Nullification of a lot of irrelevant nextstates for infinite length states. It makes sense.

This commit is contained in:
toasterbabe 2016-11-11 00:30:49 +00:00
parent 6c1483266c
commit d8096d237a

View file

@ -480,20 +480,20 @@ state_t states[NUMSTATES] =
// Player
{SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT}, // S_PLAY_STND
{SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_PLAY_WAIT}, // S_PLAY_WAIT
{SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_NULL}, // S_PLAY_WAIT
{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
{SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL
{SPR_PLAY, SPR2_PAIN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_PAIN
{SPR_PLAY, SPR2_DEAD|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_DEAD}, // S_PLAY_DEAD
{SPR_PLAY, SPR2_DRWN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_DRWN}, // S_PLAY_DRWN
{SPR_PLAY, SPR2_DEAD|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DEAD
{SPR_PLAY, SPR2_DRWN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DRWN
{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
{SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
{SPR_PLAY, SPR2_GASP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_WALK}, // S_PLAY_GASP
{SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
{SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING
{SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
{SPR_PLAY, SPR2_EDGE|FF_ANIMATE, -1, {NULL}, 0, 12, S_PLAY_EDGE}, // S_PLAY_EDGE
{SPR_PLAY, SPR2_EDGE|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_EDGE
{SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
// CA_FLY/CA_SWIM
@ -503,7 +503,7 @@ state_t states[NUMSTATES] =
// CA_GLIDEANDCLIMB
{SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
{SPR_PLAY, SPR2_CLNG|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_CLING}, // S_PLAY_CLING
{SPR_PLAY, SPR2_CLNG|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_CLING
{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
// CA_TWINSPIN
@ -514,20 +514,20 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
// SF_SUPERANIMS
{SPR_PLAY, SPR2_SSTD|FF_ANIMATE, -1, {NULL}, 0, 7, S_NULL}, // S_PLAY_SUPER_STND
{SPR_PLAY, SPR2_SSTD|FF_ANIMATE, -1, {NULL}, 0, 7, S_NULL}, // S_PLAY_SUPER_STND
{SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
{SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN
{SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL
{SPR_PLAY, SPR2_SPAN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN
{SPR_PLAY, SPR2_SSTN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN
{SPR_PLAY, SPR2_SDTH|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD
{SPR_PLAY, SPR2_SDRN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN
{SPR_PLAY, SPR2_SPAN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_PAIN
{SPR_PLAY, SPR2_SSTN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_STUN
{SPR_PLAY, SPR2_SDTH|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DEAD
{SPR_PLAY, SPR2_SDRN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DRWN
{SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
{SPR_PLAY, SPR2_SGSP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
{SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
{SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING
{SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
{SPR_PLAY, SPR2_SEDG|FF_ANIMATE, -1, {NULL}, 0, 12, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE
{SPR_PLAY, SPR2_SEDG|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_SUPER_EDGE
{SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
{SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT