Reaper new anim + fast spawn for testing
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@ -3085,7 +3085,7 @@ state_t states[NUMSTATES] =
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{SPR_MARR, 0, 1, {A_MayonakaArrow}, 0, 0, S_MAYONAKAARROW}, //S_MAYONAKAARROW
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{SPR_MARR, 0, 1, {A_MayonakaArrow}, 0, 0, S_MAYONAKAARROW}, //S_MAYONAKAARROW
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//Mementos stuff
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//Mementos stuff
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{SPR_NULL, 0, TICRATE*130, {NULL}, 0, 0, S_REAPER}, //S_REAPER_INVIS
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{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
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{SPR_REAP, 0, 1, {A_ReaperThinker}, 0, 0, S_REAPER}, //S_REAPER
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{SPR_REAP, 0, 1, {A_ReaperThinker}, 0, 0, S_REAPER}, //S_REAPER
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{SPR_NULL, 0, 1, {A_MementosTPParticles}, 0, 0, S_MEMENTOSTP}, //S_MEMENTOSTP
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{SPR_NULL, 0, 1, {A_MementosTPParticles}, 0, 0, S_MEMENTOSTP}, //S_MEMENTOSTP
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@ -8670,6 +8670,11 @@ void A_ReaperThinker(mobj_t *actor)
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// We finished growing and can now be a dangerous piece o' garbage scaring the living heck outta players!
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// We finished growing and can now be a dangerous piece o' garbage scaring the living heck outta players!
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actor->flags = MF_NOGRAVITY|MF_PAIN|MF_SPECIAL|MF_NOCLIP|MF_NOCLIPHEIGHT; // set our flags to be a damaging thing.
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actor->flags = MF_NOGRAVITY|MF_PAIN|MF_SPECIAL|MF_NOCLIP|MF_NOCLIPHEIGHT; // set our flags to be a damaging thing.
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// Handle animation:
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if (!(leveltime%5))
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actor->extravalue2 = (actor->extravalue2 < 9) ? (actor->extravalue2+1) : (0); // Ghetto animation, but hey it works for what it's worth
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actor->frame = actor->extravalue2; // yes i'm that bad at maths don't @ me.
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if (!actor->target)
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if (!actor->target)
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{
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{
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