Merge branch 'master' of https://git.magicalgirl.moe/KartKrew/Kart.git into toast_hardcode

# Conflicts:
#	src/dehacked.c
#	src/info.c
#	src/info.h
#	src/p_enemy.c
#	src/p_mobj.c
This commit is contained in:
toaster 2018-10-25 10:46:18 +01:00
commit 19a6bd948c
18 changed files with 1337 additions and 221 deletions

View File

@ -4855,9 +4855,13 @@ static void Command_RestartAudio_f(void)
I_SetSfxVolume(cv_soundvolume.value);
I_SetDigMusicVolume(cv_digmusicvolume.value);
//I_SetMIDIMusicVolume(cv_midimusicvolume.value);
S_StartSound(NULL, sfx_strpst);
if (Playing()) // Gotta make sure the player is in a level
P_RestoreMusic(&players[consoleplayer]);
else
S_ChangeMusicInternal("titles", looptitle);
}
/** Quits a game and returns to the title screen.

View File

@ -306,6 +306,7 @@ typedef enum
k_accelboost, // Boost value smoothing for acceleration
k_boostcam, // Camera push forward on boost
k_destboostcam, // Ditto
k_timeovercam, // Camera timer for leaving behind or not
k_aizdriftstrat, // Let go of your drift while boosting? Helper for the SICK STRATZ you have just unlocked
k_itemroulette, // Used for the roulette when deciding what item to give you (was "pw_kartitem")

View File

@ -990,7 +990,7 @@ static const struct {
{"2D",TOL_2D},
{"MARIO",TOL_MARIO},
{"NIGHTS",TOL_NIGHTS},
//{"OLDBRAK",TOL_ERZ3},
{"TV",TOL_TV},
{"XMAS",TOL_XMAS},
{"CHRISTMAS",TOL_XMAS},
@ -1838,7 +1838,13 @@ static actionpointer_t actionpointers[] =
{{A_SPBChase}, "A_SPBCHASE"}, // SRB2kart
{{A_MineExplode}, "A_MINEEXPLODE"}, // SRB2kart
{{A_BallhogExplode}, "A_BALLHOGEXPLODE"}, // SRB2kart
{{A_LightningFollowPlayer}, "A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
{{A_LightningFollowPlayer},"A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
{{A_FZBoomFlash}, "A_FZBOOMFLASH"}, //SRB2kart
{{A_FZBoomSmoke}, "A_FZBOOMSMOKE"}, //SRB2kart
{{A_RandomShadowFrame}, "A_RANDOMSHADOWFRAME"}, //SRB2kart
{{A_RoamingShadowThinker}, "A_ROAMINGSHADOWTHINKER"}, //SRB2kart
{{A_ReaperThinker}, "A_REAPERTHINKER"}, //SRB2kart
{{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"}, //SRB2kart
{{A_FlameParticle}, "A_FLAMEPARTICLE"}, // SRB2kart
{{A_OrbitNights}, "A_ORBITNIGHTS"},
{{A_GhostMe}, "A_GHOSTME"},
@ -6805,6 +6811,31 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_KLIT11",
"S_KLIT12",
"S_FZEROSMOKE1", // F-Zero NO CONTEST explosion
"S_FZEROSMOKE2",
"S_FZEROSMOKE3",
"S_FZEROSMOKE4",
"S_FZEROSMOKE5",
"S_FZEROBOOM1",
"S_FZEROBOOM2",
"S_FZEROBOOM3",
"S_FZEROBOOM4",
"S_FZEROBOOM5",
"S_FZEROBOOM6",
"S_FZEROBOOM7",
"S_FZEROBOOM8",
"S_FZEROBOOM9",
"S_FZEROBOOM10",
"S_FZEROBOOM11",
"S_FZEROBOOM12",
"S_FZSLOWSMOKE1",
"S_FZSLOWSMOKE2",
"S_FZSLOWSMOKE3",
"S_FZSLOWSMOKE4",
"S_FZSLOWSMOKE5",
// Various plants
"S_SONICBUSH",
"S_SHRUB",
@ -6861,6 +6892,38 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PGBUSH",
"S_DHPILLAR",
// Midnight Channel stuff:
"S_SPOTLIGHT", // Spotlight decoration
"S_RANDOMSHADOW", // Random Shadow. They're static and don't do nothing.
"S_GARU1",
"S_GARU2",
"S_GARU3",
"S_TGARU",
"S_TGARU1",
"S_TGARU2",
"S_TGARU3", // Wind attack used by Roaming Shadows on Players.
"S_ROAMINGSHADOW", // Roaming Shadow (the one that uses above's wind attack or smth)
"S_MAYONAKAARROW", // Arrow sign
// Mementos stuff:
"S_REAPER_INVIS", // Reaper waiting for spawning
"S_REAPER", // Reaper main frame where its thinker is handled
"S_MEMENTOSTP", // Mementos teleporter state. (Used for spawning particles)
// JackInTheBox
"S_JITB1",
"S_JITB2",
"S_JITB3",
"S_JITB4",
"S_JITB5",
"S_JITB6",
// Color Drive
"S_CDMOONSP",
"S_CDBUSHSP",
"S_CDTREEASP",
"S_CDTREEBSP",
#ifdef SEENAMES
"S_NAMECHECK",
#endif
@ -7517,6 +7580,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_KARMAHITBOX",
"MT_KARMAWHEEL",
"MT_FZEROBOOM",
// Various plants
"MT_SONICBUSH",
"MT_SHRUB",
@ -7559,6 +7624,26 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_PGBUSH",
"MT_DHPILLAR",
// Midnight Channel stuff:
"MT_SPOTLIGHT", // Spotlight Object
"MT_RANDOMSHADOW", // Random static Shadows.
"MT_ROAMINGSHADOW", // Roaming Shadows.
"MT_MAYONAKAARROW", // Arrow static signs for Mayonaka
// Mementos stuff
"MT_REAPERWAYPOINT",
"MT_REAPER",
"MT_MEMENTOSTP",
"MT_MEMENTOSPARTICLE",
"MT_JACKINTHEBOX",
// Color Drive:
"MT_CDMOON",
"MT_CDBUSH",
"MT_CDTREEA",
"MT_CDTREEB",
#ifdef SEENAMES
"MT_NAMECHECK",
#endif
@ -7915,6 +8000,7 @@ static const char *const KARTSTUFF_LIST[] = {
"ACCELBOOST",
"BOOSTCAM",
"DESTBOOSTCAM",
"TIMEOVERCAM",
"AIZDRIFTSTRAT",
"ITEMROULETTE",

View File

@ -302,7 +302,7 @@ enum TypeOfLevel
TOL_2D = 0x0100, ///< 2D
TOL_MARIO = 0x0200, ///< Mario
TOL_NIGHTS = 0x0400, ///< NiGHTS
//TOL_ERZ3 = 0x0800, ///< ERZ3
TOL_TV = 0x0800, ///< Midnight Channel specific: draw TV like overlay on HUD
TOL_XMAS = 0x1000 ///< Christmas NiGHTS
//TOL_KART = 0x4000 ///< Kart 32768
};

View File

@ -1838,6 +1838,9 @@ boolean G_Responder(event_t *ev)
if (players[displayplayer].exiting)
continue;
if (players[displayplayer].pflags & PF_TIMEOVER)
continue;
// I don't know if we want this actually, but I'll humor the suggestion anyway
if (G_BattleGametype())
{
@ -2354,6 +2357,7 @@ void G_PlayerReborn(INT32 player)
INT32 itemamount;
INT32 itemroulette;
INT32 roulettetype;
INT32 growshrinktimer;
INT32 bumper;
INT32 comebackpoints;
INT32 wanted;
@ -2366,7 +2370,7 @@ void G_PlayerReborn(INT32 player)
exiting = players[player].exiting;
jointime = players[player].jointime;
spectator = players[player].spectator;
pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE));
pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE|PF_WANTSTOJOIN));
// As long as we're not in multiplayer, carry over cheatcodes from map to map
if (!(netgame || multiplayer))
@ -2417,6 +2421,7 @@ void G_PlayerReborn(INT32 player)
roulettetype = 0;
itemtype = 0;
itemamount = 0;
growshrinktimer = 0;
bumper = (G_BattleGametype() ? cv_kartbumpers.value : 0);
comebackpoints = 0;
wanted = 0;
@ -2440,6 +2445,9 @@ void G_PlayerReborn(INT32 player)
itemamount = players[player].kartstuff[k_itemamount];
}
// Keep Shrink status, remove Grow status
growshrinktimer = min(players[player].kartstuff[k_growshrinktimer], 0);
bumper = players[player].kartstuff[k_bumper];
comebackpoints = players[player].kartstuff[k_comebackpoints];
wanted = players[player].kartstuff[k_wanted];
@ -2504,6 +2512,7 @@ void G_PlayerReborn(INT32 player)
p->kartstuff[k_roulettetype] = roulettetype;
p->kartstuff[k_itemtype] = itemtype;
p->kartstuff[k_itemamount] = itemamount;
p->kartstuff[k_growshrinktimer] = growshrinktimer;
p->kartstuff[k_bumper] = bumper;
p->kartstuff[k_comebackpoints] = comebackpoints;
p->kartstuff[k_comebacktimer] = comebacktime;

