprnames[NUMSPRITES + 1][5] =
"CTRC", // Fire torch
"CFLG", // Waving flag/segment
"CSTA", // Crawla statue
"CBBS", // Facestabber statue
// Arid Canyon Scenery
"BTBL", // Big tumbleweed
@ -986,21 +988,23 @@ state_t states[NUMSTATES] =
{SPR_ARCH, 1, 1, {A_HoodThink}, 0, 0, S_ROBOHOOD_JUMP2}, // S_ROBOHOOD_JUMP2
{SPR_ARCH, 0, 1, {A_HoodThink}, 0, 0, S_ROBOHOOD_FALL}, // S_ROBOHOOD_FALL
// CastleBot FaceStabber
{SPR_CBFS, 0, 1, {A_FaceStabChase}, 0, 0, S_FACESTABBER_STND2}, // S_FACESTABBER_STND1
{SPR_CBFS, 1, 1, {A_FaceStabChase}, 0, 0, S_FACESTABBER_STND3}, // S_FACESTABBER_STND2
{SPR_CBFS, 2, 1, {A_FaceStabChase}, 0, 0, S_FACESTABBER_STND4}, // S_FACESTABBER_STND3
{SPR_CBFS, 3, 1, {A_FaceStabChase}, 0, 0, S_FACESTABBER_STND5}, // S_FACESTABBER_STND4
{SPR_CBFS, 4, 1, {A_FaceStabChase}, 0, 0, S_FACESTABBER_STND6}, // S_FACESTABBER_STND5
{SPR_CBFS, 5, 1, {A_FaceStabChase}, 0, 0, S_FACESTABBER_STND1}, // S_FACESTABBER_STND6
{SPR_CBFS, 6, 14, {A_PlayActiveSound}, 0, 0, S_FACESTABBER_CHARGE2}, // S_FACESTABBER_CHARGE1
{SPR_CBFS, 6, 0, {A_PlayAttackSound}, 0, 0, S_FACESTABBER_CHARGE3}, // S_FACESTABBER_CHARGE2
{SPR_CBFS, 6, 0, {A_FaceTarget}, 0, 0, S_FACESTABBER_CHARGE4}, // S_FACESTABBER_CHARGE3
{SPR_CBFS, 7, 35, {A_Thrust}, 20, 1, S_FACESTABBER_STND1}, // 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_NULL, 0, 0, {A_Repeat}, 7, S_FACESTABBER_DIE1, S_XPLD_FLICKY}, // S_FACESTABBER_DIE3
// Castlebot Facestabber
{SPR_CBFS, 0, 1, {A_Chase}, 0, 0, S_FACESTABBER_STND2}, // S_FACESTABBER_STND1
{SPR_CBFS, 1, 1, {A_Chase}, 0, 0, S_FACESTABBER_STND3}, // S_FACESTABBER_STND2
{SPR_CBFS, 2, 1, {A_Chase}, 0, 0, S_FACESTABBER_STND4}, // S_FACESTABBER_STND3
{SPR_CBFS, 3, 1, {A_Chase}, 0, 0, S_FACESTABBER_STND5}, // S_FACESTABBER_STND4
{SPR_CBFS, 4, 1, {A_Chase}, 0, 0, S_FACESTABBER_STND6}, // S_FACESTABBER_STND5
{SPR_CBFS, 5, 1, {A_Chase}, 0, 0, S_FACESTABBER_STND1}, // S_FACESTABBER_STND6
{SPR_CBFS, 0, 1, {A_FaceStabRev}, 20, S_FACESTABBER_CHARGE2, S_FACESTABBER_CHARGE1}, // S_FACESTABBER_CHARGE1
{SPR_CBFS, 0, 0, {A_FaceTarget}, 0, 0, S_FACESTABBER_CHARGE3}, // S_FACESTABBER_CHARGE2
{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_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
// Egg Guard
{SPR_SPSH, 0, 1, {A_Look}, 0, 0, S_EGGGUARD_STND}, // S_EGGGUARD_STND
@ -1016,7 +1020,6 @@ state_t states[NUMSTATES] =
{SPR_SPSH, 10, 1, {A_GuardChase}, 0, 0, S_EGGGUARD_RUN4}, // S_EGGGUARD_RUN3
{SPR_SPSH, 11, 1, {A_GuardChase}, 0, 0, S_EGGGUARD_RUN1}, // S_EGGGUARD_RUN4
// Egg Shield for Egg Guard
{SPR_ESHI, 0, 8, {A_EggShield}, 0, 0, S_EGGSHIELD}, // S_EGGSHIELD
// Green Snapper
@ -1435,12 +1438,12 @@ state_t states[NUMSTATES] =
{SPR_RCKT, 2 + FF_FULLBRIGHT, 6, {A_NapalmScatter}, MT_CYBRAKDEMON_NAPALM_FLAMES + (6<<16), 32 + (16<<16), S_CYBRAKDEMONMISSILE_EXPLODE3}, // S_CYBRAKDEMONMISSILE_EXPLODE2
{SPR_RCKT, 3 + FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_NULL}, // S_CYBRAKDEMONMISSILE_EXPLODE3
