Merge branch 'patch_hardcode' into 'master'

Hardcode some stuff in patch.dta

Does what it says on the tin. I wanted to do the Christmas objects before creating the merge request, but it's advisable to block patch.dta's updating as little as possible, and I'm slowing down on my own development speed, so better move quickly.

Also, I hardcoded a nicer rolling trail aura from smiles.wad/smilespatch.wad, a nicer fire from new CEZ1, made the Koopa shell more fun and made the spinning flame jet WAY less hacky.

Check <root>/!LatestSRB2Files/ for srb2win_branch_hardcode.exe and the patch.dta fork it runs off, which includes all the necessary changes here.

See merge request !65
This commit is contained in:
Monster Iestyn 2017-01-25 12:26:56 -05:00
commit fb73c36a4a
9 changed files with 431 additions and 294 deletions

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@ -1961,6 +1961,7 @@ static actionpointer_t actionpointers[] =
{{A_FlickyCheck}, "A_FLICKYCHECK"},
{{A_FlickyHeightCheck}, "A_FLICKYHEIGHTCHECK"},
{{A_FlickyFlutter}, "A_FLICKYFLUTTER"},
{{A_FlameParticle}, "A_FLAMEPARTICLE"},
{{NULL}, "NONE"},
@ -4398,6 +4399,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_GOOP1",
"S_GOOP2",
"S_GOOP3",
"S_GOOPTRAIL",
// Boss 3
"S_EGGMOBILE3_STND",
@ -4974,7 +4976,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Starpost
"S_STARPOST_IDLE",
"S_STARPOST_FLASH",
"S_STARPOST_STARTSPIN",
"S_STARPOST_SPIN",
"S_STARPOST_ENDSPIN",
// Big floating mine
"S_BIGMINE1",
@ -5156,21 +5160,15 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_DEMONFIRE6",
"S_GFZFLOWERA",
"S_GFZFLOWERA2",
"S_GFZFLOWERB1",
"S_GFZFLOWERB2",
"S_GFZFLOWERC1",
"S_GFZFLOWERB",
"S_GFZFLOWERC",
"S_BERRYBUSH",
"S_BUSH",
// THZ Plant
"S_THZPLANT1",
"S_THZPLANT2",
"S_THZPLANT3",
"S_THZPLANT4",
"S_THZFLOWERA",
"S_THZFLOWERB",
// THZ Alarm
"S_ALARM1",
@ -5215,6 +5213,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAME2",
"S_FLAME3",
"S_FLAME4",
"S_FLAME5",
"S_FLAME6",
"S_FLAMEPARTICLE",
"S_FLAMEREST",
// Eggman Statue
"S_EGGSTATUE1",
@ -5276,36 +5279,13 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Spinning flame jets
"S_FJSPINAXISA1", // Counter-clockwise
"S_FJSPINAXISA2",
"S_FJSPINAXISA3",
"S_FJSPINAXISA4",
"S_FJSPINAXISA5",
"S_FJSPINAXISA6",
"S_FJSPINAXISA7",
"S_FJSPINAXISA8",
"S_FJSPINAXISA9",
"S_FJSPINHELPERA1",
"S_FJSPINHELPERA2",
"S_FJSPINHELPERA3",
"S_FJSPINAXISB1", // Clockwise
"S_FJSPINAXISB2",
"S_FJSPINAXISB3",
"S_FJSPINAXISB4",
"S_FJSPINAXISB5",
"S_FJSPINAXISB6",
"S_FJSPINAXISB7",
"S_FJSPINAXISB8",
"S_FJSPINAXISB9",
"S_FJSPINHELPERB1",
"S_FJSPINHELPERB2",
"S_FJSPINHELPERB3",
// Blade's flame
"S_FLAMEJETFLAMEB1",
"S_FLAMEJETFLAMEB2",
"S_FLAMEJETFLAMEB3",
"S_FLAMEJETFLAMEB4",
"S_FLAMEJETFLAMEB5",
"S_FLAMEJETFLAMEB6",
// Trapgoyles
"S_TRAPGOYLE",
@ -5400,8 +5380,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BSZVINE_ORANGE",
"S_BSZSHRUB",
"S_BSZCLOVER",
"S_BSZFISH",
"S_BSZSUNFLOWER",
"S_BIG_PALMTREE_TRUNK",
"S_BIG_PALMTREE_TOP",
"S_PALMTREE_TRUNK",
"S_PALMTREE_TOP",
"S_DBALL1",
"S_DBALL2",
@ -6120,20 +6102,19 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FIREBALLEXP2",
"S_FIREBALLEXP3",
"S_SHELL",
"S_SHELL1",
"S_SHELL2",
"S_SHELL3",
"S_SHELL4",
"S_PUMA1",
"S_PUMA2",
"S_PUMA3",
"S_PUMA4",
"S_PUMA5",
"S_PUMA6",
"S_HAMMER1",
"S_HAMMER2",
"S_HAMMER3",
"S_HAMMER4",
"S_PUMA_START1",
"S_PUMA_START2",
"S_PUMA_UP1",
"S_PUMA_UP2",
"S_PUMA_UP3",
"S_PUMA_DOWN1",
"S_PUMA_DOWN2",
"S_PUMA_DOWN3",
"S_PUMATRAIL1",
"S_PUMATRAIL2",
"S_PUMATRAIL3",
"S_PUMATRAIL4",
"S_HAMMER",
"S_KOOPA1",
"S_KOOPA2",
"S_KOOPAFLAME1",
@ -6386,6 +6367,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_BOSSTANK2",
"MT_BOSSSPIGOT",
"MT_GOOP",
"MT_GOOPTRAIL",
// Boss 3
"MT_EGGMOBILE3",
@ -6555,7 +6537,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_BUSH",
// Techno Hill Scenery
"MT_THZPLANT", // THZ Plant
"MT_THZFLOWER1",
"MT_THZFLOWER2",
"MT_ALARM",
// Deep Sea Scenery
@ -6571,6 +6554,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Castle Eggman Scenery
"MT_CHAIN", // CEZ Chain
"MT_FLAME", // Flame (has corona)
"MT_FLAMEPARTICLE",
"MT_EGGSTATUE", // Eggman Statue
"MT_MACEPOINT", // Mace rotation point
"MT_SWINGMACEPOINT", // Mace swinging point
@ -6597,9 +6581,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_FLAMEJETFLAME",
"MT_FJSPINAXISA", // Counter-clockwise
"MT_FJSPINHELPERA",
"MT_FJSPINAXISB", // Clockwise
"MT_FJSPINHELPERB",
"MT_FLAMEJETFLAMEB", // Blade's flame
@ -6676,8 +6658,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_BSZVINE_ORANGE",
"MT_BSZSHRUB",
"MT_BSZCLOVER",
"MT_BSZFISH",
"MT_BSZSUNFLOWER",
"MT_BIG_PALMTREE_TRUNK",
"MT_BIG_PALMTREE_TOP",
"MT_PALMTREE_TRUNK",
"MT_PALMTREE_TOP",
// Misc scenery
"MT_DBALL",
@ -6783,6 +6767,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_FIREBALL",
"MT_SHELL",
"MT_PUMA",
"MT_PUMATRAIL",
"MT_HAMMER",
"MT_KOOPA",
"MT_KOOPAFLAME",

View File

@ -296,6 +296,7 @@ light_t *t_lspr[NUMSPRITES] =
// Techno Hill Scenery
&lspr[NOLIGHT], // SPR_THZP
&lspr[NOLIGHT], // SPR_FWR5
&lspr[REDBALL_L], // SPR_ALRM
// Deep Sea Scenery

View File

@ -184,6 +184,7 @@ char sprnames[NUMSPRITES + 1][5] =
// Techno Hill Scenery
"THZP", // Techno Hill Zone Plant
"FWR5", // Another one
"ALRM", // THZ2 Alarm
// Deep Sea Scenery
@ -990,9 +991,10 @@ state_t states[NUMSTATES] =
{SPR_SPNK, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSPIGOT
// Boss 2 Goop
{SPR_GOOP, 0, 2, {NULL}, 0, 0, S_GOOP2}, // S_GOOP1
{SPR_GOOP, 1, 2, {NULL}, 0, 0, S_GOOP1}, // S_GOOP2
{SPR_GOOP, 2,-1, {NULL}, 0, 0, S_NULL}, // S_GOOP3
{SPR_GOOP, 0, 2, {A_SpawnObjectRelative}, 0, MT_GOOPTRAIL, S_GOOP2}, // S_GOOP1
{SPR_GOOP, 1, 2, {A_SpawnObjectRelative}, 0, MT_GOOPTRAIL, S_GOOP1}, // S_GOOP2
{SPR_GOOP, 2, -1, {NULL}, 0, 0, S_NULL}, // S_GOOP3
{SPR_GOOP, FF_ANIMATE|3, 11, {NULL}, 2, 6, S_NULL}, // S_GOOPTRAIL
// Boss 3
{SPR_EGGO, 0, 1, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_STND
@ -1244,12 +1246,12 @@ 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_TRANS50|FF_FULLBRIGHT , 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY2}, // S_CYBRAKDEMONFLAMESHOT_FLY1
{SPR_FLME, FF_TRANS50|FF_FULLBRIGHT|1, 15, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY2
{SPR_FLME, FF_TRANS50|FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY3
{SPR_FLME, FF_TRANS50|FF_FULLBRIGHT|2, 0, {A_SpawnObjectRelative}, 0, MT_CYBRAKDEMON_FLAMEREST, S_NULL}, // S_CYBRAKDEMONFLAMESHOT_DIE
{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_FLAM, FF_TRANS50|FF_FULLBRIGHT|3, 3, {A_SetFuse}, 10*TICRATE, 0, S_FLAME1}, // S_CYBRAKDEMONFLAMEREST
{SPR_FLAM, FF_TRANS20|FF_FULLBRIGHT|5, 3, {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
@ -1570,9 +1572,11 @@ state_t states[NUMSTATES] =
{SPR_USPK, 2,-1, {NULL}, 0, 0, S_NULL}, // S_SPIKED2
// Starpost
{SPR_STPT, 0 , -1, {NULL}, 0, 0, S_NULL}, // S_STARPOST_IDLE
{SPR_STPT, FF_ANIMATE , -1, {NULL}, 1, 2, S_NULL}, // S_STARPOST_FLASH
{SPR_STPT, FF_ANIMATE|2, 31, {NULL}, 15, 1, S_STARPOST_FLASH}, // S_STARPOST_SPIN
{SPR_STPT, 0 , -1, {NULL}, 0, 0, S_NULL}, // S_STARPOST_IDLE
{SPR_STPT, FF_ANIMATE|17, -1, {NULL}, 5, 1, S_NULL}, // S_STARPOST_FLASH
{SPR_STPT, FF_ANIMATE|13, 2, {NULL}, 1, 1, S_STARPOST_SPIN}, // S_STARPOST_STARTSPIN
{SPR_STPT, FF_ANIMATE|1 , 23, {NULL}, 11, 1, S_STARPOST_ENDSPIN}, // S_STARPOST_SPIN
{SPR_STPT, FF_ANIMATE|15, 2, {NULL}, 1, 1, S_STARPOST_FLASH}, // S_STARPOST_ENDSPIN
// Big floating mine
{SPR_BMNE, 0, 5, {NULL}, 0, 0, S_BIGMINE2}, // S_BIGMINE1
@ -1753,21 +1757,15 @@ state_t states[NUMSTATES] =
{SPR_CFIR, FF_FULLBRIGHT|5, 2, {NULL}, 0, 0, S_DEMONFIRE1}, // S_DEMONFIRE6
// GFZ Flower
{SPR_FWR1, 0, 14, {NULL}, 0, 0, S_GFZFLOWERA2}, // S_GFZFLOWERA
{SPR_FWR1, 1, 14, {NULL}, 0, 0, S_GFZFLOWERA}, // S_GFZFLOWERA2
{SPR_FWR2, 0, 7, {NULL}, 0, 0, S_GFZFLOWERB2}, // S_GFZFLOWERB1
{SPR_FWR2, 1, 7, {NULL}, 0, 0, S_GFZFLOWERB1}, // S_GFZFLOWERB1
{SPR_FWR3, 0, -1, {NULL}, 0, 0, S_NULL}, // S_GFZFLOWERC1
{SPR_FWR1, FF_ANIMATE, -1, {NULL}, 7, 3, S_NULL}, // S_GFZFLOWERA
{SPR_FWR2, FF_ANIMATE, -1, {NULL}, 19, 3, S_NULL}, // S_GFZFLOWERB
{SPR_FWR3, FF_ANIMATE, -1, {NULL}, 11, 4, S_NULL}, // S_GFZFLOWERC
{SPR_BUS1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BERRYBUSH
{SPR_BUS2, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BUSH
{SPR_THZP, 0, 4, {NULL}, 0, 0, S_THZPLANT2}, // S_THZPLANT1
{SPR_THZP, 1, 4, {NULL}, 0, 0, S_THZPLANT3}, // S_THZPLANT1
{SPR_THZP, 2, 4, {NULL}, 0, 0, S_THZPLANT4}, // S_THZPLANT1
{SPR_THZP, 3, 4, {NULL}, 0, 0, S_THZPLANT1}, // S_THZPLANT1
{SPR_THZP, FF_ANIMATE, -1, {NULL}, 7, 4, S_NULL}, // S_THZFLOWERA
{SPR_FWR5, FF_ANIMATE, -1, {NULL}, 19, 2, S_NULL}, // S_THZFLOWERB
// THZ Alarm
{SPR_ALRM, FF_FULLBRIGHT, 35, {A_Scream}, 0, 0, S_ALARM1}, // S_ALARM1
@ -1808,10 +1806,15 @@ state_t states[NUMSTATES] =
{SPR_CHAN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZCHAIN
// Flame
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50, 3, {NULL}, 0, 0, S_FLAME2}, // S_FLAME1
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50|1, 3, {NULL}, 0, 0, S_FLAME3}, // S_FLAME2
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50|2, 3, {NULL}, 0, 0, S_FLAME4}, // S_FLAME3
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS50|3, 3, {NULL}, 0, 0, S_FLAME1}, // S_FLAME4
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20, 3, {A_FlameParticle}, 3, 0, S_FLAME2}, // S_FLAME1