View File

@ -61,11 +61,11 @@ char sprnames[NUMSPRITES + 1][5] =
"POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO",
"CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO",
"ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","KSPK","LZI1",
"LZI2","KLIT","SBUS","SHRB","TWEE","MARB","FUFO","RUST","BLON","VAPE",
"HTZA","HTZB","SGVA","SGVB","SGVC","PGTR","PGF1","PGF2","PGF3","PGBH",
"DPLR",
"XMS4","XMS5",
"VIEW"
"LZI2","KLIT","FZSM","FZBM","FPRT","SBUS","SHRB","TWEE","MARB","FUFO",
"RUST","BLON","VAPE","HTZA","HTZB","SGVA","SGVB","SGVC","PGTR","PGF1",
"PGF2","PGF3","PGBH","DPLR","SPTL","ENM1","GARU","MARR","REAP","JITB",
"CDMO","CDBU",
"XMS4","XMS5","VIEW"
};
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
@ -3052,7 +3052,7 @@ state_t states[NUMSTATES] =
{SPR_FITM, FF_ANIMATE, -1, {NULL}, 23, 3, S_NULL}, // S_PLAYERFAKE
{SPR_PBOM, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
// Oh no it's annoying lightning states.......
// Lightning Sparks (it's the ones we'll use for the radius)
{SPR_KSPK, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK2}, // S_KSPARK1
@ -3068,7 +3068,7 @@ state_t states[NUMSTATES] =
{SPR_KSPK, FF_TRANS50|FF_FULLBRIGHT|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK12}, // S_KSPARK11
{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK13}, // S_KSPARK12
{SPR_KSPK, FF_TRANS60|FF_FULLBRIGHT|6, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_KSPARK13
// The straight bolt...
{SPR_LZI1, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO12}, // S_LZIO11
{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO13}, // S_LZIO12
@ -3076,33 +3076,58 @@ state_t states[NUMSTATES] =
{SPR_LZI1, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO15}, // S_LZIO14
{SPR_NULL, FF_FULLBRIGHT, 4, {A_LightningFollowPlayer}, 0, 0, S_LZIO16}, // S_LZIO15
{SPR_LZI1, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO17}, // S_LZIO16
{SPR_NULL, 0, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO18}, // S_LZIO17
{SPR_NULL, 0, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO18}, // S_LZIO17
{SPR_LZI1, FF_TRANS50|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO19}, // S_LZIO18
{SPR_LZI1, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO19
{SPR_LZI1, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO19
{SPR_NULL, FF_FULLBRIGHT, 6, {A_LightningFollowPlayer}, 0, 0, S_LZIO22}, // S_LZIO21
{SPR_LZI2, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO23}, // S_LZIO22
{SPR_LZI2, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO24}, // S_LZIO23
{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO25}, // S_LZIO24
{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO26}, // S_LZIO25
{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO27}, // S_LZIO26
{SPR_LZI2, FF_TRANS30|FF_FULLBRIGHT|2, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO28}, // S_LZIO27
{SPR_NULL, 0, 4, {A_LightningFollowPlayer}, 0, 0, S_LZIO29}, // S_LZIO28
{SPR_LZI2, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO29
{SPR_LZI2, FF_TRANS30|FF_FULLBRIGHT|2, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO28}, // S_LZIO27
{SPR_NULL, 0, 4, {A_LightningFollowPlayer}, 0, 0, S_LZIO29}, // S_LZIO28
{SPR_LZI2, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO29
// The slanted bolt. Man these states are boring as all heck to do.
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT2}, // S_KLIT1
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT3}, // S_KLIT2
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT2}, // S_KLIT1
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT3}, // S_KLIT2
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|1, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT4}, // S_KLIT3
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT5}, // S_KLIT4
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT5}, // S_KLIT4
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|2, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT6}, // S_KLIT5
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT7}, // S_KLIT6
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT7}, // S_KLIT6
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|3, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT8}, // S_KLIT7
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT9}, // S_KLIT8
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT9}, // S_KLIT8
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|4, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT10}, // S_KLIT9
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT11}, // S_KLIT10
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT11}, // S_KLIT10
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT12}, // S_KLIT11
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12
{SPR_FZSM, 0, 4, {NULL}, 0, 0, S_FZEROSMOKE2}, // S_FZEROSMOKE1
{SPR_FZSM, 1, 4, {NULL}, 0, 0, S_FZEROSMOKE3}, // S_FZEROSMOKE2
{SPR_FZSM, 2, 4, {NULL}, 0, 0, S_FZEROSMOKE4}, // S_FZEROSMOKE3
{SPR_FZSM, 3, 4, {NULL}, 0, 0, S_FZEROSMOKE5}, // S_FZEROSMOKE4
{SPR_FZSM, 4, 4, {NULL}, 0, 0, S_NULL}, // S_FZEROSMOKE5
{SPR_FZBM, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_FZEROBOOM2}, // S_FZEROBOOM1
{SPR_FZBM, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_FZEROBOOM3}, // S_FZEROBOOM2
{SPR_FZBM, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_FZEROBOOM4}, // S_FZEROBOOM3
{SPR_FZBM, FF_FULLBRIGHT|3, 2, {A_FZBoomFlash}, 0, 0, S_FZEROBOOM5}, // S_FZEROBOOM4
{SPR_FZBM, FF_FULLBRIGHT|2, 1, {A_FZBoomSmoke}, 0, 0, S_FZEROBOOM6}, // S_FZEROBOOM5
{SPR_FZBM, FF_FULLBRIGHT|1, 1, {A_FZBoomSmoke}, 0, 0, S_FZEROBOOM7}, // S_FZEROBOOM6
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 1, 0, S_FZEROBOOM8}, // S_FZEROBOOM7
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 2, 0, S_FZEROBOOM9}, // S_FZEROBOOM8
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 3, 0, S_FZEROBOOM10}, // S_FZEROBOOM9
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 2, 0, S_FZEROBOOM11}, // S_FZEROBOOM10
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 1, 0, S_FZEROBOOM12}, // S_FZEROBOOM11
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 0, 0, S_NULL}, // S_FZEROBOOM12
{SPR_SMOK, FF_TRANS30, 30, {NULL}, 0, 0, S_FZSLOWSMOKE2}, // S_FZSLOWSMOKE1
{SPR_SMOK, FF_TRANS30|1, 30, {NULL}, 0, 0, S_FZSLOWSMOKE3}, // S_FZSLOWSMOKE2
{SPR_SMOK, FF_TRANS30|2, 30, {NULL}, 0, 0, S_FZSLOWSMOKE4}, // S_FZSLOWSMOKE3
{SPR_SMOK, FF_TRANS30|3, 30, {NULL}, 0, 0, S_FZSLOWSMOKE5}, // S_FZSLOWSMOKE4
{SPR_SMOK, FF_TRANS30|4, 30, {NULL}, 0, 0, S_NULL}, // S_FZSLOWSMOKE5
// Various plants
{SPR_SBUS, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SONICBUSH
@ -3160,6 +3185,42 @@ state_t states[NUMSTATES] =
{SPR_PGBH, 0, 1, {NULL}, 0, 0, S_NULL}, // S_PGBUSH
{SPR_DPLR, 0, 1, {NULL}, 0, 0, S_NULL}, // S_DHPILLAR
// Midnight Channel stuff, yay more boring states!
{SPR_SPTL, 0, -1, {NULL}, 0, 0, S_SPOTLIGHT}, // S_SPOTLIGHT
{SPR_ENM1, 0, 1, {A_RandomShadowFrame}, 0, 0, S_RANDOMSHADOW}, // S_RANDOMSHADOW
{SPR_GARU, 0, 2, {NULL}, 0, 0, S_GARU2}, // S_GARU1
{SPR_GARU, 1, 2, {NULL}, 0, 0, S_GARU3}, // S_GARU2
{SPR_GARU, 2, 2, {NULL}, 0, 0, S_NULL}, // S_GARU3
{SPR_NULL, 0, 2, {NULL}, 0, 0, S_TGARU1}, // S_TGARU0
{SPR_GARU, FF_TRANS30, 2, {NULL}, 0, 0, S_GARU2}, // S_TGARU1
{SPR_GARU, 1|FF_TRANS30, 2, {NULL}, 0, 0, S_GARU3}, // S_TGARU2
{SPR_GARU, 2|FF_TRANS30, 2, {NULL}, 0, 0, S_NULL}, // S_TGARU3
{SPR_ENM1, 2, 1, {A_RoamingShadowThinker}, 0, 0, S_ROAMINGSHADOW}, //S_ROAMINGSHADOW
{SPR_MARR, 0, 1, {A_MayonakaArrow}, 0, 0, S_MAYONAKAARROW}, //S_MAYONAKAARROW
// Mementos stuff
{SPR_NULL, 0, TICRATE*20, {NULL}, 0, 0, S_REAPER}, //S_REAPER_INVIS TODO: DON'T FORGET TO CHANGE THAT BACK TO 130*TICRATE WHEN TESTING IS OVER
{SPR_REAP, 0, 1, {A_ReaperThinker}, 0, 0, S_REAPER}, //S_REAPER
{SPR_NULL, 0, 1, {A_MementosTPParticles}, 0, 0, S_MEMENTOSTP}, //S_MEMENTOSTP
// Jack In The Box
{SPR_JITB, 0, 4, {NULL}, 0, 0, S_JITB2}, // S_JITB1
{SPR_JITB, 1, 4, {NULL}, 0, 0, S_JITB3}, // S_JITB2
{SPR_JITB, 2, 4, {NULL}, 0, 0, S_JITB4}, // S_JITB3
{SPR_JITB, 3, 4, {NULL}, 0, 0, S_JITB5}, // S_JITB4
{SPR_JITB, 2, 4, {NULL}, 0, 0, S_JITB6}, // S_JITB5
{SPR_JITB, 1, 4, {NULL}, 0, 0, S_JITB1}, // S_JITB6
// Color Drive Stuff:
{SPR_CDMO, 0, -1, {NULL}, 0, 0, S_CDMOONSP}, // S_CDMOONSP
{SPR_CDBU, 0, -1, {NULL}, 0, 0, S_CDBUSHSP}, // S_CDBUSHSP
{SPR_CDBU, 1, -1, {NULL}, 0, 0, S_CDTREEASP}, // S_CDTREEASP
{SPR_CDBU, 2, -1, {NULL}, 0, 0, S_CDTREEBSP}, // S_CDTREEBSP
#ifdef SEENAMES
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
#endif
@ -17386,6 +17447,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_FZEROBOOM
-1, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_kc31, // seesound
8, // reactiontime
sfx_kc51, // 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
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_SONICBUSH,
715, // doomednum
S_SONICBUSH, // spawnstate
@ -18088,6 +18176,359 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
// Midnight Channel stuff:
{ // MT_SPOTLIGHT
3124, // doomednum
S_SPOTLIGHT, // 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
8*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_RANDOMSHADOW
3120, // doomednum
S_RANDOMSHADOW, // 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
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_PAIN, // flags
S_NULL // raisestate
},
{ // MT_ROAMINGSHADOW
3121, // doomednum
S_ROAMINGSHADOW,// 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
0, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_PAIN|MF_SPECIAL|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
{ // MT_MAYONAKAARROW
3122, // doomednum
S_MAYONAKAARROW,// 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
64*FRACUNIT, // radius
128*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
// Mementos stuff
{ // MT_REAPERWAYPOINT
3199, // doomednum
S_INVISIBLE, // 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
64*FRACUNIT, // radius
128*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_REAPER
3202, // doomednum
S_REAPER_INVIS, // 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
64*FRACUNIT, // radius
128*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_MEMENTOSTP
3201, // doomednum
S_MEMENTOSTP, // 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
512*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_SPECIAL, // flags
S_NULL // raisestate
},
{ // MT_MEMENTOSPARTICLE
-1, // doomednum
S_THOK, // 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
32<<FRACBITS, // speed
8<<FRACBITS, // radius
16<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_JACKINTHEBOX
1601, // doomednum
S_JITB4, // 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
32<<FRACBITS, // speed
16<<FRACBITS, // radius
128<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_CDMOON
2499, // doomednum
S_CDMOONSP, // 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
32<<FRACBITS, // speed
30<<FRACBITS, // radius
60<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_CDBUSH
2498, // doomednum
S_CDBUSHSP, // 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
16<<FRACBITS, // speed
16<<FRACBITS, // radius
8<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_CDTREEA
2496, // doomednum
S_CDTREEASP, // 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
16<<FRACBITS, // speed
20<<FRACBITS, // radius
20<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_CDTREEB
2497, // doomednum
S_CDTREEBSP, // 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
16<<FRACBITS, // speed
20<<FRACBITS, // radius
20<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
// ============================================================================================================================//
#ifdef SEENAMES