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT , 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY2}, // S_CYBRAKDEMONFLAMESHOT_FLY1
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT|1, 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY2
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY3
{SPR_FLME, FF_TRANS20|FF_FULLBRIGHT|2, 0, {A_SpawnObjectRelative}, 0, MT_CYBRAKDEMON_FLAMEREST, S_NULL}, // S_CYBRAKDEMONFLAMESHOT_DIE
{SPR_FLME, FF_FULLBRIGHT , 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY2}, // S_CYBRAKDEMONFLAMESHOT_FLY1
{SPR_FLME, FF_FULLBRIGHT|1, 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY2
{SPR_FLME, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY3
{SPR_FLME, FF_FULLBRIGHT|2, 0, {A_SpawnObjectRelative}, 0, MT_CYBRAKDEMON_FLAMEREST, S_NULL}, // S_CYBRAKDEMONFLAMESHOT_DIE
{SPR_FLAM, FF_TRANS20|FF_FULLBRIGHT|5, 3, {A_SetFuse}, 10*TICRATE, 0, S_FLAMEREST}, // S_CYBRAKDEMONFLAMEREST
{SPR_FLAM, FF_FULLBRIGHT, 0, {A_SetFuse}, 10*TICRATE, 0, S_FLAMEREST}, // S_CYBRAKDEMONFLAMEREST
{SPR_ELEC, 0 + FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_CYBRAKDEMONELECTRICBARRIER_INIT2}, // S_CYBRAKDEMONELECTRICBARRIER_INIT1
{SPR_ELEC, 0 + FF_FULLBRIGHT, 0, {A_RemoteAction}, -1, S_CYBRAKDEMON_INVINCIBLERIZE, S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND}, // S_CYBRAKDEMONELECTRICBARRIER_INIT2
@ -2054,10 +2057,12 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, -1, {A_SlingAppear}, 0, 0, S_NULL}, // S_SLING2
// CEZ maces and chains
{SPR_SMCH, 0, -1, {NULL}, 0, 0, S_SMALLMACECHAIN}, // S_SMALLMACECHAIN
{SPR_BMCH, 0, -1, {NULL}, 0, 0, S_BIGMACECHAIN}, // S_BIGMACECHAIN
{SPR_SMCE, 0, -1, {NULL}, 0, 0, S_SMALLMACE}, // S_SMALLMACE
{SPR_BMCE, 0, -1, {NULL}, 0, 0, S_BIGMACE}, // S_BIGMACE
{SPR_SMCH, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SMALLMACECHAIN
{SPR_BMCH, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BIGMACECHAIN
{SPR_SMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SMALLMACE
{SPR_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BIGMACE
{SPR_SMCH, 1, -1, {NULL}, 0, 0, S_NULL}, // S_SMALLGRABCHAIN
{SPR_BMCH, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BIGGRABCHAIN
// Yellow spring on a ball
{SPR_YSPB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_YELLOWSPRINGBALL
@ -2130,6 +2135,12 @@ state_t states[NUMSTATES] =
{SPR_CSTA, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CRAWLASTATUE
{SPR_CBBS, 0, -1, {NULL}, 0, 0, S_NULL}, // S_FACESTABBERSTATUE
{SPR_CBBS, 0, 5, {A_Look}, 768*FRACUNIT, 0, S_SUSPICIOUSFACESTABBERSTATUE_WAIT}, // S_SUSPICIOUSFACESTABBERSTATUE_WAIT
{SPR_CBBS, 0, 23, {NULL}, 0, 0, S_SUSPICIOUSFACESTABBERSTATUE_BURST2}, // S_SUSPICIOUSFACESTABBERSTATUE_BURST1
{SPR_NULL, 0, 40, {A_StatueBurst}, 0, S_FACESTABBER_CHARGE2, S_NULL}, // S_SUSPICIOUSFACESTABBERSTATUE_BURST2
// Big Tumbleweed
{SPR_BTBL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BIGTUMBLEWEED