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|1, 3, {NULL}, 0, 0, S_FLAME3}, // S_FLAME2
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|2, 3, {A_FlameParticle}, 3, 0, S_FLAME4}, // S_FLAME3
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|3, 3, {NULL}, 0, 0, S_FLAME5}, // S_FLAME4
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|4, 3, {A_FlameParticle}, 3, 0, S_FLAME6}, // S_FLAME5
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|5, 3, {NULL}, 0, 0, S_FLAME1}, // S_FLAME6
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS10|6, 24, {NULL}, 0, 0, S_NULL}, // S_FLAMEPARTICLE
{SPR_FLAM, FF_FULLBRIGHT|FF_TRANS20|FF_ANIMATE, -1, {NULL}, 5, 3, S_FLAME2}, // S_FLAMEREST
// Eggman statue
{SPR_ESTA, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGSTATUE1
@ -1867,48 +1870,23 @@ 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_TRANS50 , 4, {NULL}, 0, 0, S_FLAMEJETFLAME2}, // S_FLAMEJETFLAME1
{SPR_FLME, FF_TRANS60|1, 5, {NULL}, 0, 0, S_FLAMEJETFLAME3}, // S_FLAMEJETFLAME2
{SPR_FLME, FF_TRANS70|2, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME3
{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
// Spinning flame jets
// A: Counter-clockwise
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_FJSPINAXISA2}, // S_FJSPINAXISA1
{SPR_NULL, 0, 1, {A_Thrust}, 10, 1, S_FJSPINAXISA3}, // S_FJSPINAXISA2
{SPR_NULL, 0, 0, {A_Thrust}, 0, 1, S_FJSPINAXISA4}, // S_FJSPINAXISA3
{SPR_NULL, 0, 0, {A_SpawnObjectRelative}, 0, MT_FJSPINHELPERA, S_FJSPINAXISA5}, // S_FJSPINAXISA4
{SPR_NULL, 0, 2, {A_FindTarget}, MT_FJSPINHELPERA, 0, S_FJSPINAXISA6}, // S_FJSPINAXISA5
{SPR_NULL, 0, 1, {A_Thrust}, -10, 1, S_FJSPINAXISA7}, // S_FJSPINAXISA6
{SPR_NULL, 0, 1, {A_Thrust}, 0, 1, S_FJSPINAXISA8}, // S_FJSPINAXISA7
{SPR_NULL, 0, 0, {A_FireShot}, MT_FLAMEJETFLAMEB, -64, S_FJSPINAXISA9}, // S_FJSPINAXISA8
{SPR_NULL, 0, 3, {A_ChangeAngleRelative}, 6, 6, S_FJSPINAXISA8}, // S_FJSPINAXISA9
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_FJSPINHELPERA2}, // S_FJSPINHELPERA1
{SPR_NULL, 0, 0, {A_FindTarget}, MT_FJSPINAXISA, 0, S_FJSPINHELPERA3}, // S_FJSPINHELPERA2
{SPR_NULL, 0, 1, {A_CapeChase}, 0, (64<<16), S_FJSPINHELPERA3}, // S_FJSPINHELPERA3
{SPR_NULL, 0, 1, {A_TrapShot}, MT_FLAMEJETFLAMEB, -(16<<16)|(1<<15)|64, S_FJSPINAXISA2}, // S_FJSPINAXISA1
{SPR_NULL, 0, 2, {A_ChangeAngleRelative}, 6, 6, S_FJSPINAXISA1}, // S_FJSPINAXISA2
// B: Clockwise
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_FJSPINAXISB2}, // S_FJSPINAXISB1
{SPR_NULL, 0, 1, {A_Thrust}, 10, 1, S_FJSPINAXISB3}, // S_FJSPINAXISB2
{SPR_NULL, 0, 0, {A_Thrust}, 0, 1, S_FJSPINAXISB4}, // S_FJSPINAXISB3
{SPR_NULL, 0, 0, {A_SpawnObjectRelative}, 0, MT_FJSPINHELPERB, S_FJSPINAXISB5}, // S_FJSPINAXISB4
{SPR_NULL, 0, 2, {A_FindTarget}, MT_FJSPINHELPERB, 0, S_FJSPINAXISB6}, // S_FJSPINAXISB5
{SPR_NULL, 0, 1, {A_Thrust}, -10, 1, S_FJSPINAXISB7}, // S_FJSPINAXISB6
{SPR_NULL, 0, 1, {A_Thrust}, 0, 1, S_FJSPINAXISB8}, // S_FJSPINAXISB7
{SPR_NULL, 0, 0, {A_FireShot}, MT_FLAMEJETFLAMEB, -64, S_FJSPINAXISB9}, // S_FJSPINAXISB8
{SPR_NULL, 0, 3, {A_ChangeAngleRelative}, -6, -6, S_FJSPINAXISB8}, // S_FJSPINAXISB9
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_FJSPINHELPERB2}, // S_FJSPINHELPERB1
{SPR_NULL, 0, 0, {A_FindTarget}, MT_FJSPINAXISB, 0, S_FJSPINHELPERB3}, // S_FJSPINHELPERB2
{SPR_NULL, 0, 1, {A_CapeChase}, 0, (64<<16), S_FJSPINHELPERB3}, // S_FJSPINHELPERB3
{SPR_NULL, 0, 1, {A_TrapShot}, MT_FLAMEJETFLAMEB, -(16<<16)|(1<<15)|64, S_FJSPINAXISB2}, // S_FJSPINAXISB1
{SPR_NULL, 0, 2, {A_ChangeAngleRelative}, -6, -6, S_FJSPINAXISB1}, // S_FJSPINAXISB2
// Blade's flame
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40|1, 1, {A_MoveRelative}, 0, 5, S_FLAMEJETFLAMEB2}, // S_FLAMEJETFLAMEB1
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40|2, 1, {A_MoveRelative}, 0, 7, S_FLAMEJETFLAMEB3}, // S_FLAMEJETFLAMEB2
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40|3,24, {NULL}, 0, 0, S_FLAMEJETFLAMEB4}, // S_FLAMEJETFLAMEB3
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40|4,24, {NULL}, 0, 0, S_FLAMEJETFLAMEB5}, // S_FLAMEJETFLAMEB4
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40|5,24, {NULL}, 0, 0, S_FLAMEJETFLAMEB6}, // S_FLAMEJETFLAMEB5
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40|6,12, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAMEB6
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40, 1, {A_MoveRelative}, 0, 5, S_FLAMEJETFLAMEB2}, // S_FLAMEJETFLAMEB1