View File

@ -170,7 +170,14 @@ void A_SPBChase(); // SRB2kart
void A_MineExplode(); // SRB2kart
void A_BallhogExplode(); // SRB2kart
void A_LightningFollowPlayer(); // SRB2kart: Lightning shield effect player chasing
void A_FlameParticle();
void A_FZBoomFlash(); // SRB2kart
void A_FZBoomSmoke(); // SRB2kart
void A_RandomShadowFrame(); //SRB2kart: Shadow spawner frame randomizer
void A_RoamingShadowThinker(); // SRB2kart: Roaming Shadow moving + attacking players.
void A_MayonakaArrow(); //SRB2kart: midnight channel arrow sign
void A_ReaperThinker(); //SRB2kart: mementos reaper
void A_MementosTPParticles(); //SRB2kart: mementos teleporter particles. Man that's a lot of actions for my shite.
void A_FlameParticle(); // SRB2kart
void A_OrbitNights();
void A_GhostMe();
void A_SetObjectState();
@ -654,6 +661,10 @@ typedef enum sprite
SPR_LZI2, // ditto
SPR_KLIT, // You have a twisted mind. But this actually is for the diagonal lightning.
SPR_FZSM, // F-Zero NO CONTEST explosion
SPR_FZBM,
SPR_FPRT,
// Various plants
SPR_SBUS,
SPR_SHRB,
@ -683,12 +694,27 @@ typedef enum sprite
SPR_PGBH,
SPR_DPLR,
// Midnight Channel stuff:
SPR_SPTL, // Spotlight
SPR_ENM1, // Shadows (Roaming and static)
SPR_GARU, // Wind attack roaming shadows use.
SPR_MARR, // Mayonaka Arrow
//Mementos stuff:
SPR_REAP,
SPR_JITB, // Jack In The Box
// Color Drive stuff:
SPR_CDMO,
SPR_CDBU,
// Xmas-specific sprites that don't fit aboxe
SPR_XMS4,
SPR_XMS5,
SPR_VIEW, // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw!
SPR_FIRSTFREESLOT,
SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
NUMSPRITES
@ -3680,6 +3706,31 @@ typedef enum state
S_KLIT11,
S_KLIT12,
S_FZEROSMOKE1, // F-Zero NO CONTEST explosion
S_FZEROSMOKE2,
S_FZEROSMOKE3,
S_FZEROSMOKE4,
S_FZEROSMOKE5,
S_FZEROBOOM1,
S_FZEROBOOM2,
S_FZEROBOOM3,
S_FZEROBOOM4,
S_FZEROBOOM5,
S_FZEROBOOM6,
S_FZEROBOOM7,
S_FZEROBOOM8,
S_FZEROBOOM9,
S_FZEROBOOM10,
S_FZEROBOOM11,
S_FZEROBOOM12,
S_FZSLOWSMOKE1,
S_FZSLOWSMOKE2,
S_FZSLOWSMOKE3,
S_FZSLOWSMOKE4,
S_FZSLOWSMOKE5,
// Various plants
S_SONICBUSH,
S_SHRUB,
@ -3736,6 +3787,38 @@ typedef enum state
S_PGBUSH,
S_DHPILLAR,
// Midnight Channel stuff:
S_SPOTLIGHT, // Spotlight decoration
S_RANDOMSHADOW, // Random Shadow. They're static and don't do nothing.
S_GARU1,
S_GARU2,
S_GARU3,
S_TGARU0,
S_TGARU1,
S_TGARU2,
S_TGARU3, // Wind attack used by Roaming Shadows on Players.
S_ROAMINGSHADOW, // Roaming Shadow (the one that uses above's wind attack or smth)
S_MAYONAKAARROW, // Arrow sign
// Mementos stuff:
S_REAPER_INVIS, // Reaper waiting for spawning
S_REAPER, // Reaper main frame where its thinker is handled
S_MEMENTOSTP, // Mementos teleporter state. (Used for spawning particles)
// JackInTheBox
S_JITB1,
S_JITB2,
S_JITB3,
S_JITB4,
S_JITB5,
S_JITB6,
// Color Drive
S_CDMOONSP,
S_CDBUSHSP,
S_CDTREEASP,
S_CDTREEBSP,
#ifdef SEENAMES
S_NAMECHECK,
#endif
@ -4409,6 +4492,8 @@ typedef enum mobj_type
MT_KARMAHITBOX,
MT_KARMAWHEEL,
MT_FZEROBOOM,
// Various plants
MT_SONICBUSH,
MT_SHRUB,
@ -4451,6 +4536,26 @@ typedef enum mobj_type
MT_PGBUSH,
MT_DHPILLAR,
// Midnight Channel stuff:
MT_SPOTLIGHT, // Spotlight Object
MT_RANDOMSHADOW, // Random static Shadows.
MT_ROAMINGSHADOW, // Roaming Shadows.
MT_MAYONAKAARROW, // Arrow static signs for Mayonaka
// Mementos stuff
MT_REAPERWAYPOINT,
MT_REAPER,
MT_MEMENTOSTP,
MT_MEMENTOSPARTICLE,
MT_JACKINTHEBOX,
// Color Drive:
MT_CDMOON,
MT_CDBUSH,
MT_CDTREEA,
MT_CDTREEB,
#ifdef SEENAMES
MT_NAMECHECK,
#endif