{SPR_BTBL, 0, 5, {NULL}, 0, 0, S_BIGTUMBLEWEED_ROLL2}, // S_BIGTUMBLEWEED_ROLL1
@ -2162,9 +2173,9 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 2*TICRATE, {NULL}, 0, 0, S_FLAMEJETSTART}, // S_FLAMEJETSTND
{SPR_NULL, 0, 3*TICRATE, {A_ToggleFlameJet}, 0, 0, S_FLAMEJETSTOP}, // S_FLAMEJETSTART
{SPR_NULL, 0, 1, {A_ToggleFlameJet}, 0, 0, S_FLAMEJETSTND}, // S_FLAMEJETSTOP
{SPR_FLME, FF_FULLBRIGHT|FF_TRANS50 , 4, {NULL}, 0, 0, S_FLAMEJETFLAME2}, // S_FLAMEJETFLAME1
{SPR_FLME, FF_FULLBRIGHT|FF_TRANS60|1, 5, {NULL}, 0, 0, S_FLAMEJETFLAME3}, // S_FLAMEJETFLAME2
{SPR_FLME, FF_FULLBRIGHT|FF_TRANS70|2, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME3
{SPR_FLME, FF_FULLBRIGHT , 4, {NULL}, 0, 0, S_FLAMEJETFLAME2}, // S_FLAMEJETFLAME1
{SPR_FLME, FF_FULLBRIGHT|1, 5, {NULL}, 0, 0, S_FLAMEJETFLAME3}, // S_FLAMEJETFLAME2
{SPR_FLME, FF_FULLBRIGHT|2, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME3
// Spinning flame jets
// A: Counter-clockwise
@ -4237,27 +4248,54 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
2, // spawnhealth
S_FACESTABBER_STND1, // seestate
sfx_None, // seesound
35, // reactiontime
sfx_None, // attacksound
70, // reactiontime
sfx_zoom, // attacksound
S_FACESTABBER_PAIN, // painstate
0, // painchance
sfx_dmpain, // painsound
S_FACESTABBER_CHARGE1, // meleestate
S_NULL, // missilestate
S_FACESTABBER_CHARGE1, // missilestate
S_FACESTABBER_DIE1, // deathstate
S_NULL, // xdeathstate
sfx_cybdth, // deathsound
3, // speed
32*FRACUNIT, // radius
64*FRACUNIT, // height
36*FRACUNIT, // radius
72*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags
sfx_s3kc5s, // activesound
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME, // flags
S_NULL // raisestate
},
{ // MT_FACESTABBERSPEAR
-1, // doomednum
S_FACESTABBERSPEAR, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
35, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
36*FRACUNIT, // radius
72*FRACUNIT, // height
0, // display offset
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_EGGGUARD
119, // doomednum
S_EGGGUARD_STND, // spawnstate
@ -9865,7 +9903,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_SPECIAL|MF_NOGRAVITY, // flags
MF_SCENERY|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
@ -9892,7 +9930,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_SPECIAL|MF_NOGRAVITY, // flags
MF_SCENERY|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
@ -9950,6 +9988,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SMALLGRABCHAIN
-1, // doomednum
S_SMALLGRABCHAIN, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
24*FRACUNIT, // speed
17*FRACUNIT, // radius
34*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_SPECIAL|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_BIGGRABCHAIN
-1, // doomednum
S_BIGGRABCHAIN, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
48*FRACUNIT, // speed
34*FRACUNIT, // radius
68*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_SCENERY|MF_SPECIAL|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_YELLOWSPRINGBALL
