mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-01-12 01:32:16 +00:00
Merge branch 'gust-planet-hardcode-shitty-edition' into 'master'
Hardcode Gust Planet seasaws and trees See merge request KartKrew/Kart!1653
This commit is contained in:
commit
2124280373
9 changed files with 657 additions and 102 deletions
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@ -4791,6 +4791,10 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_MEGABARRIER1",
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"S_MEGABARRIER2",
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"S_MEGABARRIER3",
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"S_GPZ_TREETHING_B",
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"S_GPZ_TREETHING_M",
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"S_GPZ_TREETHING_S",
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};
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// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
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@ -5971,9 +5975,6 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_DLZ_HOVER",
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"MT_DLZ_ROCKET",
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"MT_DLZ_SEASAW_SPAWN",
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"MT_DLZ_SEASAW_HITBOX",
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"MT_DLZ_SEASAW_VISUAL",
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"MT_DLZ_RINGVACCUM",
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"MT_DLZ_SUCKEDRING",
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@ -5999,6 +6000,16 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_BLENDEYE_PUYO_DUST",
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"MT_BLENDEYE_PUYO_DUST_COFFEE",
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"MT_MEGABARRIER",
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"MT_SEASAW_VISUAL",
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"MT_DLZ_SEASAW_SPAWN",
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"MT_DLZ_SEASAW_HITBOX",
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"MT_GPZ_SEASAW_SPAWN",
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"MT_GPZ_SEASAW_HITBOX",
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"MT_GPZ_TREETHING_B",
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"MT_GPZ_TREETHING_M",
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"MT_GPZ_TREETHING_S",
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};
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const char *const MOBJFLAG_LIST[] = {
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312
src/info.c
312
src/info.c
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@ -968,6 +968,15 @@ char sprnames[NUMSPRITES + 1][5] =
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"MGSH", // Mega Barrier
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// GPZ Seasaw
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"GPPS",
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"GPZS",
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// Gust Planet Trees
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"GPTB",
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"GPTM",
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"GPTS",
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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"VIEW",
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};
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@ -5619,6 +5628,10 @@ state_t states[NUMSTATES] =
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{SPR_MGSH, 2|FF_PAPERSPRITE|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_MEGABARRIER1,
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{SPR_MGSH, 1|FF_PAPERSPRITE|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_MEGABARRIER2,
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{SPR_MGSH, 0|FF_PAPERSPRITE|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_MEGABARRIER3,
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{SPR_GPTB, 0, -1, {A_SetScale}, 4*FRACUNIT, 0, S_NULL}, // S_GPZ_TREETHING_B,
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{SPR_GPTM, 0, -1, {A_SetScale}, 4*FRACUNIT, 0, S_NULL}, // S_GPZ_TREETHING_M,
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{SPR_GPTS, 0, -1, {A_SetScale}, 4*FRACUNIT, 0, S_NULL}, // S_GPZ_TREETHING_S,
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};
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mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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@ -31124,87 +31137,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_SPAWN,
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3432, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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32*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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0, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_HITBOX,
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-1, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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8*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_VISUAL,
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-1, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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40*FRACUNIT, // radius
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64*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_RINGVACCUM,
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3433, // doomednum
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S_INVISIBLE, // spawnstate
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@ -31770,7 +31702,223 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOSQUISH, // flags
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S_NULL // raisestate
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}
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},
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{ // MT_SEASAW_VISUAL,
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-1, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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40*FRACUNIT, // radius
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64*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_SPAWN,
