Hardcoded SOC_TOKE from patch.dta

Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
This commit is contained in:
Monster Iestyn 2017-07-15 20:15:34 +01:00
parent 381138d7b1
commit dbc7a4099f
6 changed files with 12 additions and 84 deletions

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@ -4521,12 +4521,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Individual Team Rings
"S_TEAMRING",
// Special Stage Token
"S_EMMY",
// Special Stage Token
"S_TOKEN",
"S_MOVINGTOKEN",
// CTF Flags
"S_REDFLAG",
@ -6144,8 +6140,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_BLUEBALL", // Blue sphere replacement for special stages
"MT_REDTEAMRING", //Rings collectable by red team.
"MT_BLUETEAMRING", //Rings collectable by blue team.
"MT_EMMY", // emerald token for special stage
"MT_TOKEN", // Special Stage Token (uncollectible part)
"MT_TOKEN", // Special Stage Token
"MT_REDFLAG", // Red CTF Flag
"MT_BLUEFLAG", // Blue CTF Flag
"MT_EMBLEM",

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@ -114,7 +114,6 @@ char sprnames[NUMSPRITES + 1][5] =
// Collectible Items
"RING",
"TRNG", // Team Rings
"EMMY", // emerald test
"TOKE", // Special Stage Token
"RFLG", // Red CTF Flag
"BFLG", // Blue CTF Flag
@ -1417,14 +1416,10 @@ state_t states[NUMSTATES] =
{SPR_GWLR, 2, 1, {NULL}, 0, 0, S_GRAVWELLRED}, // S_GRAVWELLRED3
// Individual Team Rings (now with shield attracting action! =P)
{SPR_TRNG, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 23, 1, S_TEAMRING}, // S_TEAMRING1
{SPR_TRNG, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 23, 1, S_TEAMRING}, // S_TEAMRING
// Special Stage Token
{SPR_EMMY, FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 6, 2, S_EMMY}, // S_EMMY
// Special Stage Token
{SPR_TOKE, FF_TRANS50|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_TOKEN
{SPR_TOKE, FF_TRANS50|FF_FULLBRIGHT, 1, {A_CapeChase}, 0, 0, S_MOVINGTOKEN}, // S_MOVINGTOKEN
{SPR_TOKE, FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 19, 1, S_TOKEN}, // S_TOKEN
// CTF Flags
{SPR_RFLG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_REDFLAG
@ -5191,9 +5186,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_EMMY
{ // MT_TOKEN
312, // doomednum
S_EMMY, // spawnstate
S_TOKEN, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -5218,33 +5213,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_TOKEN
-1, // doomednum
S_TOKEN, // spawnstate
1000, // spawnhealth
S_MOVINGTOKEN, // 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
8, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP, // flags
S_NULL // raisestate
},
{ // MT_REDFLAG
310, // doomednum
S_REDFLAG, // spawnstate

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@ -320,7 +320,6 @@ typedef enum sprite
// Collectible Items
SPR_RING,
SPR_TRNG, // Team Rings
SPR_EMMY, // emerald test
SPR_TOKE, // Special Stage Token
SPR_RFLG, // Red CTF Flag
SPR_BFLG, // Blue CTF Flag
@ -1625,12 +1624,8 @@ typedef enum state
// Individual Team Rings
S_TEAMRING,
// Special Stage Token
S_EMMY,
// Special Stage Token
S_TOKEN,
S_MOVINGTOKEN,
// CTF Flags
S_REDFLAG,
@ -3269,8 +3264,7 @@ typedef enum mobj_type
MT_BLUEBALL, // Blue sphere replacement for special stages
MT_REDTEAMRING, //Rings collectable by red team.
MT_BLUETEAMRING, //Rings collectable by blue team.
MT_EMMY, // emerald token for special stage
MT_TOKEN, // Special Stage Token (uncollectible part)
MT_TOKEN, // Special Stage token for special stage
MT_REDFLAG, // Red CTF Flag
MT_BLUEFLAG, // Blue CTF Flag
MT_EMBLEM,

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@ -3283,14 +3283,6 @@ INT32 EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher)
}
else
{
if (thing->type == MT_EMMY && thing->spawnpoint && (thing->spawnpoint->options & MTF_OBJECTSPECIAL))
{
mobj_t *tokenobj = P_SpawnMobj(sector->soundorg.x, sector->soundorg.y, topheight, MT_TOKEN);
P_SetTarget(&thing->tracer, tokenobj);
P_SetTarget(&tokenobj->target, thing);
P_SetMobjState(tokenobj, mobjinfo[MT_TOKEN].seestate);
}
// "Powerup rise" sound
S_StartSound(puncher, sfx_mario9); // Puncher is "close enough"
}

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@ -570,7 +570,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Gameplay related collectibles //
// ***************************** //
// Special Stage Token
case MT_EMMY:
case MT_TOKEN:
if (player->bot)
return;
tokenlist += special->health;
@ -589,9 +589,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
}
else
token++;
if (special->tracer) // token BG
P_RemoveMobj(special->tracer);
break;
// Emerald Hunt

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@ -9503,7 +9503,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
}
if (metalrecording) // Metal Sonic can't use these things.
if (mobjinfo[i].flags & (MF_ENEMY|MF_BOSS) || i == MT_EMMY || i == MT_STARPOST)
if (mobjinfo[i].flags & (MF_ENEMY|MF_BOSS) || i == MT_TOKEN || i == MT_STARPOST)
return;
if (i >= MT_EMERALD1 && i <= MT_EMERALD7) // Pickupable Emeralds
@ -9617,7 +9617,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
return;
// Emerald Tokens -->> Score Tokens
else if (i == MT_EMMY)
else if (i == MT_TOKEN)
return; /// \todo
// 1UPs -->> Score TVs
@ -9645,7 +9645,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
// They're likely facets of the level's design and therefore required to progress.
}
if (i == MT_EMMY && (gametype != GT_COOP || ultimatemode || tokenbits == 30 || tokenlist & (1 << tokenbits++)))
if (i == MT_TOKEN && (gametype != GT_COOP || ultimatemode || tokenbits == 30 || tokenlist & (1 << tokenbits++)))
return; // you already got this token, or there are too many, or the gametype's not right
// Objectplace landing point
@ -9664,7 +9664,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS);
else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
z = ONFLOORZ;
else if (i == MT_SPECIALSPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_EMMY)
else if (i == MT_SPECIALSPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN)
{
if (mthing->options & MTF_OBJECTFLIP)
{
@ -10063,28 +10063,10 @@ ML_NOCLIMB : Direction not controllable
mobj->radius = (mthing->angle & 16383)*FRACUNIT;
}
}
else if (i == MT_EMMY)
else if (i == MT_TOKEN)
{
if (mthing->options & MTF_OBJECTSPECIAL) // Mario Block version
mobj->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
else
{
fixed_t zheight = mobj->z;
mobj_t *tokenobj;
if (mthing->options & MTF_OBJECTFLIP)
zheight += mobj->height-FixedMul(mobjinfo[MT_TOKEN].height, mobj->scale); // align with emmy properly!
tokenobj = P_SpawnMobj(x, y, zheight, MT_TOKEN);
P_SetTarget(&mobj->tracer, tokenobj);
tokenobj->destscale = mobj->scale;
P_SetScale(tokenobj, mobj->scale);
if (mthing->options & MTF_OBJECTFLIP) // flip token to match emmy
{
tokenobj->eflags |= MFE_VERTICALFLIP;
tokenobj->flags2 |= MF2_OBJECTFLIP;
}
}
// We advanced tokenbits earlier due to the return check.
// Subtract 1 here for the correct value.