-1, // doomednum
S_YELLOWSPRINGBALL, // spawnstate
@ -10409,6 +10501,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_FACESTABBERSTATUE
1331, // doomednum
S_FACESTABBERSTATUE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
36*FRACUNIT, // radius
72*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_SLIDEME|MF_SOLID|MF_PUSHABLE, // flags
S_NULL // raisestate
},
{ // MT_SUSPICIOUSFACESTABBERSTATUE
1332, // doomednum
S_SUSPICIOUSFACESTABBERSTATUE_WAIT, // spawnstate
1000, // spawnhealth
S_SUSPICIOUSFACESTABBERSTATUE_BURST1, // seestate
sfx_s3k6f, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
36*FRACUNIT, // radius
72*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_SLIDEME|MF_SOLID|MF_PUSHABLE, // flags
MT_FACESTABBER // raisestate
},
{ // MT_BIGTUMBLEWEED
1200, // doomednum
S_BIGTUMBLEWEED,// spawnstate

View File

@ -34,6 +34,10 @@ void A_GoldMonitorSparkle();
void A_Look();
void A_Chase();
void A_FaceStabChase();
void A_FaceStabRev();
void A_FaceStabHurl();
void A_FaceStabMiss();
void A_StatueBurst();
void A_FaceTarget();
void A_FaceTracer();
void A_Scream();
@ -269,6 +273,7 @@ typedef enum sprite
SPR_PNTY, // Pointy
SPR_ARCH, // Robo-Hood
SPR_CBFS, // Castlebot Facestabber
SPR_STAB, // Castlebot Facestabber spear aura
SPR_SPSH, // Egg Guard
SPR_ESHI, // Egg Guard's shield
SPR_GSNP, // Green Snapper
@ -439,6 +444,7 @@ typedef enum sprite
SPR_CTRC, // Fire torch
SPR_CFLG, // Waving flag/segment
SPR_CSTA, // Crawla statue
SPR_CBBS, // Facestabber statue
// Arid Canyon Scenery
SPR_BTBL, // Big tumbleweed
@ -1107,7 +1113,7 @@ typedef enum state
S_ROBOHOOD_JUMP2,
S_ROBOHOOD_FALL,
// CastleBot FaceStabber
// Castlebot Facestabber
S_FACESTABBER_STND1,
S_FACESTABBER_STND2,
S_FACESTABBER_STND3,
@ -1122,6 +1128,7 @@ typedef enum state
S_FACESTABBER_DIE1,
S_FACESTABBER_DIE2,
S_FACESTABBER_DIE3,
S_FACESTABBERSPEAR,
// Egg Guard
S_EGGGUARD_STND,
@ -2180,6 +2187,8 @@ typedef enum state
S_BIGMACECHAIN,
S_SMALLMACE,
S_BIGMACE,
S_SMALLGRABCHAIN,
S_BIGGRABCHAIN,
// Yellow spring on a ball
S_YELLOWSPRINGBALL,
@ -2244,6 +2253,10 @@ typedef enum state
S_WAVINGFLAG,
S_WAVINGFLAGSEG,
S_CRAWLASTATUE,
S_FACESTABBERSTATUE,
S_SUSPICIOUSFACESTABBERSTATUE_WAIT,
S_SUSPICIOUSFACESTABBERSTATUE_BURST1,
S_SUSPICIOUSFACESTABBERSTATUE_BURST2,
// Big Tumbleweed
S_BIGTUMBLEWEED,
@ -3606,6 +3619,7 @@ typedef enum mobj_type
MT_POINTYBALL, // Pointy Ball
MT_ROBOHOOD, // Robo-Hood
MT_FACESTABBER, // Castlebot Facestabber
MT_FACESTABBERSPEAR, // Castlebot Facestabber spear aura
MT_EGGGUARD, // Egg Guard
MT_EGGSHIELD, // Egg Guard's shield
MT_GSNAPPER, // Green Snapper
@ -3861,6 +3875,8 @@ typedef enum mobj_type
MT_BIGMACECHAIN, // Big Mace Chain
MT_SMALLMACE, // Small Mace
MT_BIGMACE, // Big Mace
MT_SMALLGRABCHAIN, // Small Grab Chain
MT_BIGGRABCHAIN, // Big Grab Chain
MT_YELLOWSPRINGBALL, // Yellow spring on a ball
MT_REDSPRINGBALL, // Red spring on a ball
MT_SMALLFIREBAR, // Small Firebar
@ -3878,6 +3894,8 @@ typedef enum mobj_type
MT_WAVINGFLAG, // Waving flag
MT_WAVINGFLAGSEG, // Waving flag segment
MT_CRAWLASTATUE, // Crawla statue
MT_FACESTABBERSTATUE, // Facestabber statue
MT_SUSPICIOUSFACESTABBERSTATUE, // :eggthinking:
// Arid Canyon Scenery
MT_BIGTUMBLEWEED,

View File

@ -55,6 +55,10 @@ void A_Fall(mobj_t *actor);
void A_Look(mobj_t *actor);
void A_Chase(mobj_t *actor);
void A_FaceStabChase(mobj_t *actor);
void A_FaceStabRev(mobj_t *actor);
void A_FaceStabHurl(mobj_t *actor);
void A_FaceStabMiss(mobj_t *actor);
void A_StatueBurst(mobj_t *actor);
void A_JetJawRoam(mobj_t *actor);
void A_JetJawChomp(mobj_t *actor);
void A_PointyThink(mobj_t *actor);
@ -1040,7 +1044,7 @@ nomissile:
// Function: A_FaceStabChase
//
// Description: A_Chase for CastleBot FaceStabber.
// Description: Unused variant of A_Chase for Castlebot Facestabber.
//
// var1 = unused
// var2 = unused
@ -1128,6 +1132,241 @@ nomissile:
P_NewChaseDir(actor);
}
static void P_SharpDust(mobj_t *actor, mobjtype_t type, angle_t ang)
{
mobj_t *dust;
if (!type || !P_IsObjectOnGround(actor))
return;
dust = P_SpawnMobjFromMobj(actor,
-P_ReturnThrustX(actor, ang, 16<<FRACBITS),
-P_ReturnThrustY(actor, ang, 16<<FRACBITS),
0, type);
P_SetObjectMomZ(dust, P_RandomRange(1, 4)<<FRACBITS, false);
}
static void P_FaceStabFlume(mobj_t *actor)
{
mobj_t *flume;
if (leveltime & 1)
return;
flume = P_SpawnMobjFromMobj(actor,
-P_ReturnThrustX(actor, actor->angle, actor->radius),
-P_ReturnThrustY(actor, actor->angle, actor->radius),
actor->height/3,
MT_PARTICLE);
flume->destscale = actor->scale*3;
P_SetScale(flume, flume->destscale);
P_SetTarget(&flume->target, actor);
flume->sprite = SPR_JETF;
flume->frame = FF_FULLBRIGHT;
flume->tics = 2;
}
// Function: A_FaceStabRev
//
// Description: Facestabber rev action
//
// var1 = effective duration
// var2 = effective nextstate
//
void A_FaceStabRev(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FaceStabRev", actor))
return;
#endif
if (!actor->target)
{
P_SetMobjState(actor, actor->info->spawnstate);
return;
}
if (actor->hnext)
P_SetTarget(&actor->hnext, NULL);
actor->extravalue1 = 0;
if (!actor->reactiontime)
{
actor->reactiontime = locvar1;
S_StartSound(actor, actor->info->activesound);
}
else
{
if ((--actor->reactiontime) == 0)
{
S_StartSound(actor, actor->info->attacksound);
P_SetMobjState(actor, locvar2);
}
else
{
P_TryMove(actor, actor->x - P_ReturnThrustX(actor, actor->angle, 2<<FRACBITS), actor->y - P_ReturnThrustY(actor, actor->angle, 2<<FRACBITS), false);
P_FaceStabFlume(actor);
}
}
}
// Function: A_FaceStabHurl
//
// Description: Facestabber hurl action
//
// var1 = homing strength (recommended strength between 0-8)
// var2 = effective nextstate
//
void A_FaceStabHurl(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FaceStabHurl", actor))
return;
#endif
if (actor->target)
{
angle_t visang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
// Calculate new direction.