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3432, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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32*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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0, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_HITBOX,
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-1, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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8*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID, // flags
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S_NULL // raisestate
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},
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{ // MT_GPZ_SEASAW_SPAWN,
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3435, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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32*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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0, // flags
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S_NULL // raisestate
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},
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{ // MT_GPZ_SEASAW_HITBOX,
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-1, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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8*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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||||
0, // mass
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||||
0, // damage
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||||
sfx_None, // activesound
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MF_SOLID, // flags
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S_NULL // raisestate
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},
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{ // MT_GPZ_TREETHING_B,
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3436, // doomednum
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S_GPZ_TREETHING_B, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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||||
sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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64*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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0, // mass
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||||
0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
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S_NULL // raisestate
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},
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{ // MT_GPZ_TREETHING_M,
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3437, // doomednum
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S_GPZ_TREETHING_M, // spawnstate
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1000, // spawnhealth
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||||
S_NULL, // seestate
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||||
sfx_None, // seesound
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||||
0, // reactiontime
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||||
sfx_None, // attacksound
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||||
S_NULL, // painstate
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||||
0, // painchance
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||||
sfx_None, // painsound
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||||
S_NULL, // meleestate
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||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
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||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
64*FRACUNIT, // radius
|
||||
40*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
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||||
S_NULL // raisestate
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||||
},
|
||||
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||||
{ // MT_GPZ_TREETHING_S,
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||||
3438, // doomednum
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||||
S_GPZ_TREETHING_M, // spawnstate
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||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
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||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
64*FRACUNIT, // radius
|
||||
40*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
26
src/info.h
26
src/info.h
|
|
@ -1522,6 +1522,15 @@ typedef enum sprite
|
|||
|
||||
SPR_MGSH, // Mega Barrier
|
||||
|
||||
// GPZ Seasaw
|
||||
SPR_GPPS,
|
||||
SPR_GPZS,
|
||||
|
||||
// Gust Planet Trees
|
||||
SPR_GPTB,
|
||||
SPR_GPTM,
|
||||
SPR_GPTS,
|
||||
|
||||
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
|
||||
SPR_VIEW,
|
||||
|
||||
|
|
@ -6044,6 +6053,10 @@ typedef enum state
|
|||
S_MEGABARRIER2,
|
||||
S_MEGABARRIER3,
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||||
|
||||
S_GPZ_TREETHING_B,
|
||||
S_GPZ_TREETHING_M,
|
||||
S_GPZ_TREETHING_S,
|
||||
|
||||
S_FIRSTFREESLOT,
|
||||
S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
|
||||
NUMSTATES
|
||||
|
|
@ -7242,9 +7255,6 @@ typedef enum mobj_type
|
|||
|
||||
MT_DLZ_HOVER,
|
||||
MT_DLZ_ROCKET,
|
||||
MT_DLZ_SEASAW_SPAWN,
|
||||
MT_DLZ_SEASAW_HITBOX,
|
||||
MT_DLZ_SEASAW_VISUAL,
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||||
MT_DLZ_RINGVACCUM,
|
||||
MT_DLZ_SUCKEDRING,
|
||||
|
||||
|
|
@ -7272,6 +7282,16 @@ typedef enum mobj_type
|
|||
|
||||
MT_MEGABARRIER,
|
||||
|
||||
MT_SEASAW_VISUAL,
|
||||
MT_DLZ_SEASAW_SPAWN,
|
||||
MT_DLZ_SEASAW_HITBOX,
|
||||
MT_GPZ_SEASAW_SPAWN,
|
||||
MT_GPZ_SEASAW_HITBOX,
|
||||
|
||||
MT_GPZ_TREETHING_B,
|
||||
MT_GPZ_TREETHING_M,
|
||||
MT_GPZ_TREETHING_S,
|
||||
|
||||
MT_FIRSTFREESLOT,
|
||||
MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
|
||||
NUMMOBJTYPES
|
||||
|
|
|
|||
|
|
@ -261,11 +261,6 @@ void Obj_DLZRocketSpecial(mobj_t *mo, player_t *p); // touch activation
|
|||
void Obj_playerDLZRocket(player_t *p); // player looping thinker
|
||||
void Obj_DLZRocketDismount(player_t *p); // used in p_map.c to get off the rocket when we cross transfer lines.
