More lenient bombs

They can now blow up after they first stick their spikes out in the deploy animation. They also make a spikey sound effect to indicate when they can blow up.
This commit is contained in:
TehRealSalt 2018-06-14 20:23:04 -04:00
parent e9a1dbec82
commit 0c13fb52af
2 changed files with 26 additions and 26 deletions

View file

@ -2685,7 +2685,7 @@ state_t states[NUMSTATES] =
{SPR_SSMN, 10, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY6}, // S_SSMINE_DEPLOY5
{SPR_SSMN, 9, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY7}, // S_SSMINE_DEPLOY6
{SPR_SSMN, 10, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY8}, // S_SSMINE_DEPLOY7
{SPR_SSMN, 11, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY9}, // S_SSMINE_DEPLOY8
{SPR_SSMN, 11, 1, {A_PlaySound}, sfx_cdfm39, 0, S_SSMINE_DEPLOY9}, // S_SSMINE_DEPLOY8
{SPR_SSMN, 10, 1, {NULL}, 0, 0, S_SSMINE_DEPLOY10}, // S_SSMINE_DEPLOY9
{SPR_SSMN, 11, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY11}, // S_SSMINE_DEPLOY10
{SPR_SSMN, 12, 3, {NULL}, 0, 0, S_SSMINE_DEPLOY12}, // S_SSMINE_DEPLOY11

View file

@ -8087,8 +8087,8 @@ void P_MobjThinker(mobj_t *mobj)
if (!mobj->reactiontime)
P_KillMobj(mobj, NULL, NULL);
}
if (mobj->state == &states[S_SSMINE1] || mobj->state == &states[S_SSMINE2]
|| mobj->state == &states[S_SSMINE3] || mobj->state == &states[S_SSMINE4])
if ((mobj->state >= &states[S_SSMINE1] && mobj->state <= &states[S_SSMINE4])
|| (mobj->state >= &states[S_SSMINE_DEPLOY8] && mobj->state <= &states[S_SSMINE_DEPLOY13]))
A_GrenadeRing(mobj);
if (mobj->threshold > 0)
mobj->threshold--;