angle_t dirang = actor->angle;
angle_t diffang = visang - dirang;
if (locvar1) // Allow homing?
{
if (diffang > ANGLE_180)
{
angle_t workang = locvar1*(InvAngle(diffang)>>5);
diffang += InvAngle(workang);
}
else
diffang += (locvar1*(diffang>>5));
}
diffang += ANGLE_45;
// Check the sight cone.
if (diffang < ANGLE_90)
{
actor->angle = dirang;
if (++actor->extravalue2 < 4)
actor->extravalue2 = 4;
else if (actor->extravalue2 > 26)
actor->extravalue2 = 26;
if (P_TryMove(actor,
actor->x + P_ReturnThrustX(actor, dirang, actor->extravalue2<<FRACBITS),
actor->y + P_ReturnThrustY(actor, dirang, actor->extravalue2<<FRACBITS),
false))
{
// Do the spear damage.
#define NUMSTEPS 3
#define NUMGRADS 5
#define MAXVAL (NUMSTEPS*NUMGRADS)
SINT8 step = ++actor->extravalue1;
fixed_t basesize = FRACUNIT/MAXVAL;
mobj_t *hwork = actor;
INT32 dist = 113;
fixed_t xo = P_ReturnThrustX(actor, actor->angle, dist*basesize);
fixed_t yo = P_ReturnThrustY(actor, actor->angle, dist*basesize);
while (step > 0)
{
if (!hwork->hnext)
P_SetTarget(&hwork->hnext, P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_FACESTABBERSPEAR));
hwork = hwork->hnext;
hwork->angle = actor->angle + ANGLE_90;
hwork->destscale = FixedSqrt(basesize*step);
hwork->fuse = 2;
P_TeleportMove(hwork, actor->x + xo*(15-step), actor->y + yo*(15-step), actor->z + (actor->height - hwork->height)/2 + (P_MobjFlip(actor)*(8<<FRACBITS)));
step -= NUMGRADS;
}
if ((step % 5) == 0)
P_SharpDust(actor, MT_SPINDUST, actor->angle);
if (actor->extravalue1 >= MAXVAL)
actor->extravalue1 -= NUMGRADS;
P_FaceStabFlume(actor);
return;
#undef MAXVAL
#undef NUMGRADS
#undef NUMSTEPS
}
}
}
P_SetMobjState(actor, locvar2);
actor->reactiontime = actor->info->reactiontime;
}
// Function: A_FaceStabMiss
//
// Description: Facestabber miss action
//
// var1 = unused
// var2 = effective nextstate
//
void A_FaceStabMiss(mobj_t *actor)
{
//INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FaceStabMiss", actor))
return;
#endif
if (++actor->extravalue1 >= 3)
{
actor->extravalue2 -= 2;
actor->extravalue1 = 0;
S_StartSound(actor, sfx_s3k47);
P_SharpDust(actor, MT_SPINDUST, actor->angle);
}
if (actor->extravalue2 <= 0 || !P_TryMove(actor,
actor->x + P_ReturnThrustX(actor, actor->angle, actor->extravalue2<<FRACBITS),
actor->y + P_ReturnThrustY(actor, actor->angle, actor->extravalue2<<FRACBITS),
false))
{
actor->extravalue2 = 0;
P_SetMobjState(actor, locvar2);
}
}
// Function: A_StatueBurst
//
// Description: For suspicious statues only...