|
||||
|
||||
/* DLZ Seasaw */
|
||||
void Obj_DLZSeasawSpawn(mobj_t *mo);
|
||||
void Obj_DLZSeasawThink(mobj_t *mo);
|
||||
void Obj_DLZSeasawCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
||||
/* DLZ Hover */
|
||||
void Obj_DLZHoverSpawn(mobj_t *mo);
|
||||
void Obj_DLZHoverCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
|
@ -298,6 +293,16 @@ void Obj_BallSwitchDamaged(mobj_t *mobj, mobj_t *inflictor, mobj_t *source);
|
|||
void Obj_SpawnMegaBarrier(player_t *player);
|
||||
boolean Obj_MegaBarrierThink(mobj_t *mobj);
|
||||
|
||||
/* DLZ Seasaw */
|
||||
void Obj_DLZSeasawSpawn(mobj_t *mo);
|
||||
void Obj_DLZSeasawThink(mobj_t *mo);
|
||||
void Obj_DLZSeasawCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
||||
/* GPZ Seasaw */
|
||||
void Obj_GPZSeasawSpawn(mobj_t *mo);
|
||||
void Obj_GPZSeasawThink(mobj_t *mo);
|
||||
void Obj_GPZSeasawCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ target_sources(SRB2SDL2 PRIVATE
|
|||
eggball.c
|
||||
dlzrocket.c
|
||||
dlzseasaw.c
|
||||
gpzseasaw.c
|
||||
dlzothers.c
|
||||
wpzturbine.c
|
||||
wpzothers.c
|
||||
|
|
|
|||
|
|
@ -43,7 +43,7 @@ static void Obj_DLZSeasawUpdate(mobj_t *mo, boolean ghostme)
|
|||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
mo->tracer->eflags |= MFE_VERTICALFLIP;
|
||||
mo->tracer->eflags |= MF2_OBJECTFLIP;
|
||||
mo->tracer->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -151,7 +151,7 @@ void Obj_DLZSeasawSpawn(mobj_t *mo)
|
|||
{
|
||||
// right now we don't care if the objects are positionned properly.
|
||||
|
||||
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_DLZ_SEASAW_VISUAL);
|
||||
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
|
||||
vis->sprite = SPR_DLZS;
|
||||
vis->frame = (j+1)|FF_PAPERSPRITE;
|
||||
vis->tics = -1;
|
||||
|
|
|
|||
355
src/objects/gpzseasaw.c
Normal file
355
src/objects/gpzseasaw.c
Normal file
|
|
@ -0,0 +1,355 @@
|
|||
// DR. ROBOTNIK'S RING RACERS
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour
|
||||
// Copyright (C) 2022 by Kart Krew
|
||||
//
|
||||
// This program is free software distributed under the
|
||||
// terms of the GNU General Public License, version 2.
|
||||
// See the 'LICENSE' file for more details.
|
||||
//-----------------------------------------------------------------------------
|
||||
/// \file gpzseasaw.c
|
||||
/// \brief Gust Planet Zone seasaw. Similar to Dead Line version, but with notable differences.
|
||||
|
||||
#include "../doomdef.h"
|
||||
#include "../doomstat.h"
|
||||
#include "../info.h"
|
||||
#include "../k_kart.h"
|
||||
#include "../k_objects.h"
|
||||
#include "../m_random.h"
|
||||
#include "../p_local.h"
|
||||
#include "../r_main.h"
|
||||
#include "../s_sound.h"
|
||||
#include "../g_game.h"
|
||||
#include "../z_zone.h"
|
||||
#include "../k_waypoint.h"
|
||||
#include "../k_respawn.h"
|
||||
#include "../k_collide.h"
|
||||
|
||||
// updates the seasaw's visuals and hitboxes using the hnext/hprev list.
