Reaper new anim + fast spawn for testing

This commit is contained in:
Latapostrophe 2018-10-24 21:07:25 +02:00
parent 5224461184
commit 553013ddbf
2 changed files with 51 additions and 46 deletions

View File

@ -3085,7 +3085,7 @@ state_t states[NUMSTATES] =
{SPR_MARR, 0, 1, {A_MayonakaArrow}, 0, 0, S_MAYONAKAARROW}, //S_MAYONAKAARROW
//Mementos stuff
{SPR_NULL, 0, TICRATE*130, {NULL}, 0, 0, S_REAPER}, //S_REAPER_INVIS
{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

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@ -8670,6 +8670,11 @@ void A_ReaperThinker(mobj_t *actor)
// 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
actor->frame = actor->extravalue2; // yes i'm that bad at maths don't @ me.
if (!actor->target)
{