View File

@ -1050,7 +1050,6 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
mobj_t *fx;
fixed_t momdifx, momdify;
fixed_t distx, disty;
//fixed_t nobumpx = 0, nobumpy = 0;
fixed_t dot, p;
fixed_t mass1, mass2;
@ -1099,20 +1098,28 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
momdify = FixedMul((25*mapheaderinfo[gamemap-1]->mobj_scale), normalisedy);
}
/*if (mass1 == 0 && mass2 > 0)
{
nobumpx = mobj2->momx;
nobumpy = mobj2->momy;
}
else if (mass2 == 0 && mass1 > 0)
{
nobumpx = mobj1->momx;
nobumpy = mobj1->momy;
}*/
// Adds the OTHER player's momentum, so that it reduces the chance of you being "inside" the other object
distx = (mobj1->x + mobj2->momx) - (mobj2->x + mobj1->momx);
disty = (mobj1->y + mobj2->momy) - (mobj2->y + mobj1->momy);
{ // Don't allow dist to get WAY too low, that it pushes you stupidly huge amounts, or backwards...
fixed_t dist = P_AproxDistance(distx, disty);
fixed_t nx = FixedDiv(distx, dist);
fixed_t ny = FixedDiv(disty, dist);
if (P_AproxDistance(distx, disty) < (3*mobj1->radius)/4)
{
distx = FixedMul((3*mobj1->radius)/4, nx);
disty = FixedMul((3*mobj1->radius)/4, ny);
}
if (P_AproxDistance(distx, disty) < (3*mobj2->radius)/4)
{
distx = FixedMul((3*mobj2->radius)/4, nx);
disty = FixedMul((3*mobj2->radius)/4, ny);
}
}
if (distx == 0 && disty == 0)
{
// if there's no distance between the 2, they're directly on top of each other, don't run this
@ -2199,9 +2206,6 @@ void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32
mobj->momy = FixedMul(FixedDiv(mobjy - y, dist), FixedDiv(dist, 6*FRACUNIT));
mobj->momz = FixedMul(FixedDiv(mobjz - z, dist), FixedDiv(dist, 6*FRACUNIT));
mobj->flags |= MF_NOCLIPTHING;
mobj->flags &= ~MF_SPECIAL;
P_SetTarget(&mobj->target, source);
}
}
@ -3950,6 +3954,8 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
//CONS_Printf("cam: %d, dest: %d\n", player->kartstuff[k_boostcam], player->kartstuff[k_destboostcam]);
}
player->kartstuff[k_timeovercam] = 0;
if (player->kartstuff[k_spinouttimer])
{
if ((P_IsObjectOnGround(player->mo) || player->kartstuff[k_spinouttype] == 1)

View File

@ -314,7 +314,7 @@ menu_t OP_SoundOptionsDef;
static void M_ToggleSFX(INT32 choice);
static void M_ToggleDigital(INT32 choice);
//static void M_ToggleMIDI(INT32 choice);
static void M_RestartAudio(void);
//static void M_RestartAudio(void);
//Misc
menu_t /*OP_DataOptionsDef,*/ OP_ScreenshotOptionsDef, OP_EraseDataDef;
@ -1315,7 +1315,7 @@ static menuitem_t OP_SoundOptionsMenu[] =
{
{IT_KEYHANDLER|IT_STRING, NULL, "SFX", M_ToggleSFX, 10},
{IT_STRING|IT_CVAR|IT_CV_SLIDER,
NULL, "SFX Volume", &cv_soundvolume, 18},
NULL, "SFX Volume", &cv_soundvolume, 18},
{IT_KEYHANDLER|IT_STRING, NULL, "Music", M_ToggleDigital, 30},
{IT_STRING|IT_CVAR|IT_CV_SLIDER,
@ -1330,16 +1330,16 @@ static menuitem_t OP_SoundOptionsMenu[] =
NULL, "CD Volume", &cd_volume, 40},
#endif*/
{IT_STRING|IT_CALL, NULL, "Restart Audio System", M_RestartAudio, 50},
//{IT_STRING|IT_CALL, NULL, "Restart Audio System", M_RestartAudio, 50},
{IT_STRING|IT_CVAR, NULL, "Reverse L/R Channels", &stereoreverse, 65},
{IT_STRING|IT_CVAR, NULL, "Surround Sound", &surround, 75},
{IT_STRING|IT_CVAR, NULL, "Reverse L/R Channels", &stereoreverse, 50},
{IT_STRING|IT_CVAR, NULL, "Surround Sound", &surround, 60},
{IT_STRING|IT_CVAR, NULL, "Chat sounds", &cv_chatnotifications, 90},
{IT_STRING|IT_CVAR, NULL, "Character voices", &cv_kartvoices, 100},
{IT_STRING|IT_CVAR, NULL, "Powerup Warning", &cv_kartinvinsfx, 110},
{IT_STRING|IT_CVAR, NULL, "Chat sounds", &cv_chatnotifications, 75},
{IT_STRING|IT_CVAR, NULL, "Character voices", &cv_kartvoices, 85},
{IT_STRING|IT_CVAR, NULL, "Powerup Warning", &cv_kartinvinsfx, 95},
{IT_KEYHANDLER|IT_STRING, NULL, "Sound Test", M_HandleSoundTest, 125},
{IT_KEYHANDLER|IT_STRING, NULL, "Sound Test", M_HandleSoundTest, 110},
};
/*static menuitem_t OP_DataOptionsMenu[] =
@ -9042,25 +9042,10 @@ static void M_ToggleDigital(INT32 choice)
}
}*/
static void M_RestartAudio(void)
/*static void M_RestartAudio(void)
{
S_StopMusic();
I_ShutdownMusic();
I_ShutdownSound();
I_StartupSound();
I_InitMusic();
I_SetSfxVolume(cv_soundvolume.value);
I_SetDigMusicVolume(cv_digmusicvolume.value);
//I_SetMIDIMusicVolume(cv_midimusicvolume.value);
S_StartSound(NULL, sfx_strpst);
if (Playing()) // Gotta make sure the player is in a level
P_RestoreMusic(&players[consoleplayer]);
else
S_ChangeMusicInternal("titles", looptitle);
}
COM_ImmedExecute("restartaudio");
}*/
// ===============
// VIDEO MODE MENU