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40, 1, {A_MoveRelative}, 0, 7, S_FLAMEJETFLAMEB3}, // S_FLAMEJETFLAMEB2
{SPR_DFLM, FF_FULLBRIGHT|FF_TRANS40|FF_ANIMATE, (12*7), {NULL}, 7, 12, S_NULL}, // S_FLAMEJETFLAMEB3
// Trapgoyles
{SPR_GARG, 0, 67, {NULL}, 0, 0, S_TRAPGOYLE_CHECK}, // S_TRAPGOYLE
@ -2006,8 +1984,10 @@ state_t states[NUMSTATES] =
{SPR_BSZ7, 5, -1, {NULL}, 0, 0, S_NULL}, // S_BSZVINE_ORANGE
{SPR_BSZ8, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BSZSHRUB
{SPR_BSZ8, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BSZCLOVER
{SPR_BSZ8, 2, -1, {NULL}, 0, 0, S_NULL}, // S_BSZFISH
{SPR_BSZ8, 3, -1, {NULL}, 0, 0, S_NULL}, // S_BSZSUNFLOWER
{SPR_BSZ8, 2, -1, {NULL}, 0, 0, S_NULL}, // S_BIG_PALMTREE_TRUNK
{SPR_BSZ8, 3, -1, {NULL}, 0, 0, S_NULL}, // S_BIG_PALMTREE_TOP
{SPR_BSZ8, 4, -1, {NULL}, 0, 0, S_NULL}, // S_PALMTREE_TRUNK
{SPR_BSZ8, 5, -1, {NULL}, 0, 0, S_NULL}, // S_PALMTREE_TOP
// Disco ball
{SPR_DBAL, FF_FULLBRIGHT, 5, {NULL}, 0, 0, S_DBALL2}, // S_DBALL1
@ -2762,25 +2742,25 @@ state_t states[NUMSTATES] =
{SPR_FBLL, FF_FULLBRIGHT|6, 3, {NULL}, 0, 0, S_NULL}, // S_FIREBALLEXP3
// Turtle Shell
{SPR_SHLL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SHELL
{SPR_SHLL, 0, 2, {NULL}, 0, 0, S_SHELL2}, // S_SHELL1
{SPR_SHLL, 1, 2, {NULL}, 0, 0, S_SHELL3}, // S_SHELL2
{SPR_SHLL, 2, 2, {NULL}, 0, 0, S_SHELL4}, // S_SHELL3
{SPR_SHLL, 3, 2, {NULL}, 0, 0, S_SHELL1}, // S_SHELL4
{SPR_SHLL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SHELL
// Puma (Mario fireball)
{SPR_PUMA, FF_FULLBRIGHT, 3, {A_FishJump}, 0, 0, S_PUMA2}, // S_PUMA1
{SPR_PUMA, FF_FULLBRIGHT|1, 3, {A_FishJump}, 0, 0, S_PUMA3}, // S_PUMA2
{SPR_PUMA, FF_FULLBRIGHT|2, 3, {A_FishJump}, 0, 0, S_PUMA1}, // S_PUMA3
{SPR_PUMA, FF_FULLBRIGHT|3, 3, {A_FishJump}, 0, 0, S_PUMA5}, // S_PUMA4
{SPR_PUMA, FF_FULLBRIGHT|4, 3, {A_FishJump}, 0, 0, S_PUMA6}, // S_PUMA5
{SPR_PUMA, FF_FULLBRIGHT|5, 3, {A_FishJump}, 0, 0, S_PUMA4}, // S_PUMA6
{SPR_PUMA, FF_FULLBRIGHT|2, 1, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_START2}, // S_PUMA_START1
{SPR_PUMA, FF_FULLBRIGHT|2, 1, {A_PlaySound}, sfx_s3k70, 1, S_PUMA_UP1}, // S_PUMA_START2
{SPR_PUMA, FF_FULLBRIGHT , 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_UP2}, // S_PUMA_UP1
{SPR_PUMA, FF_FULLBRIGHT|1, 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_UP3}, // S_PUMA_UP2
{SPR_PUMA, FF_FULLBRIGHT|2, 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_UP1}, // S_PUMA_UP3
{SPR_PUMA, FF_FULLBRIGHT|3, 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_DOWN2}, // S_PUMA_DOWN1
{SPR_PUMA, FF_FULLBRIGHT|4, 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_DOWN3}, // S_PUMA_DOWN2
{SPR_PUMA, FF_FULLBRIGHT|5, 2, {A_FishJump}, 0, MT_PUMATRAIL, S_PUMA_DOWN1}, // S_PUMA_DOWN3
{SPR_PUMA, FF_FULLBRIGHT|FF_TRANS20|6, 4, {NULL}, 0, 0, S_PUMATRAIL2}, // S_PUMATRAIL1
{SPR_PUMA, FF_FULLBRIGHT|FF_TRANS40|6, 5, {A_SetScale}, FRACUNIT, 1, S_PUMATRAIL3}, // S_PUMATRAIL2
{SPR_PUMA, FF_FULLBRIGHT|FF_TRANS50|7, 4, {NULL}, 0, 0, S_PUMATRAIL4}, // S_PUMATRAIL3
{SPR_PUMA, FF_FULLBRIGHT|FF_TRANS60|8, 3, {NULL}, 0, 0, S_NULL}, // S_PUMATRAIL4
// Hammer
{SPR_HAMM, 0, 3, {NULL}, 0, 0, S_HAMMER2}, // S_HAMMER1
{SPR_HAMM, 1, 3, {NULL}, 0, 0, S_HAMMER3}, // S_HAMMER2
{SPR_HAMM, 2, 3, {NULL}, 0, 0, S_HAMMER4}, // S_HAMMER3
{SPR_HAMM, 3, 3, {NULL}, 0, 0, S_HAMMER1}, // S_HAMMER4
{SPR_HAMM, FF_ANIMATE, -1, {NULL}, 4, 3, S_NULL}, // S_HAMMER
// Koopa
{SPR_KOOP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KOOPA1
@ -3195,8 +3175,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_pop, // deathsound
4*FRACUNIT, // speed
20*FRACUNIT, // radius
24*FRACUNIT, // height
28*FRACUNIT, // radius
40*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
@ -3222,8 +3202,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_pop, // deathsound
8*FRACUNIT, // speed
20*FRACUNIT, // radius
24*FRACUNIT, // height
28*FRACUNIT, // radius
40*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
@ -4339,6 +4319,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_GOOPTRAIL
-1, // doomednum
S_GOOPTRAIL, // 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
3, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_EGGMOBILE3
202, // doomednum
S_EGGMOBILE3_STND, // spawnstate
@ -4726,7 +4733,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
MT_NULL, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