|
||||
static void Obj_GPZSeasawUpdate(mobj_t *mo, boolean ghostme)
|
||||
{
|
||||
|
||||
mobj_t *ptr = mo;
|
||||
mobj_t *ptrp = mo;
|
||||
UINT8 j;
|
||||
angle_t visan = (angle_t)mo->extravalue1 + ANGLE_90;
|
||||
|
||||
if (mo->tracer && !P_MobjWasRemoved(mo->tracer))
|
||||
{
|
||||
mo->tracer->tics = 3;
|
||||
P_MoveOrigin(mo->tracer, mo->x, mo->y, mo->z);
|
||||
P_SetScale(mo->tracer, mo->scale);
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
mo->tracer->eflags |= MFE_VERTICALFLIP;
|
||||
mo->tracer->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
fixed_t cx = mo->x + FixedMul(mo->scale, 96*FINECOSINE(visan>>ANGLETOFINESHIFT));
|
||||
fixed_t cy = mo->y + FixedMul(mo->scale, 96*FINESINE(visan>>ANGLETOFINESHIFT));
|
||||
|
||||
INT32 hdist = 64; // hitbox dist
|
||||
|
||||
angle_t tun_an = visan;
|
||||
|
||||
// visuals
|
||||
for (j = 0; j < 4; j++)
|
||||
{
|
||||
// get our mobj.
|
||||
if (ptr && !P_MobjWasRemoved(ptr) && ptr->hnext && !P_MobjWasRemoved(ptr->hnext))
|
||||
{
|
||||
tun_an += ANGLE_90;
|
||||
|
||||
fixed_t x = cx + FixedMul(mo->scale, 32*FINECOSINE(tun_an>>ANGLETOFINESHIFT));
|
||||
fixed_t y = cy + FixedMul(mo->scale, 32*FINESINE(tun_an>>ANGLETOFINESHIFT));
|
||||
ptr = ptr->hnext;
|
||||
|
||||
P_MoveOrigin(ptr, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo));
|
||||
ptr->angle = tun_an + ANGLE_90;
|
||||
ptr->tics = 3;
|
||||
P_SetScale(ptr, 2 * mo->scale);
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
ptr->eflags |= MFE_VERTICALFLIP;
|
||||
ptr->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
if (ghostme && leveltime&1)
|
||||
{
|
||||
mobj_t *g = P_SpawnGhostMobj(ptr);
|
||||
g->colorized = true;
|
||||
g->color = mo->color;
|
||||
g->fuse = 3;
|
||||
}
|
||||
}
|
||||
|
||||
// get our mobj.
|
||||
if (ptrp && !P_MobjWasRemoved(ptrp) && ptrp->hprev && !P_MobjWasRemoved(ptrp->hprev))
|
||||
{
|
||||
|
||||
fixed_t x = mo->x + FixedMul(mo->scale, hdist*FINECOSINE(visan>>ANGLETOFINESHIFT));
|
||||
fixed_t y = mo->y + FixedMul(mo->scale, hdist*FINESINE(visan>>ANGLETOFINESHIFT));
|
||||
|
||||
ptrp = ptrp->hprev;
|
||||
|
||||
P_SetOrigin(ptrp, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo)); // it's invisible so nobody cares about interpolating it.