View File

@ -193,7 +193,14 @@ void A_JawzExplode(mobj_t *actor); // SRB2kart
void A_SPBChase(mobj_t *actor); // SRB2kart
void A_MineExplode(mobj_t *actor); // SRB2kart
void A_BallhogExplode(mobj_t *actor); // SRB2kart
void A_LightningFollowPlayer(mobj_t *actor); // SRB2kart
void A_LightningFollowPlayer(mobj_t *actor); // SRB2kart
void A_FZBoomFlash(mobj_t *actor); // SRB2kart
void A_FZBoomSmoke(mobj_t *actor); // SRB2kart
void A_RandomShadowFrame(mobj_t *actor); // SRB2kart
void A_RoamingShadowThinker(mobj_t *actor); //SRB2kart
void A_MayonakaArrow(mobj_t *actor); //SRB2kart
void A_ReaperThinker(mobj_t *actor); //SRB2kart
void A_MementosTPParticles(mobj_t *actor); //SRB2kart
void A_FlameParticle(mobj_t *actor); // SRB2kart
void A_OrbitNights(mobj_t *actor);
void A_GhostMe(mobj_t *actor);
@ -8175,7 +8182,7 @@ void A_ToggleFlameJet(mobj_t* actor)
}
}
//{ SRB2kart - A_ItemPop, A_JawzChase, A_JawzExplode, A_SPBChase, A_MineExplode, and A_BallhogExplode
//{ SRB2kart Actions
void A_ItemPop(mobj_t *actor)
{
mobj_t *remains;
@ -8579,6 +8586,425 @@ void A_LightningFollowPlayer(mobj_t *actor)
}
}
// A_FZBoomFlash:
// Flash everyone close enough to the boom
void A_FZBoomFlash(mobj_t *actor)
{
UINT8 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FZBoomFlash", actor))
return;
#endif
for (i = 0; i < MAXPLAYERS; i++)
{
fixed_t dist;
if (!playeringame[i] || !players[i].mo)
continue;
dist = P_AproxDistance(P_AproxDistance(actor->x-players[i].mo->x, actor->y-players[i].mo->y), actor->z-players[i].mo->z);
if (dist < 1536<<FRACBITS)
P_FlashPal(&players[i], PAL_WHITE, 2);
}
return;
}
// A_FZBoomSmoke:
// Spawns pinkish smoke around the object
// Var1 is radius add
void A_FZBoomSmoke(mobj_t *actor)
{
INT32 i;
INT32 rad = 47+(23*var1);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FZBoomSmoke", actor))
return;
#endif
for (i = 0; i < 8+(4*var1); i++)
{
mobj_t *smoke = P_SpawnMobj(actor->x + (P_RandomRange(-rad, rad)*actor->scale), actor->y + (P_RandomRange(-rad, rad)*actor->scale),
actor->z + (P_RandomRange(0, 72)*actor->scale), MT_THOK);
P_SetMobjState(smoke, S_FZEROSMOKE1);
smoke->tics += P_RandomRange(-3, 4);
smoke->scale = actor->scale*3;
}
return;
}
// A_RandomShadowFrame
// Gives a random sprite for the Mayonaka static shadows. Dumb and simple.
void A_RandomShadowFrame(mobj_t *actor)
{
mobj_t *fire;
mobj_t *fake;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RandomShadowFrame", (actor)))
return;
#endif
if (!actor->extravalue1) // Hack that spawns thoks that look like random shadows. Otherwise the state would overwrite our frame and that's a pain.
{
fake = P_SpawnMobj(actor->x, actor->y, actor->z, MT_THOK);
fake->sprite = SPR_ENM1;
fake->frame = P_RandomRange(0, 6);
P_SetScale(fake, FRACUNIT*3/2);
fake->scale = FRACUNIT*3/2;
fake->destscale = FRACUNIT*3/2;
fake->angle = actor->angle;
fake->tics = -1;
actor->flags2 |= MF2_DONTDRAW;
actor->extravalue1 = 1;
}
P_SetScale(actor, FRACUNIT*3/2);
// I have NO CLUE how to hardcode all of that fancy Linedef Executor shit so the fire spinout will be done by these entities directly.
if (P_LookForPlayers(actor, false, false, 380<<FRACBITS)) // got target
{
if (actor->target && !actor->target->player->powers[pw_flashing]
&& !actor->target->player->kartstuff[k_invincibilitytimer]
&& !actor->target->player->kartstuff[k_growshrinktimer]
&& !actor->target->player->kartstuff[k_spinouttimer]
&& P_IsObjectOnGround(actor->target)
&& actor->z == actor->target->z)
{
P_DamageMobj(actor->target, actor, actor, 1);
P_InstaThrust(actor->target, actor->angle, 16<<FRACBITS);
fire = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_THOK);
P_SetMobjStateNF(fire, S_QUICKBOOM1);
P_SetScale(fire, 4<<FRACBITS);
fire->color = SKINCOLOR_RED;
S_StartSound(actor->target, sfx_fire2);
}
}
return;
}
// A_RoamingShadowThinker
// Thinker for Midnight Channel's Roaming Shadows:
void A_RoamingShadowThinker(mobj_t *actor)
{
mobj_t *wind;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RoamingShadowThinker", (actor)))
return;
#endif
// extravalue1 replaces "movetimer"
// extravalue2 replaces "stoptimer"
P_SetScale(actor, FRACUNIT*3/2);
if (!actor->extravalue2)
{
P_InstaThrust(actor, actor->angle, 8<<FRACBITS); // move at 8 fracs / sec
actor->extravalue1 = ((actor->extravalue1) ? (actor->extravalue1-1) : (TICRATE*5+1)); // deplete timer if set, set to 5 ticrate otherwise.
if (actor->extravalue1 == 1) // if timer reaches 1, do a u-turn.
{
actor->extravalue1 = 0;
actor->extravalue2 = 60;
}
// Search for and attack Players venturing too close in front of us.
if (P_LookForPlayers(actor, false, false, 256<<FRACBITS)) // got target
{
if (actor->target && !actor->target->player->powers[pw_flashing]
&& !actor->target->player->kartstuff[k_invincibilitytimer]
&& !actor->target->player->kartstuff[k_growshrinktimer]
&& !actor->target->player->kartstuff[k_spinouttimer])
{
// send them flying and spawn the WIND!
P_InstaThrust(actor->target, 0, 0);
P_DamageMobj(actor->target, actor, actor, 1);
P_SetObjectMomZ(actor->target, 16<<FRACBITS, false);
S_StartSound(actor->target, sfx_wind1);
// Spawn the WIND:
wind = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_THOK); // Opaque layer:
P_SetMobjState(wind, S_GARU1);
P_SetScale(wind, FRACUNIT*3/2);
wind = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_THOK); // Translucent layer:
P_SetMobjState(wind, S_TGARU0);
P_SetScale(wind, FRACUNIT*3/2);
wind->destscale = 30<<FRACBITS;
}
}
}
else // Handle U-Turn
{
actor->angle += ANG1*3;
actor->extravalue2--;
}
return;
}
// A_MayonakaArrow
// Used for the arrow sprite animations in Mayonaka. It's only extra visual bullshit to make em more random.
void A_MayonakaArrow(mobj_t *actor)
{
INT32 flip = 0;
INT32 iswarning;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_MayonakaArrow", (actor)))
return;
#endif
iswarning = actor->spawnpoint->options & MTF_OBJECTSPECIAL; // is our object a warning sign?
// "animtimer" is replaced by "extravalue1" here.
actor->extravalue1 = ((actor->extravalue1) ? (actor->extravalue1+1) : (P_RandomRange(0, (iswarning) ? (TICRATE/2) : TICRATE*3)));
flip = ((actor->spawnpoint->options & 1) ? (3) : (0)); // flip adds 3 frames, which is the flipped version of the sign.
// special warning behavior:
if (iswarning)
flip = 6;
actor->frame = flip + actor->extravalue2*3;
if (actor->extravalue1 >= TICRATE*7/2)
{
actor->extravalue1 = 0; // reset to 0 and start a new cycle.
// special behavior for warning sign; swap from warning to sneaker & reverse
if (iswarning)
actor->extravalue2 = (actor->extravalue2) ? (0) : (1);
}
else if (actor->extravalue1 > TICRATE*7/2 -4)
actor->frame = flip+2;
else if (actor->extravalue1 > TICRATE*3 && leveltime%2 > 0)
actor->frame = flip+1;
actor->frame |= FF_PAPERSPRITE;
actor->momz = 0;
return;
}
// A_MementosTPParticles
// Mementos teleporters particles effects. Short and simple.
void A_MementosTPParticles(mobj_t *actor)
{
mobj_t *particle;
mobj_t *mo2;
int i = 0;
thinker_t *th;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_MementosTPParticles", (actor)))
return;
#endif
for (; i<4; i++)
{
particle = P_SpawnMobj(actor->x + (P_RandomRange(-256, 256)<<FRACBITS), actor->y + (P_RandomRange(-256, 256)<<FRACBITS), actor->z + (P_RandomRange(48, 256)<<FRACBITS), MT_MEMENTOSPARTICLE);
particle->frame = 0;
particle->color = ((i%2) ? (SKINCOLOR_RED) : (SKINCOLOR_BLACK));
particle->destscale = 1;
P_HomingAttack(particle, actor);
}
// Although this is mostly used to spawn particles, we will also save the OTHER teleport inside actor->target. That way teleporting doesn't require a thinker iteration.
// Doesn't seem like much given the small amount of mobjs this map has but heh.
if (!actor->target)
{
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_MEMENTOSTP && mo2 != actor)
{
P_SetTarget(&actor->target, mo2); // The main target we're pursing.
break;
}
}
}
}
// A_ReaperThinker
// Mementos's Reaper's thinker. A huge pain in the Derek Bum to translate from Lua to this shite if you ask me.
void A_ReaperThinker(mobj_t *actor)
{
mobj_t *particle; // particles to spawn
int i = 0; // for loops
angle_t an = ANGLE_22h; // Reminder that angle constants suck.
//Waypoint stuff:
mobj_t *mo2;
thinker_t *th;
//Player targetting stuff:
UINT32 maxscore = 0; // we target the player with the highest score so yeah there you go.
player_t *player; // used as a shortcut in a loop.
mobj_t *targetplayermo = NULL; // the player mo we can eventually target, or whatever.
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ReaperThinker", (actor)))
return;
#endif
// We don't have custom variables or whatever so we'll do with whatever the fuck we have left.
if (actor->health == 1000) // if health is 1000, set it to a small scale and have it start growing with destscale. Then set the health to uh, not 1000.
{
actor->scale = 1;
actor->destscale = 2<<FRACBITS;
actor->scalespeed = FRACUNIT/24; // Should take a bit less than 2 seconds to fully grow.
S_StartSound(NULL, sfx_chain);
actor->health--; // now we have 999 health, so that above won't happen again. Awesome.
}
if (actor->scale < 2<<FRACBITS) // we haven't finished growing YET.
{
// Spawn particles as we grow out of the floor, ゴ ゴ ゴ ゴ
for (; i<16; i++)
{
particle = P_SpawnMobj(actor->x + (P_RandomRange(-60, 60)<<FRACBITS), actor->y + (P_RandomRange(-60, 60)<<FRACBITS), actor->z, MT_THOK);
particle->momz = 20<<FRACBITS;
particle->color = ((i%2 !=0) ? (SKINCOLOR_RED) : (SKINCOLOR_BLACK));
particle->frame = 0;
P_SetScale(particle, FRACUNIT/2);
}
// Spawn particles in some edgy circle or w/e.
if (leveltime%5 != 0) // spawn the thing under that every tic.
return;
i=0;
for (; i<15; i++) // spawn in a circle formation or w/e.
{
particle = P_SpawnMobj(actor->x, actor->y, actor->z, MT_THOK);
particle->momz = 20<<FRACBITS;
particle->color = ((i%2 !=0) ? (SKINCOLOR_RED) : (SKINCOLOR_BLACK));
particle->frame = 0;
P_SetScale(particle, FRACUNIT/2);
P_InstaThrust(particle, an*i, 30<<FRACBITS);
}
return; // don't continue, what lies beyond that is the movement code.
}
// We finished growing and can now be a dangerous piece o' garbage scaring the living heck outta players!
actor->flags = MF_NOGRAVITY|MF_PAIN|MF_SPECIAL|MF_NOCLIP|MF_NOCLIPHEIGHT; // set our flags to be a damaging thing.
// Handle animation:
if (!(leveltime%5))
actor->extravalue2 = (actor->extravalue2 < 9) ? (actor->extravalue2+1) : (0); // Ghetto animation, but hey it works for what it's worth
// Chain sfx
if (!S_SoundPlaying(actor, sfx_chain))
S_StartSound(actor, sfx_chain);
actor->frame = actor->extravalue2; // yes i'm that bad at maths don't @ me.
if (!actor->target)
{
if (actor->hnext)
{
P_SetTarget(&actor->target, actor->hnext); // Default back to last waypoint.
return;
}
// We have no target and oughta find one, so let's scan through thinkers for a waypoint of angle 0, or something.
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_REAPERWAYPOINT)
continue;
if (mo2->spawnpoint->angle != 0)
continue;
P_SetTarget(&actor->target, mo2); // The main target we're pursing.
P_SetTarget(&actor->hnext, mo2); // The last waypoint we hit. We will default back to that if a player goes out of our range!
actor->extravalue1 = 0; // This will store the angle of the last waypoint we touched. This will essentially be useful later on.
if (!actor->tracer) // If we already have a tracer (Waypoint #0), don't do anything.
{
P_SetTarget(&actor->tracer, mo2); // Because our target might be a player OR a waypoint, we need some sort of fallback option. This will always be waypoint 0.
break;
}
}
}
else // Awesome, we now have a target.
{
// Follow target:
P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y), 20<<FRACBITS);
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
// The player we should target if it's near us:
for (i=0; i<MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
player = &players[i];
if (player && player->mo && player->kartstuff[k_bumper] && player->score >= maxscore)
{
targetplayermo = player->mo;
maxscore = player->score;
}
}
// Try to target that player:
if (targetplayermo)
{
if (P_LookForPlayers(actor, false, false, 1024<<FRACBITS)) // got target
{
if (!(actor->target == targetplayermo && actor->target && !actor->target->player->powers[pw_flashing]
&& !actor->target->player->kartstuff[k_invincibilitytimer]
&& !actor->target->player->kartstuff[k_growshrinktimer]
&& !actor->target->player->kartstuff[k_spinouttimer]))
P_SetTarget(&actor->target, actor->hnext);
// if the above isn't correct, then we should go back to targetting waypoints or something.
}
}
// Waypoint behavior.
if (actor->target->type == MT_REAPERWAYPOINT)
{
if (R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) < 22<<FRACBITS)
{
P_SetTarget(&actor->target, NULL); // remove target so we can default back to first waypoint if things go ham.
// If we reach close to a waypoint, then we should go to the NEXT one.
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_REAPERWAYPOINT)
continue;
if (mo2->spawnpoint->angle != actor->extravalue1+1)
continue;
P_SetTarget(&actor->target, mo2); // The main target we're pursing.
P_SetTarget(&actor->hnext, mo2); // The last waypoint we hit. We will default back to that if a player goes out of our range!
actor->extravalue1++; // This will store the angle of the last waypoint we touched. This will essentially be useful later on.
break;
}
}
if (!actor->target) // If we have no target, revert back to waypoint 0.
{
actor->extravalue1 = 0;
P_SetTarget(&actor->target, actor->tracer);
}
}
else // if our target ISN'T a waypoint, then it can only be a player.
{
if (!P_CheckSight(actor, actor->target) || R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) > 1024<<FRACBITS)
P_SetTarget(&actor->target, actor->hnext);
}
}
}
void A_FlameParticle(mobj_t *actor)
{
fixed_t rad = actor->radius>>FRACBITS, hei = actor->radius>>FRACBITS;

View File

@ -378,6 +378,16 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// We now identify by object type, not sprite! Tails 04-11-2001
switch (special->type)
{
case MT_MEMENTOSTP: // Mementos teleport
// Teleport player to the other teleporter (special->target). We'll assume there's always only ever 2.
if (!special->target)
return; // foolproof crash prevention check!!!!!
P_TeleportMove(player->mo, special->target->x, special->target->y, special->target->z + (48<<FRACBITS));
player->mo->angle = special->target->angle;
P_SetObjectMomZ(player->mo, 12<<FRACBITS, false);
P_InstaThrust(player->mo, player->mo->angle, 20<<FRACBITS);
return;
case MT_FLOATINGITEM: // SRB2kart
if (!P_CanPickupItem(player, 3) || (player->kartstuff[k_itemamount] && player->kartstuff[k_itemtype] != special->threshold))
return;
@ -2001,7 +2011,7 @@ boolean P_CheckRacers(void)
numplayersingame++;
}
if (numplayersingame >= nospectategrief) // prevent spectate griefing
if (numplayersingame > 1 && nospectategrief > 0 && numplayersingame >= nospectategrief) // prevent spectate griefing
{
// check if we just got unlucky and there was only one guy who was a problem
for (j = i+1; j < MAXPLAYERS; j++)
@ -2405,8 +2415,12 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
break;
case MT_PLAYER:
target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
target->momx = target->momy = target->momz = 0;
if (target->player && target->player->pflags & PF_TIMEOVER)
break;
target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
if (!(source && source->type == MT_NULL && source->threshold == 42)) // Don't jump up when drowning
P_SetObjectMomZ(target, 14*FRACUNIT, false);
@ -2773,6 +2787,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
// Get rid of shield
player->powers[pw_shield] = SH_NONE;
player->mo->color = player->skincolor;
player->mo->colorized = false;
// Get rid of emeralds
player->powers[pw_emeralds] = 0;
@ -2782,6 +2797,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, player->mo->info->deathstate);
/*if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
@ -2808,6 +2824,17 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
}*/
if (player->pflags & PF_TIMEOVER)
{
mobj_t *boom;
player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP);
player->mo->flags2 |= MF2_DONTDRAW;
boom = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FZEROBOOM);
boom->scale = player->mo->scale;
boom->angle = player->mo->angle;
P_SetTarget(&boom->target, player->mo);
}
if (G_BattleGametype())
{
if (player->kartstuff[k_bumper] > 0)

View File

@ -1077,7 +1077,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
//}
if (thing->type == MT_FALLINGROCK || tmthing->type == MT_FALLINGROCK)
if ((thing->type == MT_FALLINGROCK && (tmthing->player || tmthing->type == MT_FALLINGROCK))
|| (tmthing->type == MT_FALLINGROCK && (thing->player || thing->type == MT_FALLINGROCK)))
{
// see if it went over / under
if (tmthing->z > thing->z + thing->height)
@ -2381,6 +2382,11 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam)
|| (thiscam == &camera3 && (players[thirddisplayplayer].pflags & PF_NOCLIP))
|| (thiscam == &camera4 && (players[fourthdisplayplayer].pflags & PF_NOCLIP))
|| (leveltime < introtime))
#else
if ((thiscam == &camera && !(players[displayplayer].pflags & PF_TIMEOVER))
|| (thiscam == &camera2 && !(players[secondarydisplayplayer].pflags & PF_TIMEOVER))
|| (thiscam == &camera3 && !(players[thirddisplayplayer].pflags & PF_TIMEOVER))
|| (thiscam == &camera4 && !(players[fourthdisplayplayer].pflags & PF_TIMEOVER)))
#endif
{ // Noclipping player camera noclips too!!
floatok = true;

View File

@ -3711,6 +3711,8 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
dummy.y = thiscam->y;
dummy.z = thiscam->z;
dummy.height = thiscam->height;
if (player->pflags & PF_TIMEOVER)
player->kartstuff[k_timeovercam] = (2*TICRATE)+1;
if (!resetcalled && !(player->pflags & PF_NOCLIP || leveltime < introtime) && !P_CheckSight(&dummy, player->mo)) // TODO: "P_CheckCameraSight" instead.
P_ResetCamera(player, thiscam);
else
@ -8529,7 +8531,64 @@ void P_MobjThinker(mobj_t *mobj)
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->spawnpoint->x<<FRACBITS, mobj->spawnpoint->y<<FRACBITS) + facing;
}
break;
case MT_FZEROBOOM: // F-Zero explosion
if (!mobj->extravalue1)
{
fixed_t mx = P_ReturnThrustX(NULL, mobj->angle, 32<<FRACBITS);
fixed_t my = P_ReturnThrustY(NULL, mobj->angle, 32<<FRACBITS);
mobj_t *explosion = P_SpawnMobj(mobj->x + (2*mx), mobj->y + (2*my), mobj->z+(mobj->height/2), MT_THOK);
P_SetMobjState(explosion, S_FZEROBOOM1);
explosion->scale = mobj->scale*2;
explosion->momx = mx;
explosion->momy = my;
S_StartSound(mobj, mobj->info->seesound);
mobj->extravalue1 = 1;
}
if (!S_SoundPlaying(mobj, mobj->info->attacksound))
S_StartSound(mobj, mobj->info->attacksound);
if (mobj->extravalue2 > 70) // fire + smoke pillar
{
UINT8 i;
mobj_t *fire = P_SpawnMobj(mobj->x + (P_RandomRange(-32, 32)*mobj->scale), mobj->y + (P_RandomRange(-32, 32)*mobj->scale), mobj->z, MT_THOK);
fire->sprite = SPR_FPRT;
fire->frame = FF_FULLBRIGHT|FF_TRANS30;
fire->scale = mobj->scale*4;
fire->momz = P_RandomRange(2, 3)*mobj->scale;
fire->scalespeed = mobj->scale/12;
fire->destscale = 1;
fire->tics = TICRATE;
for (i = 0; i < 2; i++)
{
mobj_t *smoke = P_SpawnMobj(mobj->x + (P_RandomRange(-16, 16)*mobj->scale), mobj->y + (P_RandomRange(-16, 16)*mobj->scale), mobj->z, MT_SMOKE);
P_SetMobjState(smoke, S_FZSLOWSMOKE1);
smoke->scale = mobj->scale;
smoke->momz = P_RandomRange(3, 10)*mobj->scale;
smoke->destscale = mobj->scale*4;
smoke->scalespeed = mobj->scale/24;
}
}
else
{
mobj->extravalue2++; // flametimer
if (mobj->extravalue2 > 8)
{
mobj_t *smoke = P_SpawnMobj(mobj->x + (P_RandomRange(-31, 31)*mobj->scale), mobj->y + (P_RandomRange(-31, 31)*mobj->scale),
mobj->z + (P_RandomRange(0, 48)*mobj->scale), MT_THOK);
P_SetMobjState(smoke, S_FZEROSMOKE1);
smoke->tics += P_RandomRange(-3, 4);
smoke->scale = mobj->scale*2;
}
}
break;
//}
case MT_TURRET:

View File

@ -1181,7 +1181,7 @@ boolean P_EndingMusic(player_t *player)
}
if (G_RaceGametype() && bestlocalpos == MAXPLAYERS+1)
sprintf(buffer, "k*lose"); // krfail, for eventual F-Zero death results theme
sprintf(buffer, "k*fail"); // F-Zero death results theme
else
{
if (bestlocalpos == 1)
@ -7887,25 +7887,22 @@ void P_FindEmerald(void)
//
static void P_DeathThink(player_t *player)
{
//ticcmd_t *cmd = &player->cmd;
//player->deltaviewheight = 0;
if (player->pflags & PF_TIMEOVER)
{
player->kartstuff[k_timeovercam]++;
if (player->mo)
{
player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP);
player->mo->flags2 |= MF2_DONTDRAW;
}
}
else
player->kartstuff[k_timeovercam] = 0;
if (player->deadtimer < INT32_MAX)
player->deadtimer++;
// continue logic
/*if (!(netgame || multiplayer) && player->lives <= 0)
{
if (player->deadtimer > TICRATE && (cmd->buttons & BT_BRAKE || cmd->buttons & BT_ACCELERATE || cmd->buttons & BT_DRIFT) && player->continues > 0)
G_UseContinue();
else if (player->deadtimer >= gameovertics)
G_UseContinue(); // Even if we don't have one this handles ending the game
}*/
// Force respawn if idle for more than 30 seconds in shooter modes.
/*if (player->deadtimer > 30*TICRATE && !G_RaceGametype())
player->playerstate = PST_REBORN;
else if (player->lives > 0 && !G_IsSpecialStage(gamemap)*/
if (player->lives > 0 /*&& leveltime >= starttime*/) // *could* you respawn?
{
// SRB2kart - spawn automatically after 1 second
@ -7914,55 +7911,6 @@ static void P_DeathThink(player_t *player)
: TICRATE)) // don't let them change it in record attack
player->playerstate = PST_REBORN;
}
/*else if ((netgame || multiplayer) && player->deadtimer == 8*TICRATE)
{
// In a net/multiplayer game, and out of lives
if (gametype == GT_COMPETITION)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !players[i].exiting && players[i].lives > 0)
break;
if (i == MAXPLAYERS)
{
// Everyone's either done with the race, or dead.
if (!countdown2 || countdown2 > 1*TICRATE)
countdown2 = 1*TICRATE;
}
}
// In a coop game, and out of lives
if (gametype == GT_COOP)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (players[i].exiting || players[i].lives > 0))
break;
if (i == MAXPLAYERS)
{
// They're dead, Jim.
//nextmapoverride = spstage_start;
nextmapoverride = gamemap;
countdown2 = 1*TICRATE;
skipstats = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].score = 0;
}
//emeralds = 0;
tokenbits = 0;
tokenlist = 0;
token = 0;
}
}
}*/
// Keep time rolling
if (!(countdown2 && !countdown) && !(player->exiting || mapreset) && !(player->pflags & PF_TIMEOVER))
@ -7986,50 +7934,6 @@ static void P_DeathThink(player_t *player)
}
}
/*if (G_RaceGametype() && (player->lives <= 0))
{
// to the lose music!
if (player->deadtimer == 4*TICRATE)
P_EndingMusic(player);
// stuff below isn't for kart
// Return to level music
if (netgame)
{
if (player->deadtimer == gameovertics && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
}
else if (multiplayer) // local multiplayer only
{
if (player->deadtimer != gameovertics)
;
// Restore the first available player's music once we're dead for long enough
// -- that is, as long as they aren't dead too
else
{
INT32 i;
for (i = 0; i < 4; i++)
{
if (i > splitscreen)
break;
if (i == 0 && player != &players[displayplayer] && players[displayplayer].lives > 0)
P_RestoreMusic(&players[displayplayer]);
else if (i == 1 && player != &players[secondarydisplayplayer] && players[secondarydisplayplayer].lives > 0)
P_RestoreMusic(&players[secondarydisplayplayer]);
else if (i == 2 && player != &players[thirddisplayplayer] && players[thirddisplayplayer].lives > 0)
P_RestoreMusic(&players[thirddisplayplayer]);
else if (i == 3 && player != &players[fourthdisplayplayer] && players[fourthdisplayplayer].lives > 0)
P_RestoreMusic(&players[fourthdisplayplayer]);
else
continue;
break;
}
}
}
}*/
if (!player->mo)
return;
@ -8166,10 +8070,14 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
fixed_t x, y, z, dist, height, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
fixed_t pan, xpan, ypan;
INT32 camrotate;
boolean camstill, cameranoclip, lookback;
boolean camstill, lookback;
UINT8 timeover;
mobj_t *mo;
subsector_t *newsubsec;
fixed_t f1, f2;
#ifndef NOCLIPCAM
boolean cameranoclip;
subsector_t *newsubsec;
#endif
// We probably shouldn't move the camera if there is no player or player mobj somehow
if (!player || !player->mo)
@ -8177,14 +8085,17 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
mo = player->mo;
#ifdef NOCLIPCAM
cameranoclip = true; // We like camera noclip!
#else
#ifndef NOCLIPCAM
cameranoclip = ((player->pflags & (PF_NOCLIP|PF_NIGHTSMODE))
|| (mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)) // Noclipping player camera noclips too!!
|| (leveltime < introtime)); // Kart intro cam
#endif
if (player->pflags & PF_TIMEOVER) // 1 for momentum keep, 2 for turnaround
timeover = (player->kartstuff[k_timeovercam] > 2*TICRATE ? 2 : 1);
else
timeover = 0;
if (!(player->playerstate == PST_DEAD || player->exiting))
{
if (player->spectator) // force cam off for spectators
@ -8314,7 +8225,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
lookback = camspin4;
}
if (leveltime < introtime) // Whoooshy camera!
if (timeover)
{
const INT32 timeovercam = max(0, min(180, (player->kartstuff[k_timeovercam] - 2*TICRATE)*15));
camrotate += timeovercam;
}
else if (leveltime < introtime) // Whoooshy camera!
{
const INT32 introcam = (introtime - leveltime);
camrotate += introcam*5;
@ -8334,10 +8250,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (mo->eflags & MFE_VERTICALFLIP)
camheight += thiscam->height;
if (camstill || resetcalled || player->playerstate == PST_DEAD)
angle = thiscam->angle;
if (timeover)
angle = mo->angle + FixedAngle(camrotate*FRACUNIT);
else if (leveltime < starttime)
angle = focusangle + FixedAngle(camrotate*FRACUNIT);
else if (camstill || resetcalled || player->playerstate == PST_DEAD)
angle = thiscam->angle;
else
{
angle_t input = focusangle + FixedAngle(camrotate<<FRACBITS) - thiscam->angle;
@ -8352,7 +8270,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
angle = thiscam->angle + input;
}
if (!resetcalled && (leveltime > starttime)
if (!resetcalled && (leveltime > starttime && timeover != 2)
&& ((thiscam == &camera && t_cam_rotate != -42)
|| (thiscam == &camera2 && t_cam2_rotate != -42)
|| (thiscam == &camera3 && t_cam3_rotate != -42)
@ -8388,25 +8306,30 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
// SRB2Kart: set camera panning
if (player->kartstuff[k_drift] != 0)
{
fixed_t panmax = (dist/5);
pan = FixedDiv(FixedMul(min((fixed_t)player->kartstuff[k_driftcharge], K_GetKartDriftSparkValue(player)), panmax), K_GetKartDriftSparkValue(player));
if (pan > panmax)
pan = panmax;
if (player->kartstuff[k_drift] < 0)
pan *= -1;
}
if (camstill || resetcalled || player->playerstate == PST_DEAD)
pan = xpan = ypan = 0;
else
pan = 0;
{
if (player->kartstuff[k_drift] != 0)
{
fixed_t panmax = (dist/5);
pan = FixedDiv(FixedMul(min((fixed_t)player->kartstuff[k_driftcharge], K_GetKartDriftSparkValue(player)), panmax), K_GetKartDriftSparkValue(player));
if (pan > panmax)
pan = panmax;
if (player->kartstuff[k_drift] < 0)
pan *= -1;
}
else
pan = 0;
pan = thiscam->pan + FixedMul(pan - thiscam->pan, camspeed/4);
pan = thiscam->pan + FixedMul(pan - thiscam->pan, camspeed/4);
xpan = FixedMul(FINECOSINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
ypan = FixedMul(FINESINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
xpan = FixedMul(FINECOSINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
ypan = FixedMul(FINESINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
x += xpan;
y += ypan;
x += xpan;
y += ypan;
}
pviewheight = FixedMul(32<<FRACBITS, mo->scale);
@ -8415,6 +8338,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
else
z = mo->z + pviewheight + camheight;
#ifndef NOCLIPCAM // Disable all z-clipping for noclip cam
// move camera down to move under lower ceilings
newsubsec = R_IsPointInSubsector(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1));
@ -8612,6 +8536,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (thiscam->z < thiscam->floorz && !cameranoclip)
thiscam->z = thiscam->floorz;
#endif // NOCLIPCAM
// point viewed by the camera
// this point is just 64 unit forward the player
@ -8619,15 +8544,19 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist) + xpan;
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist) + ypan;
if (!camstill && !resetcalled && !paused)
if (timeover)
thiscam->angle = angle;
else if (!camstill && !resetcalled && !paused && timeover != 1)
thiscam->angle = R_PointToAngle2(thiscam->x, thiscam->y, viewpointx, viewpointy);
if (player->exiting)
if (timeover == 1)
{
thiscam->momx = 0;
thiscam->momy = 0;
thiscam->momx = P_ReturnThrustX(NULL, mo->angle, 32<<FRACBITS); // Push forward
thiscam->momy = P_ReturnThrustY(NULL, mo->angle, 32<<FRACBITS);
thiscam->momz = 0;
}
else if (player->exiting || timeover == 2)
thiscam->momx = thiscam->momy = thiscam->momz = 0;
else if (leveltime < starttime)
{
thiscam->momx = FixedMul(x - thiscam->x, camspeed);
@ -8638,7 +8567,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
{
thiscam->momx = x - thiscam->x;
thiscam->momy = y - thiscam->y;
thiscam->momz = FixedMul(z - thiscam->z, camspeed/2);
if (splitscreen == 1) // Wide-screen needs to follow faster, due to a smaller vertical:horizontal ratio of screen space
thiscam->momz = FixedMul(z - thiscam->z, (3*camspeed)/4);
else
thiscam->momz = FixedMul(z - thiscam->z, camspeed/2);
}
thiscam->pan = pan;
@ -8653,10 +8585,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
else
angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player));
if (player->playerstate != PST_DEAD && !(player->pflags & PF_NIGHTSMODE && player->exiting))
if (player->playerstate != PST_DEAD && !((player->pflags & PF_NIGHTSMODE) && player->exiting))
angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
if (twodlevel || (mo->flags2 & MF2_TWOD) || !camstill) // Keep the view still...
if (twodlevel || (mo->flags2 & MF2_TWOD) || (!camstill && !timeover)) // Keep the view still...
{
G_ClipAimingPitch((INT32 *)&angle);
dist = thiscam->aiming - angle;
@ -8917,15 +8849,13 @@ void P_DoTimeOver(player_t *player)
S_StopSound(player->mo);
P_DamageMobj(player->mo, NULL, NULL, 10000);
}
player->lives = 0;
P_EndingMusic(player);
#if 0
// sal, when you do the f-zero explosion, this is how you make sure the map doesn't end before it's done ^u^ ~toast
if (!countdown2)
countdown2 = 5*TICRATE;
#endif
}
//
@ -9423,6 +9353,7 @@ void P_PlayerThink(player_t *player)
player->kartstuff[k_hyudorotimer] // SRB2kart - fixes Hyudoro not flashing when it should.
|| player->kartstuff[k_growshrinktimer] > 0 // Grow doesn't flash either.
|| player->kartstuff[k_respawn] // Respawn timer (for drop dash effect)
|| (player->pflags & PF_TIMEOVER) // NO CONTEST explosion
|| (G_BattleGametype() && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer])
|| leveltime < starttime)) // Level intro
{

