diff --git a/src/dehacked.c b/src/dehacked.c index 915986c50..dcefb27da 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -3986,7 +3986,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_PLAY_NIGHTS_STAND", "S_PLAY_NIGHTS_FLOAT", - "S_PLAY_NIGHTS_PAIN", + "S_PLAY_NIGHTS_STUN", "S_PLAY_NIGHTS_PULL", "S_PLAY_NIGHTS_ATTACK", @@ -7225,8 +7225,6 @@ struct { // Frame settings {"FF_FRAMEMASK",FF_FRAMEMASK}, - {"FF_VERTICALFLIP",FF_VERTICALFLIP}, - {"FF_PAPERSPRITE",FF_PAPERSPRITE}, {"FF_SPR2SUPER",FF_SPR2SUPER}, {"FF_SPR2ENDSTATE",FF_SPR2ENDSTATE}, {"FF_SPR2MIDSTART",FF_SPR2MIDSTART}, @@ -7234,6 +7232,8 @@ struct { {"FF_RANDOMANIM",FF_RANDOMANIM}, {"FF_GLOBALANIM",FF_GLOBALANIM}, {"FF_FULLBRIGHT",FF_FULLBRIGHT}, + {"FF_VERTICALFLIP",FF_VERTICALFLIP}, + {"FF_PAPERSPRITE",FF_PAPERSPRITE}, {"FF_TRANSMASK",FF_TRANSMASK}, {"FF_TRANSSHIFT",FF_TRANSSHIFT}, // new preshifted translucency (used in source) diff --git a/src/hu_stuff.c b/src/hu_stuff.c index 01d4ed524..840af9c57 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -1241,9 +1241,9 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I } else { - if (players[tab[i].num].powers[pw_super]) + if (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])) { - colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); + colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE); V_DrawSmallMappedPatch (x, y-4, 0, superprefix[players[tab[i].num].skin], colormap); } else diff --git a/src/info.c b/src/info.c index a961157b2..2c117c5c9 100644 --- a/src/info.c +++ b/src/info.c @@ -424,10 +424,9 @@ char spr2names[NUMPLAYERSPRITES][5] = "TRNS", - "NTRN", "NSTD", "NFLT", - "NPAN", + "NSTN", "NPUL", "NATK", @@ -445,20 +444,6 @@ char spr2names[NUMPLAYERSPRITES][5] = "NGTB", "NGTC", - "DRL0", - "DRL1", - "DRL2", - "DRL3", - "DRL4", - "DRL5", - "DRL6", - "DRL7", - "DRL8", - "DRL9", - "DRLA", - "DRLB", - "DRLC", - "SIGN", "LIFE" }; @@ -534,19 +519,19 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH // SF_SUPER - {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS - {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9 + {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_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY - // 1-Up Box Sprites (uses player sprite) + // 1-Up box sprites (uses player sprite) {SPR_PLAY, SPR2_LIFE, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1 {SPR_NULL, 0, 1, {NULL}, 0, 0, S_PLAY_BOX1}, // S_PLAY_BOX2 {SPR_PLAY, SPR2_LIFE, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1 @@ -557,50 +542,50 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_SIGN, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN // NiGHTS Player, transforming - {SPR_PLAY, SPR2_NTRN, 4, {A_Scream}, 0, 0, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS - {SPR_PLAY, SPR2_NTRN, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS3}, // S_PLAY_NIGHTS_TRANS2 - {SPR_PLAY, SPR2_NTRN|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS4}, // S_PLAY_NIGHTS_TRANS3 - {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS5}, // S_PLAY_NIGHTS_TRANS4 - {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5 - {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS7}, // S_PLAY_NIGHTS_TRANS6 - {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS8}, // S_PLAY_NIGHTS_TRANS7 - {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS9}, // S_PLAY_NIGHTS_TRANS8 - {SPR_PLAY, SPR2_NTRN, 16, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS9 + {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 - // NiGHTS Player, Stand, Floating, Pain, Pull and Attack - {SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND - {SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT - {SPR_PLAY, SPR2_NPAN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_PAIN}, // S_PLAY_NIGHTS_PAIN - {SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL + // NiGHTS Player, stand, float, pain, pull and attack + {SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND + {SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT + {SPR_PLAY, SPR2_NSTN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_STUN}, // S_PLAY_NIGHTS_STUN + {SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL {SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK - // NiGHTS Player, Flying and Drilling - {SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0 - {SPR_PLAY, SPR2_DRL0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0 - {SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1 - {SPR_PLAY, SPR2_DRL1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1 - {SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2 - {SPR_PLAY, SPR2_DRL2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2 - {SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3 - {SPR_PLAY, SPR2_DRL3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3 - {SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4 - {SPR_PLAY, SPR2_DRL4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4 - {SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5 - {SPR_PLAY, SPR2_DRL5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5 - {SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6 - {SPR_PLAY, SPR2_DRL6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6 - {SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7 - {SPR_PLAY, SPR2_DRL7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7 - {SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8 - {SPR_PLAY, SPR2_DRL8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8 - {SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9 - {SPR_PLAY, SPR2_DRL9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9 - {SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA - {SPR_PLAY, SPR2_DRLA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA - {SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB - {SPR_PLAY, SPR2_DRLB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB - {SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC - {SPR_PLAY, SPR2_DRLC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC + // NiGHTS Player, flying and drilling + {SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0 + {SPR_PLAY, SPR2_NGT0|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0 + {SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1 + {SPR_PLAY, SPR2_NGT1|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1 + {SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2 + {SPR_PLAY, SPR2_NGT2|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2 + {SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3 + {SPR_PLAY, SPR2_NGT3|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3 + {SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4 + {SPR_PLAY, SPR2_NGT4|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4 + {SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5 + {SPR_PLAY, SPR2_NGT5|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5 + {SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6 + {SPR_PLAY, SPR2_NGT6|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6 + {SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7 + {SPR_PLAY, SPR2_NGT7|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7 + {SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8 + {SPR_PLAY, SPR2_NGT8|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8 + {SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9 + {SPR_PLAY, SPR2_NGT9|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9 + {SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA + {SPR_PLAY, SPR2_NGTA|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA + {SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB + {SPR_PLAY, SPR2_NGTB|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB + {SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC + {SPR_PLAY, SPR2_NGTC|FF_SPR2SUPER, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC // Blue Crawla {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND diff --git a/src/info.h b/src/info.h index f7e61614a..c293292e1 100644 --- a/src/info.h +++ b/src/info.h @@ -595,8 +595,8 @@ typedef enum sprite } spritenum_t; // Make sure to be conscious of FF_FRAMEMASK and the fact sprite2 is stored as a UINT8 whenever you change this table. -// Currently, FF_FRAMEMASK is 0x7f, or 127 - and the limitation of sprite2 storage is 255, so the second half is used by FF_SPR2SUPER. -// Since this is zero-based, there can be at most 256 different SPR2_'s without changing that. +// Currently, FF_FRAMEMASK is 0xff, or 255 - but the second half is used by FF_SPR2SUPER, so the limitation is 0x7f. +// Since this is zero-based, there can be at most 128 different SPR2_'s without changing that. enum playersprite { SPR2_STND = 0, @@ -635,16 +635,15 @@ enum playersprite SPR2_MLEE, // melee - SPR2_TRNS, // super transformation + SPR2_TRNS, // transformation - SPR2_NTRN, // NiGHTS transformation SPR2_NSTD, // NiGHTS stand SPR2_NFLT, // NiGHTS float - SPR2_NPAN, // NiGHTS pain + SPR2_NSTN, // NiGHTS stun SPR2_NPUL, // NiGHTS pull SPR2_NATK, // NiGHTS attack - // NiGHTS flight. + // NiGHTS flight. bitwise | with FF_SPR2SUPER for drilling SPR2_NGT0, SPR2_NGT1, SPR2_NGT2, @@ -659,21 +658,6 @@ enum playersprite SPR2_NGTB, SPR2_NGTC, - // NiGHTS drill. - SPR2_DRL0, - SPR2_DRL1, - SPR2_DRL2, - SPR2_DRL3, - SPR2_DRL4, - SPR2_DRL5, - SPR2_DRL6, - SPR2_DRL7, - SPR2_DRL8, - SPR2_DRL9, - SPR2_DRLA, - SPR2_DRLB, - SPR2_DRLC, - SPR2_SIGN, // end sign head SPR2_LIFE, // life monitor icon @@ -780,7 +764,7 @@ typedef enum state S_PLAY_NIGHTS_STAND, S_PLAY_NIGHTS_FLOAT, - S_PLAY_NIGHTS_PAIN, + S_PLAY_NIGHTS_STUN, S_PLAY_NIGHTS_PULL, S_PLAY_NIGHTS_ATTACK, diff --git a/src/p_inter.c b/src/p_inter.c index e456c59bc..00c1cccaa 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -2606,7 +2606,7 @@ static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source) } player->powers[pw_flashing] = flashingtics; - P_SetPlayerMobjState(target, S_PLAY_NIGHTS_PAIN); + P_SetPlayerMobjState(target, S_PLAY_NIGHTS_STUN); S_StartSound(target, sfx_nghurt); if (oldnightstime > 10*TICRATE diff --git a/src/p_mobj.c b/src/p_mobj.c index 272f3bfca..a9271e275 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -195,16 +195,11 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2) { player_t *player = mobj->player; skin_t *skin = ((skin_t *)mobj->skin); - boolean super = false; + UINT8 super = (spr2 & FF_SPR2SUPER); if (!skin) return 0; - if ((super = (player // only manipulate output if player... - && (player->powers[pw_super] // and (if they're super... - || ((player->pflags & PF_NIGHTSMODE) && (skin->flags & SF_SUPER)))))) // or if they're in nights and are a skin that CAN go super...) - spr2 |= FF_SPR2SUPER; - while (!(skin->sprites[spr2].numframes) && spr2 != SPR2_STND) { @@ -293,77 +288,40 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2) break; // NiGHTS sprites. - case SPR2_NTRN: - spr2 = SPR2_TRNS; - break; case SPR2_NSTD: - spr2 = SPR2_STND; + spr2 = FF_SPR2SUPER|SPR2_STND; break; case SPR2_NFLT: - spr2 = SPR2_FLT ; + spr2 = FF_SPR2SUPER|SPR2_FLT ; break; case SPR2_NPUL: - spr2 = SPR2_NFLT; + spr2 = SPR2_STUN; break; - case SPR2_NPAN: + case SPR2_NSTN: spr2 = SPR2_NPUL; break; case SPR2_NATK: - spr2 = SPR2_ROLL; + spr2 = FF_SPR2SUPER|SPR2_ROLL; break; /*case SPR2_NGT0: spr2 = SPR2_NFLT; break;*/ case SPR2_NGT1: - case SPR2_NGT7: - case SPR2_DRL0: - spr2 = SPR2_NGT0; - break; case SPR2_NGT2: - case SPR2_DRL1: - spr2 = SPR2_NGT1; - break; case SPR2_NGT3: - case SPR2_DRL2: - spr2 = SPR2_NGT2; - break; case SPR2_NGT4: - case SPR2_DRL3: - spr2 = SPR2_NGT3; - break; case SPR2_NGT5: - case SPR2_DRL4: - spr2 = SPR2_NGT4; - break; case SPR2_NGT6: - case SPR2_DRL5: - spr2 = SPR2_NGT5; - break; - case SPR2_DRL6: - spr2 = SPR2_NGT6; - break; + // case SPR2_NGT7: case SPR2_NGT8: - case SPR2_DRL7: - spr2 = SPR2_NGT7; - break; case SPR2_NGT9: - case SPR2_DRL8: - spr2 = SPR2_NGT8; - break; case SPR2_NGTA: - case SPR2_DRL9: - spr2 = SPR2_NGT9; - break; case SPR2_NGTB: - case SPR2_DRLA: - spr2 = SPR2_NGTA; - break; case SPR2_NGTC: - case SPR2_DRLB: - spr2 = SPR2_NGTB; + spr2--; // take an angle step towards horizontal break; - case SPR2_DRLC: - spr2 = SPR2_NGTC; + case SPR2_NGT7: + spr2 = SPR2_NGT0; // needs to explicitly go directly to horizontal break; // Dunno? Just go to standing then. @@ -372,8 +330,7 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2) break; } - if (super) - spr2 |= FF_SPR2SUPER; + spr2 |= super; } return spr2; @@ -571,7 +528,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; UINT8 numframes; - UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK); + UINT8 spr2 = P_GetMobjSprite2(mobj, (((player->powers[pw_super]) ? FF_SPR2SUPER : 0)|st->frame) & FF_FRAMEMASK); if (skin) numframes = skin->sprites[spr2].numframes; @@ -3220,10 +3177,10 @@ static void P_PlayerZMovement(mobj_t *mo) if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH) P_SetPlayerMobjState(mo, S_PLAY_DASH); else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) - && (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN || mo->sprite2 & FF_SPR2SUPER)) + && (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN)) P_SetPlayerMobjState(mo, S_PLAY_RUN); else if ((mo->player->rmomx || mo->player->rmomy) - && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT || mo->sprite2 & FF_SPR2SUPER)) + && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT)) P_SetPlayerMobjState(mo, S_PLAY_WALK); else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE) P_SetPlayerMobjState(mo, S_PLAY_STND); @@ -3233,10 +3190,10 @@ static void P_PlayerZMovement(mobj_t *mo) if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH) P_SetPlayerMobjState(mo, S_PLAY_DASH); else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) - && (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN || mo->sprite2 & FF_SPR2SUPER)) + && (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN)) P_SetPlayerMobjState(mo, S_PLAY_RUN); else if ((mo->momx || mo->momy) - && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT || mo->sprite2 & FF_SPR2SUPER)) + && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT)) P_SetPlayerMobjState(mo, S_PLAY_WALK); else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE) P_SetPlayerMobjState(mo, S_PLAY_STND); diff --git a/src/p_pspr.h b/src/p_pspr.h index fccfac3a3..0734b78ec 100644 --- a/src/p_pspr.h +++ b/src/p_pspr.h @@ -35,8 +35,8 @@ #pragma interface #endif -/// \brief Frame flags: only the frame number - 0 to 127 (Frames from 0 to 63, Sprite2 number uses full range) -#define FF_FRAMEMASK 0x7f +/// \brief Frame flags: only the frame number - 0 to 256 (Frames from 0 to 63, Sprite2 number uses 0 to 127 plus FF_SPR2SUPER) +#define FF_FRAMEMASK 0xff /// \brief Frame flags - SPR2: Super sprite2 #define FF_SPR2SUPER 0x80 diff --git a/src/p_user.c b/src/p_user.c index 5d3caf023..67b5f7d60 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -643,7 +643,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) { INT32 oldmare; - // Bots can't be super, silly!1 :P + // Bots can't be NiGHTSerized, silly!1 :P if (player->bot) return; @@ -658,6 +658,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) player->secondjump = 0; player->powers[pw_shield] = SH_NONE; + player->powers[pw_super] = 0; player->mo->flags |= MF_NOGRAVITY; @@ -3422,7 +3423,9 @@ 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]) + 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... return; // don't do anything right now, we're in the middle of transforming! if (player->pflags & PF_NIGHTSMODE) @@ -6717,12 +6720,21 @@ static void P_MovePlayer(player_t *player) // going too slow, switch back to the walking frames. if (player->panim == PA_RUN && player->speed < runspd) { - if (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) + if (!onground && (((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT); else P_SetPlayerMobjState(player->mo, S_PLAY_WALK); } + // Correct floating when ending up on the ground. + if (onground) + { + if (player->mo->state-states == S_PLAY_FLOAT) + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + else if (player->mo->state-states == S_PLAY_FLOAT_RUN) + P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + } + // If Springing (or nojumpspinning), but travelling DOWNWARD, change back! if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0) || ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP)) diff --git a/src/r_things.c b/src/r_things.c index cd3c91f37..1a7dc2ecb 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -1176,7 +1176,7 @@ static void R_ProjectSprite(mobj_t *thing) { sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2]; if (rot >= sprdef->numframes) { - CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[SPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, spr2names[thing->sprite2], sizeu5(rot)); + CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[%sSPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, ((thing->sprite2 & FF_SPR2SUPER) ? "FF_SPR2SUPER|": ""), spr2names[(thing->sprite2 & ~FF_SPR2SUPER)], sizeu5(rot)); thing->sprite = states[S_UNKNOWN].sprite; thing->frame = states[S_UNKNOWN].frame; sprdef = &sprites[thing->sprite]; diff --git a/src/st_stuff.c b/src/st_stuff.c index 658c2c6d6..49f5ea2a5 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -714,7 +714,7 @@ 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->pflags & PF_NIGHTSMODE) + if ((stplyr->powers[pw_super] && (stplyr->mo->state < &states[S_PLAY_SUPER_TRANS] || stplyr->mo->state > &states[S_PLAY_SUPER_TRANS9])) || stplyr->pflags & PF_NIGHTSMODE) 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);