|
||||
ptrp->angle = visan;
|
||||
ptrp->tics = 3;
|
||||
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
ptrp->eflags |= MFE_VERTICALFLIP;
|
||||
ptrp->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
hdist += 16;
|
||||
}
|
||||
}
|
||||
|
||||
// center thingy
|
||||
ptr = ptr->hnext;
|
||||
|
||||
P_MoveOrigin(ptr, cx, cy, mo->z + 8*mapobjectscale*P_MobjFlip(mo));
|
||||
ptr->angle = visan + ANGLE_90;
|
||||
ptr->tics = 3;
|
||||
P_SetScale(ptr, 2 * mo->scale);
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
ptr->eflags |= MFE_VERTICALFLIP;
|
||||
ptr->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
if (ghostme && leveltime&1)
|
||||
{
|
||||
mobj_t *g = P_SpawnGhostMobj(ptr);
|
||||
g->colorized = true;
|
||||
g->color = mo->color;
|
||||
g->fuse = 3;
|
||||
}
|
||||
}
|
||||
|
||||
// sets up seasaw spawn objects to update each frame later
|
||||
void Obj_GPZSeasawSpawn(mobj_t *mo)
|
||||
{
|
||||
mobj_t *pole;
|
||||
mobj_t *ptr = mo;
|
||||
mobj_t *ptrp = mo;
|
||||
UINT8 j;
|
||||
|
||||
P_SetScale(mo, 2*mapobjectscale);
|
||||
mo->destscale = 2*mapobjectscale;
|
||||
|
||||
// setup vars
|
||||
mo->extravalue1 = (INT32)mo->angle;
|
||||
|
||||
// center pole:
|
||||
pole = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
|
||||
pole->tics = -1;
|
||||
pole->sprite = SPR_GPPS;
|
||||
pole->frame = 0;
|
||||
P_SetTarget(&pole->target, mo);
|
||||
P_SetTarget(&mo->tracer, pole);
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
pole->eflags |= MFE_VERTICALFLIP;
|
||||
|
||||
int frame_lookup[4] = {0, 3, 1, 3}; // A D B D
|
||||
// spawn visuals / hitboxes.
|
||||
for (j = 0; j < 4; j++) // spawn both ends of the "tunnel" and the sides!
|
||||
{
|
||||
// right now we don't care if the objects are positionned properly.
|
||||
|
||||
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
|
||||
vis->sprite = SPR_GPZS;
|
||||
vis->frame = frame_lookup[j]|FF_PAPERSPRITE;
|
||||
vis->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
vis->eflags |= MFE_VERTICALFLIP;
|
||||
vis->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_SetTarget(&vis->target, mo);
|
||||
P_SetTarget(&ptr->hnext, vis); // save in an hnext list for updating later.
|
||||
ptr = vis;
|
||||
|
||||
// ---
|
||||
|
||||
mobj_t *h = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_GPZ_SEASAW_HITBOX);
|
||||
h->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
h->eflags |= MFE_VERTICALFLIP;
|
||||
h->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_SetTarget(&h->target, mo);
|
||||
P_SetTarget(&ptrp->hprev, h); // save in an hprev list for updating later.
|
||||
ptrp = h;
|
||||
}
|
||||
|
||||
// finally, spawn the last thingy at the center:
|
||||
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
|
||||
vis->sprite = SPR_GPZS;
|
||||
vis->frame = 2|FF_PAPERSPRITE; // C
|
||||
vis->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
vis->eflags |= MFE_VERTICALFLIP;
|
||||
vis->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_SetTarget(&vis->target, mo);
|
||||
P_SetTarget(&ptr->hnext, vis); // save in an hnext list for updating later.
|
||||
ptr = vis;
|
||||
|
||||
// update after spawning the objects so that they appear in the right spot when the map loads.
|
||||
Obj_GPZSeasawUpdate(mo, false);
|
||||
}
|
||||
|
||||
static void Obj_GPZSeasawReset(mobj_t *mo)
|
||||
{
|
||||
mo->extravalue1 = (INT32)mo->angle;
|
||||
P_SetTarget(&mo->target, NULL);
|
||||
Obj_GPZSeasawUpdate(mo, false);
|
||||
}
|
||||
|
||||
// main seasaw thinker.
|
||||
void Obj_GPZSeasawThink(mobj_t *mo)
|
||||
{
|
||||
boolean ghost = false;
|
||||
SINT8 rot = 1;
|
||||
fixed_t px, py;
|
||||
|
||||
if (mo->target && !P_MobjWasRemoved(mo->target))
|
||||
{
|
||||
mobj_t *t = mo->target;
|
||||
player_t *p = t->player; // our target should always be a player, do NOT porceed if it isn't.
|
||||
|
||||
if (!p) // untarget this instantly.