@ -5989,7 +5996,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_STARPOST_SPIN, // painstate
S_STARPOST_STARTSPIN, // painstate
0, // painchance
sfx_strpst, // painsound
S_NULL, // meleestate
@ -5999,7 +6006,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
8, // speed
64*FRACUNIT, // radius
80*FRACUNIT, // height
128*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
@ -7927,7 +7934,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_GFZFLOWER2
801, // doomednum
S_GFZFLOWERB1, // spawnstate
S_GFZFLOWERB, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -7954,7 +7961,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_GFZFLOWER3
802, // doomednum
S_GFZFLOWERC1, // spawnstate
S_GFZFLOWERC, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -7975,7 +7982,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -8033,9 +8040,36 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_THZPLANT
{ // MT_THZFLOWER1
900, // doomednum
S_THZPLANT1, // spawnstate
S_THZFLOWERA, // 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
8, // speed
8*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_THZFLOWER2
902, // doomednum
S_THZFLOWERB, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -8339,7 +8373,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
MT_FLAMEPARTICLE, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
@ -8357,6 +8391,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_FLAMEPARTICLE
-1, // doomednum
S_FLAMEPARTICLE, // 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
FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_EGGSTATUE
1102, // doomednum
S_EGGSTATUE1, // spawnstate
@ -8924,33 +8985,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_FJSPINHELPERA
-1, // doomednum
S_FJSPINHELPERA1,// 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
10*FRACUNIT, // speed
16*FRACUNIT, // radius
1*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_NOCLIP|MF_NOCLIPTHING|MF_NOGRAVITY|MF_NOSECTOR, // flags
S_NULL // raisestate
},
{ // MT_FJSPINAXISB
3576, // doomednum
S_FJSPINAXISB1, // spawnstate
@ -8978,33 +9012,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_FJSPINHELPERB
-1, // doomednum
S_FJSPINHELPERB1,// 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
10*FRACUNIT, // speed
16*FRACUNIT, // radius
1*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
sfx_None, // activesound
MF_NOCLIP|MF_NOCLIPTHING|MF_NOGRAVITY|MF_NOSECTOR, // flags
S_NULL // raisestate
},
{ // MT_FLAMEJETFLAMEB
-1, // doomednum
S_FLAMEJETFLAMEB1, // spawnstate
@ -10709,9 +10716,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_BSZFISH
{ // MT_BIG_PALMTREE_TRUNK
1472, // doomednum
S_BSZFISH, // spawnstate
S_BIG_PALMTREE_TRUNK, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -10736,9 +10743,63 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_BSZSUNFLOWER
{ // MT_BIG_PALMTREE_TOP
1473, // doomednum
S_BSZSUNFLOWER, // spawnstate
S_BIG_PALMTREE_TOP, // 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
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_PALMTREE_TRUNK
1474, // doomednum
S_PALMTREE_TRUNK, // 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
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_PALMTREE_TOP
1475, // doomednum
S_PALMTREE_TOP, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -13085,9 +13146,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
20*FRACUNIT, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
16, // speed
16*FRACUNIT, // radius
20*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
@ -13098,19 +13159,19 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_PUMA
1805, // doomednum
S_PUMA1, // spawnstate
S_PUMA_START1, // spawnstate
1000, // spawnhealth
S_PUMA1, // seestate
S_PUMA_START1, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_PUMA4, // meleestate
S_PUMA_DOWN1, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_PUMA6, // xdeathstate
S_PUMA_DOWN3, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
@ -13119,12 +13180,40 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
100, // mass
0, // damage
sfx_None, // activesound
MF_PAIN|MF_FIRE, // flags
MF_PAIN|MF_FIRE, // flags
S_NULL // raisestate
},
{ // MT_PUMATRAIL
-1, // doomednum
S_PUMATRAIL1, // 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
2*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_HAMMER
-1, // doomednum
S_HAMMER1, // spawnstate
S_HAMMER, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound

View File

@ -224,6 +224,7 @@ void A_FlickyFlounder();
void A_FlickyCheck();
void A_FlickyHeightCheck();
void A_FlickyFlutter();
void A_FlameParticle();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
#define NUMMOBJFREESLOTS 256
@ -388,7 +389,8 @@ typedef enum sprite
SPR_BUS2, // GFZ Bush w/o berries
// Techno Hill Scenery
SPR_THZP, // Techno Hill Zone Plant
SPR_THZP, // THZ1 Flower
SPR_FWR5, // Another flower
SPR_ALRM, // THZ2 Alarm
// Deep Sea Scenery
@ -1200,6 +1202,7 @@ typedef enum state
S_GOOP1,
S_GOOP2,
S_GOOP3,
S_GOOPTRAIL,
// Boss 3
S_EGGMOBILE3_STND,
@ -1776,7 +1779,9 @@ typedef enum state
// Starpost
S_STARPOST_IDLE,
S_STARPOST_FLASH,
S_STARPOST_STARTSPIN,
S_STARPOST_SPIN,
S_STARPOST_ENDSPIN,
// Big floating mine
S_BIGMINE1,
@ -1960,21 +1965,15 @@ typedef enum state
S_DEMONFIRE6,
S_GFZFLOWERA,
S_GFZFLOWERA2,
S_GFZFLOWERB1,
S_GFZFLOWERB2,
S_GFZFLOWERC1,
S_GFZFLOWERB,
S_GFZFLOWERC,
S_BERRYBUSH,
S_BUSH,
// THZ Plant
S_THZPLANT1,
S_THZPLANT2,
S_THZPLANT3,
S_THZPLANT4,
S_THZFLOWERA,
S_THZFLOWERB,
// THZ Alarm
S_ALARM1,
@ -2019,6 +2018,11 @@ typedef enum state
S_FLAME2,
S_FLAME3,
S_FLAME4,
S_FLAME5,
S_FLAME6,
S_FLAMEPARTICLE,
S_FLAMEREST,
// Eggman Statue
S_EGGSTATUE1,
@ -2080,36 +2084,13 @@ typedef enum state
// Spinning flame jets
S_FJSPINAXISA1, // Counter-clockwise
S_FJSPINAXISA2,
S_FJSPINAXISA3,
S_FJSPINAXISA4,
S_FJSPINAXISA5,
S_FJSPINAXISA6,
S_FJSPINAXISA7,
S_FJSPINAXISA8,
S_FJSPINAXISA9,
S_FJSPINHELPERA1,
S_FJSPINHELPERA2,
S_FJSPINHELPERA3,
S_FJSPINAXISB1, // Clockwise
S_FJSPINAXISB2,
S_FJSPINAXISB3,
S_FJSPINAXISB4,
S_FJSPINAXISB5,
S_FJSPINAXISB6,
S_FJSPINAXISB7,
S_FJSPINAXISB8,
S_FJSPINAXISB9,
S_FJSPINHELPERB1,
S_FJSPINHELPERB2,
S_FJSPINHELPERB3,
// Blade's flame
S_FLAMEJETFLAMEB1,
S_FLAMEJETFLAMEB2,
S_FLAMEJETFLAMEB3,
S_FLAMEJETFLAMEB4,
S_FLAMEJETFLAMEB5,
S_FLAMEJETFLAMEB6,
// Trapgoyles
S_TRAPGOYLE,
@ -2204,8 +2185,10 @@ typedef enum state
S_BSZVINE_ORANGE,
S_BSZSHRUB,
S_BSZCLOVER,
S_BSZFISH,
S_BSZSUNFLOWER,
S_BIG_PALMTREE_TRUNK,
S_BIG_PALMTREE_TOP,
S_PALMTREE_TRUNK,
S_PALMTREE_TOP,
S_DBALL1,
S_DBALL2,
@ -2924,20 +2907,19 @@ typedef enum state
S_FIREBALLEXP2,
S_FIREBALLEXP3,
S_SHELL,
S_SHELL1,
S_SHELL2,
S_SHELL3,
S_SHELL4,
S_PUMA1,
S_PUMA2,
S_PUMA3,
S_PUMA4,
S_PUMA5,
S_PUMA6,
S_HAMMER1,
S_HAMMER2,
S_HAMMER3,
S_HAMMER4,
S_PUMA_START1,
S_PUMA_START2,
S_PUMA_UP1,
S_PUMA_UP2,
S_PUMA_UP3,
S_PUMA_DOWN1,
S_PUMA_DOWN2,
S_PUMA_DOWN3,
S_PUMATRAIL1,
S_PUMATRAIL2,
S_PUMATRAIL3,
S_PUMATRAIL4,
S_HAMMER,
S_KOOPA1,
S_KOOPA2,
S_KOOPAFLAME1,
@ -3209,6 +3191,7 @@ typedef enum mobj_type
MT_BOSSTANK2,
MT_BOSSSPIGOT,
MT_GOOP,
MT_GOOPTRAIL,
// Boss 3
MT_EGGMOBILE3,
@ -3378,7 +3361,8 @@ typedef enum mobj_type
MT_BUSH,
// Techno Hill Scenery
MT_THZPLANT, // THZ Plant
MT_THZFLOWER1,
MT_THZFLOWER2,
MT_ALARM,
// Deep Sea Scenery
@ -3394,6 +3378,7 @@ typedef enum mobj_type
// Castle Eggman Scenery
MT_CHAIN, // CEZ Chain
MT_FLAME, // Flame (has corona)
MT_FLAMEPARTICLE,
MT_EGGSTATUE, // Eggman Statue
MT_MACEPOINT, // Mace rotation point
MT_SWINGMACEPOINT, // Mace swinging point
@ -3420,9 +3405,7 @@ typedef enum mobj_type
MT_FLAMEJETFLAME,
MT_FJSPINAXISA, // Counter-clockwise
MT_FJSPINHELPERA,
MT_FJSPINAXISB, // Clockwise
MT_FJSPINHELPERB,
MT_FLAMEJETFLAMEB, // Blade's flame
@ -3499,8 +3482,10 @@ typedef enum mobj_type
MT_BSZVINE_ORANGE,
MT_BSZSHRUB,
MT_BSZCLOVER,
MT_BSZFISH,
MT_BSZSUNFLOWER,
MT_BIG_PALMTREE_TRUNK,
MT_BIG_PALMTREE_TOP,
MT_PALMTREE_TRUNK,
MT_PALMTREE_TOP,
// Misc scenery
MT_DBALL,
@ -3606,6 +3591,7 @@ typedef enum mobj_type
MT_FIREBALL,
MT_SHELL,
MT_PUMA,
MT_PUMATRAIL,
MT_HAMMER,
MT_KOOPA,
MT_KOOPAFLAME,

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@ -252,6 +252,7 @@ void A_FlickyFlounder(mobj_t *actor);
void A_FlickyCheck(mobj_t *actor);
void A_FlickyHeightCheck(mobj_t *actor);
void A_FlickyFlutter(mobj_t *actor);
void A_FlameParticle(mobj_t *actor);
//
// ENEMY THINKING
@ -3897,11 +3898,18 @@ void A_DropMine(mobj_t *actor)
void A_FishJump(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FishJump", actor))
return;
#endif
if (locvar2)
{
fixed_t rad = actor->radius>>FRACBITS;
P_SpawnMobjFromMobj(actor, P_RandomRange(rad, -rad)<<FRACBITS, P_RandomRange(rad, -rad)<<FRACBITS, 0, (mobjtype_t)locvar2);
}
if ((actor->z <= actor->floorz) || (actor->z <= actor->watertop - FixedMul((64 << FRACBITS), actor->scale)))
{
fixed_t jumpval;
@ -9638,14 +9646,19 @@ void A_HomingChase(mobj_t *actor)
// lower 16 bits = object # to fire
// upper 16 bits = front offset
// var2:
// lower 16 bits = vertical angle
// lower 15 bits = vertical angle variable
// 16th bit:
// - 0: use vertical angle variable as vertical angle in degrees
// - 1: mimic P_SpawnXYZMissile
// use z of actor minus z of missile as vertical distance to cover during momz calculation
// use vertical angle variable as horizontal distance to cover during momz calculation
// upper 16 bits = height offset
//
void A_TrapShot(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
angle_t vertang = FixedAngle(((INT16)(locvar2 & 65535))*FRACUNIT);
boolean oldstyle = (locvar2 & 32768) ? true : false;
mobjtype_t type = (mobjtype_t)(locvar1 & 65535);
mobj_t *missile;
INT16 frontoff = (INT16)(locvar1 >> 16);
@ -9661,10 +9674,7 @@ void A_TrapShot(mobj_t *actor)
y = actor->y + P_ReturnThrustY(actor, actor->angle, FixedMul(frontoff*FRACUNIT, actor->scale));
if (actor->eflags & MFE_VERTICALFLIP)
{
z = actor->z + actor->height - FixedMul(vertoff*FRACUNIT, actor->scale) - FixedMul(mobjinfo[type].height, actor->scale);
vertang = InvAngle(vertang); // flip firing angle
}
else
z = actor->z + FixedMul(vertoff*FRACUNIT, actor->scale);
@ -9675,20 +9685,35 @@ void A_TrapShot(mobj_t *actor)
if (actor->eflags & MFE_VERTICALFLIP)
missile->flags2 |= MF2_OBJECTFLIP;
missile->destscale = actor->destscale;
P_SetScale(missile, missile->destscale);
missile->destscale = actor->scale;
P_SetScale(missile, actor->scale);
if (missile->info->seesound)
S_StartSound(actor, missile->info->seesound);
S_StartSound(missile, missile->info->seesound);
P_SetTarget(&missile->target, actor);
missile->angle = actor->angle;
speed = FixedMul(missile->info->speed, missile->scale);
missile->momx = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(missile->angle>>ANGLETOFINESHIFT), speed));
missile->momy = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINESINE(missile->angle>>ANGLETOFINESHIFT), speed));
missile->momz = FixedMul(FINESINE(vertang>>ANGLETOFINESHIFT), speed);
if (oldstyle)
{
missile->momx = FixedMul(FINECOSINE(missile->angle>>ANGLETOFINESHIFT), speed);
missile->momy = FixedMul(FINESINE(missile->angle>>ANGLETOFINESHIFT), speed);
// The below line basically mimics P_SpawnXYZMissile's momz calculation.
missile->momz = (actor->z + ((actor->eflags & MFE_VERTICALFLIP) ? actor->height : 0) - z) / ((fixed_t)(locvar2 & 32767)*FRACUNIT / speed);
P_CheckMissileSpawn(missile);
}
else
{
angle_t vertang = FixedAngle(((INT16)(locvar2 & 32767))*FRACUNIT);
if (actor->eflags & MFE_VERTICALFLIP)
vertang = InvAngle(vertang); // flip firing angle
missile->momx = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(missile->angle>>ANGLETOFINESHIFT), speed));
missile->momy = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINESINE(missile->angle>>ANGLETOFINESHIFT), speed));
missile->momz = FixedMul(FINESINE(vertang>>ANGLETOFINESHIFT), speed);
}
}
// Function: A_VileTarget
@ -10750,3 +10775,32 @@ void A_FlickyFlutter(mobj_t *actor)
}
#undef FLICKYHITWALL
// Function: A_FlameParticle
//
// Description: Creates the mobj's painchance at a random position around the object's radius.
//
// var1 = momz of particle.
//
void A_FlameParticle(mobj_t *actor)
{
mobjtype_t type = (mobjtype_t)(mobjinfo[actor->type].painchance);
INT32 locvar1 = var1;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlameParticle", actor))
return;
#endif
if (type)
{
fixed_t rad = 2*actor->radius>>FRACBITS;
fixed_t hei = actor->height>>FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(actor,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
type);
P_SetObjectMomZ(particle, locvar1<<FRACBITS, false);
}
}