View File

@ -705,7 +705,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"kc2e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc2f", false, 64, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Pogo Spring use
{"kc30", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc31", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc31", false, 64, 64, -1, NULL, 0, -1, -1, LUMPERROR}, // NO CONTEST explosion
{"kc32", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc33", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc34", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
@ -737,7 +737,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"kc4e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc4f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc50", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc51", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc51", false, 64, 64, -1, NULL, 0, -1, -1, LUMPERROR}, // NO CONTEST debris ambience
{"kc52", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc53", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc54", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
@ -813,6 +813,9 @@ sfxinfo_t S_sfx[NUMSFX] =
{"kpogos", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
{"ddash", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"zio3", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
{"wind1", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
{"fire2", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
{"chain", false, 128, 8, -1, NULL, 0, -1, -1, LUMPERROR},
{"mcitm1", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR},
{"chaooo", false, 110, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"itfree", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},

View File

@ -888,6 +888,9 @@ typedef enum
sfx_kpogos,
sfx_ddash,
sfx_zio3,
sfx_wind1,
sfx_fire2,
sfx_chain,
sfx_mcitm1,
sfx_chaooo,
sfx_itfree,

View File

@ -124,6 +124,10 @@ static patch_t *minicaps;
static patch_t *gotrflag;
static patch_t *gotbflag;
// Midnight Channel:
static patch_t *hud_tv1;
static patch_t *hud_tv2;
// SRB2kart
//
@ -345,6 +349,10 @@ void ST_LoadGraphics(void)
ngradeletters[i] = W_CachePatchName(va("GRADE%d", i), PU_HUDGFX);
K_LoadKartHUDGraphics();
// Midnight Channel:
hud_tv1 = W_CachePatchName("HUD_TV1", PU_HUDGFX);
hud_tv2 = W_CachePatchName("HUD_TV2", PU_HUDGFX);
}
// made separate so that skins code can reload custom face graphics
@ -1985,6 +1993,17 @@ static void ST_overlayDrawer(void)
ST_drawDebugInfo();
}
// MayonakaStatic: draw Midnight Channel's TV-like borders
static void ST_MayonakaStatic(void)
{
INT32 flag = (leveltime%2) ? V_90TRANS : V_70TRANS;
V_DrawFixedPatch(0, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT|flag, hud_tv1, NULL);
V_DrawFixedPatch(320<<FRACBITS, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTORIGHT|V_FLIP|flag, hud_tv1, NULL);
V_DrawFixedPatch(0, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT|flag, hud_tv2, NULL);
V_DrawFixedPatch(320<<FRACBITS, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_FLIP|flag, hud_tv2, NULL);
}
void ST_Drawer(void)
{
#ifdef SEENAMES
@ -2042,5 +2061,8 @@ void ST_Drawer(void)
}
}
}
// draw Midnight Channel's overlay ontop
if (mapheaderinfo[gamemap-1]->typeoflevel & TOL_TV) // Very specific Midnight Channel stuff.
ST_MayonakaStatic();
}
}

View File

@ -275,6 +275,8 @@ static void Y_CalculateMatchData(UINT8 rankingsmode, void (*comparison)(INT32))
for (j = 0; j < numplayersingame; j++)
{
INT32 nump = ((G_RaceGametype() && nospectategrief > 0) ? nospectategrief : numplayersingame);
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || completed[i])
@ -296,9 +298,9 @@ static void Y_CalculateMatchData(UINT8 rankingsmode, void (*comparison)(INT32))
else
data.match.pos[data.match.numplayers] = data.match.numplayers+1;
if (!rankingsmode && !(players[i].pflags & PF_TIMEOVER) && (data.match.pos[data.match.numplayers] < nospectategrief))
if (!rankingsmode && !(players[i].pflags & PF_TIMEOVER) && (data.match.pos[data.match.numplayers] < nump))
{
data.match.increase[i] = nospectategrief - data.match.pos[data.match.numplayers];
data.match.increase[i] = nump - data.match.pos[data.match.numplayers];
players[i].score += data.match.increase[i];
}