|
||||
{
|
||||
Obj_GPZSeasawReset(mo);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!mo->extravalue2)
|
||||
rot = -1;
|
||||
|
||||
INT32 angleadd = ANG1*max(4, (3*mo->movefactor/4)/(mapobjectscale*2)) * rot;
|
||||
|
||||
p->seasawcooldown = TICRATE/2;
|
||||
|
||||
mo->extravalue1 += angleadd;
|
||||
p->seasawangle += angleadd;
|
||||
|
||||
p->seasawangleadd += max(4, (3*mo->movefactor/4)/(mapobjectscale*2));
|
||||
P_SetPlayerAngle(p, (angle_t)(p->seasawangle + ANGLE_90*rot));
|
||||
//t->angle = p->seasawangle + ANGLE_90*rot;
|
||||
|
||||
p->seasawdist = (184 * mapobjectscale) / FRACUNIT;
|
||||
|
||||
if (p->seasawangleadd >= 360) // we did a full turn!
|
||||
{
|
||||
// reset everything and send the player zooming
|
||||
Obj_GPZSeasawReset(mo);
|
||||
|
||||
angle_t thrust_angle = mo->threshold ? mo->angle + ANGLE_180 : mo->angle;
|
||||
P_SetPlayerAngle(p, thrust_angle);
|
||||
P_MoveOrigin(t, t->x, t->y, t->z); // miscall that to set the position properly.
|
||||
P_InstaThrust(t, thrust_angle, mo->movefactor*3); // send the player flying at triple the speed they came at us with.
|
||||
S_StartSound(t, sfx_s3kb6);
|
||||
|
||||
p->seasawangleadd = 0;
|
||||
p->seasawangle = 0;
|
||||
p->seasawmoreangle = 0;
|
||||
p->seasaw = false;
|
||||
|
||||
Obj_GPZSeasawUpdate(mo, true);
|
||||
return;
|
||||
}
|
||||
// update the player
|
||||
px = mo->x + p->seasawdist*FINECOSINE((angle_t)p->seasawangle>>ANGLETOFINESHIFT);
|
||||
py = mo->y + p->seasawdist*FINESINE((angle_t)p->seasawangle>>ANGLETOFINESHIFT);
|
||||
|
||||
P_MoveOrigin(t, px, py, mo->z + mapobjectscale*8);
|
||||
}
|
||||
else
|
||||
Obj_GPZSeasawReset(mo);
|
||||
|
||||
// finally, update the visuals.
|
||||
Obj_GPZSeasawUpdate(mo, ghost);
|
||||
}
|
||||
|
||||
// ported just for convenience of not needing to rewrite the code to account for UINT32 angles...
|
||||
// the precision loss hardly matters whatsoever.
|
||||
static INT32 angtoint(angle_t a)
|
||||
{
|
||||
return a/ANG1;
|
||||
}
|
||||
|
||||
// to use in mobjcollide and movemobjcollide just like the lua, woo.
|
||||
// mo is the player's mo, mo2 is the seasaw hitbox.
|
||||
void Obj_GPZSeasawCollide(mobj_t *mo, mobj_t *mo2)
|
||||
{
|
||||
player_t *p = mo->player;
|
||||
INT32 momangle;
|
||||
|
||||
// cooldown / respawning
|
||||
if (p->seasawcooldown || p->respawn.timer)
|
||||
return;
|
||||
|
||||
// other wacko state that'd do very weird shit if we overwrote it.
|
||||
if (K_isPlayerInSpecialState(p))
|
||||
return;
|
||||
|
||||
// another player is already using the seasar
|
||||
if (mo2->target && !P_MobjWasRemoved(mo2->target) && mo2->target->target && !P_MobjWasRemoved(mo2->target->target))
|
||||
return;
|
||||
|
||||
// height checks
|
||||
if (mo->z + mo->height < mo2->z)
|
||||
return;
|
||||
|
||||
if (mo->z > mo2->z + mo2->height)
|
||||
return;
|
||||
|
||||
// too slow.