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@ -1174,15 +1174,33 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Mario //
// ***** //
case MT_SHELL:
if (special->state == &states[S_SHELL]) // Resting anim
{
// Kick that sucker around!
special->angle = toucher->angle;
P_InstaThrust(special, special->angle, FixedMul(special->info->speed, special->scale));
S_StartSound(toucher, sfx_mario2);
P_SetMobjState(special, S_SHELL1);
P_SetTarget(&special->target, toucher);
special->threshold = (3*TICRATE)/2;
boolean bounceon = ((P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0));
if (special->threshold == TICRATE) // it's moving
{
if (bounceon)
{
// Stop it!
special->momx = special->momy = 0;
S_StartSound(toucher, sfx_mario2);
P_SetTarget(&special->target, NULL);
special->threshold = TICRATE - 1;
toucher->momz = -toucher->momz;
}
else // can't handle in PIT_CheckThing because of landing-on causing it to stop
P_DamageMobj(toucher, special, special->target, 1, 0);
}
else if (special->threshold == 0)
{
// Kick that sucker around!
special->movedir = ((special->movedir == 1) ? -1 : 1);
P_InstaThrust(special, toucher->angle, (special->info->speed*special->scale));
S_StartSound(toucher, sfx_mario2);
P_SetTarget(&special->target, toucher);
special->threshold = (3*TICRATE)/2;
if (bounceon)
toucher->momz = -toucher->momz;
}
}
return;
case MT_AXE:

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@ -768,8 +768,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if (tmthing->type == MT_SHELL && tmthing->threshold > TICRATE)
return true;
// damage / explode
if (tmthing->flags & MF_ENEMY) // An actual ENEMY! (Like the deton, for example)
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
@ -810,7 +808,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
tmthing->y = thing->y;
P_SetThingPosition(tmthing);
}
else
else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial
P_DamageMobj(thing, tmthing, tmthing->target, 1, 0);
// don't traverse any more

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@ -6734,7 +6734,7 @@ void P_MobjThinker(mobj_t *mobj)
}
}
if (mobj->type == MT_GHOST && mobj->fuse > 0 // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
if ((mobj->type == MT_GHOST || mobj->type == MT_THOK) && mobj->fuse > 0 // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
&& (signed)(mobj->frame >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2)
// fade out when nearing the end of fuse...
mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT);
@ -7691,13 +7691,13 @@ void P_MobjThinker(mobj_t *mobj)
P_NightsItemChase(mobj);
break;
case MT_SHELL:
if (mobj->threshold > TICRATE)
if (mobj->threshold && mobj->threshold != TICRATE)
mobj->threshold--;
if (mobj->state != &states[S_SHELL])
if (mobj->threshold >= TICRATE)
{
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
P_InstaThrust(mobj, mobj->angle, FixedMul(mobj->info->speed, mobj->scale));
mobj->angle += ((mobj->movedir == 1) ? ANGLE_22h : ANGLE_337h);
P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), (mobj->info->speed*mobj->scale));
}
break;
case MT_TURRET:

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@ -1624,6 +1624,12 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
// scale
P_SetScale(mobj, player->mo->scale);
mobj->destscale = player->mo->scale;
if (type == MT_THOK) // spintrail-specific modification for MT_THOK
{
mobj->frame = FF_TRANS70;
mobj->fuse = mobj->tics;
}
}
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do