//
// var1 = unused
// var2 = effective nextstate for created object
//
void A_StatueBurst(mobj_t *actor)
{
//INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *new;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_StatueBurst", actor))
return;
#endif
if (!(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, (mobjtype_t)actor->info->raisestate)))
return;
new->angle = actor->angle;
new->target = actor->target;
if (locvar2)
P_SetMobjState(new, (statenum_t)locvar2);
S_StopSound(actor);
S_StartSound(actor, sfx_s3k96);
}
// Function: A_JetJawRoam
//
// Description: Roaming routine for JetJaw
@ -1591,16 +1830,7 @@ void A_SharpSpin(mobj_t *actor)
P_SetMobjState(actor, actor->info->meleestate);
}
if (!locvar1 || !P_IsObjectOnGround(actor))
return;
{
mobj_t *dust = P_SpawnMobjFromMobj(actor,
-P_ReturnThrustX(actor, oldang, 16<<FRACBITS),
-P_ReturnThrustY(actor, oldang, 16<<FRACBITS),
0, locvar1);
P_SetObjectMomZ(dust, P_RandomRange(1, 4)<<FRACBITS, false);
}
P_SharpDust(actor, locvar1, oldang);
}
// Function: A_SharpDecel
@ -5216,10 +5446,8 @@ void A_RockSpawn(mobj_t *actor)
//
void A_SlingAppear(mobj_t *actor)
{
boolean firsttime = true;
UINT8 mlength = 4;
mobj_t *spawnee;
mobj_t *hprev = actor;
mobj_t *spawnee, *hprev;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SlingAppear", actor))
return;
@ -5234,10 +5462,18 @@ void A_SlingAppear(mobj_t *actor)
actor->movefactor = actor->threshold;
actor->friction = 128;
hprev = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMALLGRABCHAIN);
P_SetTarget(&hprev->tracer, actor);
P_SetTarget(&hprev->hprev, actor);
P_SetTarget(&actor->hnext, hprev);
hprev->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT;
hprev->movecount = mlength;
mlength--;
while (mlength > 0)
{
spawnee = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMALLMACECHAIN);
P_SetTarget(&spawnee->tracer, actor);
P_SetTarget(&spawnee->hprev, hprev);
P_SetTarget(&hprev->hnext, spawnee);
@ -5246,13 +5482,6 @@ void A_SlingAppear(mobj_t *actor)
spawnee->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT;
spawnee->movecount = mlength;
if (firsttime)
{
// This is the outermost link in the chain
spawnee->flags2 |= MF2_AMBUSH;
firsttime = false;
}
mlength--;
}
}

View File

@ -1461,10 +1461,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_SetMobjState(special, special->info->seestate);
}
return;
case MT_SMALLMACECHAIN:
case MT_BIGMACECHAIN:
// Is this the last link in the chain?
if (toucher->momz > 0 || !(special->flags2 & MF2_AMBUSH)
case MT_SMALLGRABCHAIN:
case MT_BIGGRABCHAIN:
if (P_MobjFlip(toucher)*toucher->momz > 0
|| (player->powers[pw_carry]))
return;

View File

@ -6324,7 +6324,7 @@ void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot)
mobj->y += pos_sideways[1];
// Cut the height to align the link with the axis.
if (mobj->type == MT_SMALLMACECHAIN || mobj->type == MT_BIGMACECHAIN)
if (mobj->type == MT_SMALLMACECHAIN || mobj->type == MT_BIGMACECHAIN || mobj->type == MT_SMALLGRABCHAIN || mobj->type == MT_BIGGRABCHAIN)
zstore -= P_MobjFlip(mobj)*mobj->height/4;
else
zstore -= P_MobjFlip(mobj)*mobj->height/2;
@ -9953,7 +9953,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
fixed_t mlength, mmaxlength, mlengthset, mspeed, mphase, myaw, mpitch, mminlength, mnumspokes, mpinch, mroll, mnumnospokes, mwidth, mwidthset, mmin, msound, radiusfactor, widthfactor;
angle_t mspokeangle;
mobjtype_t chainlink, macetype, firsttype, linktype;
boolean mdosound, mdocenter;
boolean mdosound, mdocenter, mchainlike;
mobj_t *spawnee = NULL, *hprev = mobj;
mobjflag_t mflagsapply;
mobjflag2_t mflags2apply;
@ -10059,6 +10059,19 @@ ML_EFFECT4 : Don't clip inside the ground
else
chainlink = MT_NULL;
break;
case MT_CHAINPOINT:
if (mthing->options & MTF_AMBUSH)
{
macetype = MT_BIGGRABCHAIN;
chainlink = MT_BIGMACECHAIN;
}
else
{
macetype = MT_SMALLGRABCHAIN;
chainlink = MT_SMALLMACECHAIN;
}
mchainlike = true;
break;
default:
if (mthing->options & MTF_AMBUSH)
{
@ -10076,17 +10089,15 @@ ML_EFFECT4 : Don't clip inside the ground
if (!macetype && !chainlink)
break;
if (mobj->type != MT_CHAINPOINT)
{
firsttype = macetype;
mlength++;
}
else
if (mobj->type == MT_CHAINPOINT)
{
if (!mlength)
break;
firsttype = chainlink;
}
else
mlength++;
firsttype = macetype;
// Adjustable direction
if (lines[line].flags & ML_NOCLIMB)
@ -10110,13 +10121,15 @@ ML_EFFECT4 : Don't clip inside the ground
else
radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
widthfactor = ((firsttype == chainlink) ? 1 : 2);
if (!mchainlike)
mchainlike = (firsttype == chainlink);
widthfactor = (mchainlike ? 1 : 2);
mflagsapply = ((lines[line].flags & ML_EFFECT4) ? 0 : (MF_NOCLIP|MF_NOCLIPHEIGHT));
mflags2apply = ((mthing->options & MTF_OBJECTFLIP) ? MF2_OBJECTFLIP : 0);
meflagsapply = ((mthing->options & MTF_OBJECTFLIP) ? MFE_VERTICALFLIP : 0);
msound = ((firsttype == chainlink) ? 0 : (mwidth & 1));
msound = (mchainlike ? 0 : (mwidth & 1));
// Quick and easy preparatory variable setting
mphase = (FixedAngle(mphase*FRACUNIT)>>ANGLETOFINESHIFT);
@ -10155,7 +10168,8 @@ ML_EFFECT4 : Don't clip inside the ground
if (mobj->type != MT_CHAINMACEPOINT)
continue;
firsttype = linktype = chainlink;
linktype = chainlink;
firsttype = ((mthing->options & MTF_AMBUSH) ? MT_BIGGRABCHAIN : MT_SMALLGRABCHAIN);
mmaxlength = 1 + (mlength - 1)*radiusfactor;
radiusfactor = widthfactor = 1;
}
@ -10170,10 +10184,7 @@ ML_EFFECT4 : Don't clip inside the ground
radiusfactor = 2;
}
else
{
linktype = chainlink;
radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
}
firsttype = macetype;
widthfactor = 2;
@ -10185,8 +10196,8 @@ ML_EFFECT4 : Don't clip inside the ground
mwidthset = mwidth;
mlengthset = mminlength;
if (mdocenter) // Innermost mace/link
makemace(macetype, 0, 0);
if (mdocenter) // Innermost link
makemace(linktype, 0, 0);
// Out from the center...
if (linktype)
@ -10240,8 +10251,8 @@ ML_EFFECT4 : Don't clip inside the ground
while (mlengthset > mminlength)
makemace(linktype, radiusfactor*(mlengthset--), 0);
if (mdocenter) // Innermost mace/link
makemace(macetype, 0, 0);
if (mdocenter) // Innermost link
makemace(linktype, 0, 0);
}
}

View File

@ -439,8 +439,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3kc3l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Levitation"}, // ditto
{"s3kc4s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"},
{"s3kc4l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"}, // ditto
{"s3kc5s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"s3kc5l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // ditto
{"s3kc5s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Revving up"},
{"s3kc5l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Revving up"}, // ditto
{"s3kc6s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Orbiting"},
{"s3kc6l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Orbiting"}, // ditto
{"s3kc7", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Aiming"},