|
||||
if (p->speed < K_GetKartSpeed(p, false, false)/3)
|
||||
return;
|
||||
|
||||
|
||||
momangle = angtoint(R_PointToAngle2(0, 0, mo->momx, mo->momy));
|
||||
|
||||
//CONS_Printf("%d / %d -> %d\n", momangle, angtoint(mo2->target->angle), (abs(((momangle - angtoint(mo2->target->angle) +180) % 360) - 180)));
|
||||
|
||||
int side = mo2->target->spawnpoint && (mo2->target->spawnpoint->options & 1);
|
||||
|
||||
// this depends on the side we hit the thing from.
|
||||
mo2->target->threshold = (abs(((momangle - angtoint(mo2->target->angle) +180) % 360) - 180) > 60);
|
||||
|
||||
mo2->target->movefactor = p->speed; // keep the speed the player was going at.
|
||||
mo2->target->extravalue2 = side ^ mo2->target->threshold; // which side of the pole are we on?
|
||||
|
||||
P_SetTarget(&mo2->target->target, mo);
|
||||
mo2->target->cvmem = 0;
|
||||
|
||||
// set player vars now:
|
||||
p->seasawdist = (128 * mapobjectscale) / FRACUNIT;
|
||||
p->seasawangle = mo2->target->angle + (side ? ANGLE_270 : ANGLE_90);
|
||||
p->seasawangleadd = 0;
|
||||
p->seasawdir = false;
|
||||
p->seasaw = true;
|
||||
p->pflags |= PF_STASIS;
|
||||
p->seasawcooldown = TICRATE/2;
|
||||
|
||||
S_StartSound(mo, sfx_s3k3c);
|
||||
}
|
||||
|
|
@ -724,6 +724,14 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
|
|||
return BMIT_CONTINUE;
|
||||
}
|
||||
|
||||
if (thing->type == MT_GPZ_SEASAW_HITBOX)
|
||||
{
|
||||
if (tm.thing->type == MT_PLAYER)
|
||||
Obj_GPZSeasawCollide(tm.thing, thing); // all checks are performed in there.
|
||||
|
||||
return BMIT_CONTINUE;
|
||||
}
|
||||
|
||||
if (thing->type == MT_DLZ_HOVER)
|
||||
{
|
||||
if (tm.thing->type == MT_PLAYER)
|
||||
|
|
|
|||
21
src/p_mobj.c
21
src/p_mobj.c
|
|
@ -10137,10 +10137,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawThink(mobj);
|
||||
break;
|
||||
|
||||
case MT_DLZ_SUCKEDRING:
|
||||
Obj_DLZSuckedRingThink(mobj);
|
||||
if (P_MobjWasRemoved(mobj))
|
||||
|
|
@ -10177,6 +10173,14 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawThink(mobj);
|
||||
break;
|
||||
|
||||
case MT_GPZ_SEASAW_SPAWN:
|
||||
Obj_GPZSeasawThink(mobj);
|
||||
break;
|
||||
|
||||
case MT_BALLSWITCH_BALL:
|
||||
{
|
||||
Obj_BallSwitchThink(mobj);
|
||||
|
|
@ -11635,9 +11639,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
case MT_RIDEROIDNODE:
|
||||
Obj_RideroidNodeSpawn(mobj);
|
||||
break;
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawSpawn(mobj);
|
||||
break;
|
||||
case MT_DLZ_HOVER:
|
||||
Obj_DLZHoverSpawn(mobj);
|
||||
break;
|
||||
|
|
@ -11674,6 +11675,12 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
case MT_BLENDEYE_PUYO_DUST:
|
||||
mobj->sprite = mobj->movedir = P_RandomRange(PR_DECORATION, SPR_PUYA, SPR_PUYE);
|
||||
break;
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawSpawn(mobj);
|
||||
break;
|
||||
case MT_GPZ_SEASAW_SPAWN:
|
||||
Obj_GPZSeasawSpawn(mobj);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue