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https://github.com/KartKrewDev/RingRacers.git
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Merge branch 'jartha/bubble-shield-new-sprite' into 'master'
New sprite for the Bubble Shield See merge request kart-krew-dev/ring-racers-internal!2540
This commit is contained in:
commit
249f1b6789
8 changed files with 223 additions and 0 deletions
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@ -2028,6 +2028,15 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_BUBBLESHIELDWAVE5",
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"S_BUBBLESHIELDWAVE6",
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// Bubble Shield Visuals
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"S_BUBA1",
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"S_BUBB1",
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"S_BUBB2",
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"S_BUBC1",
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"S_BUBC2",
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"S_BUBD1",
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"S_BUBE1",
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// Flame Shield
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"S_FLAMESHIELD1",
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"S_FLAMESHIELD2",
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@ -3616,6 +3625,7 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_LIGHTNINGSHIELD", // Shields
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"MT_BUBBLESHIELD",
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"MT_BUBBLESHIELD_VISUAL",
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"MT_FLAMESHIELD",
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"MT_FLAMESHIELDUNDERLAY",
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"MT_FLAMESHIELDPAPER",
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41
src/info.c
41
src/info.c
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@ -376,6 +376,11 @@ char sprnames[NUMSPRITES + 1][5] =
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"TRNQ", // SPB Manta Ring loop
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"THNS", // Lightning Shield
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"BUBS", // Bubble Shield (not Bubs)
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"BUBA", // Bubble Shield Outline
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"BUBB", // Bubble Shield Top Wave
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"BUBC", // Bubble Shield Bottom Wave
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"BUBD", // Bubble Shield Reflection
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"BUBE", // Bubble Shield Underline
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"BWVE", // Bubble Shield waves
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"FLMS", // Flame Shield
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"FLMD", // Flame Shield dash
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@ -2564,6 +2569,15 @@ state_t states[NUMSTATES] =
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{SPR_BWVE, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BUBBLESHIELDWAVE6}, // S_BUBBLESHIELDWAVE5
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{SPR_BWVE, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_NULL}, // S_BUBBLESHIELDWAVE6
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// Bubble Shield Visuals
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{SPR_BUBA, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_BUBA1}, // S_BUBA1
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{SPR_BUBB, FF_FULLBRIGHT|FF_ANIMATE, 36, {NULL}, 8, 4, S_BUBB1}, // S_BUBB1
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{SPR_NULL, 0, 5, {NULL}, 0, 0, S_BUBB1}, // S_BUBB2
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{SPR_BUBC, FF_FULLBRIGHT|FF_ANIMATE, 36, {NULL}, 8, 4, S_BUBC1}, // S_BUBC1
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{SPR_NULL, 0, 5, {NULL}, 0, 0, S_BUBC1}, // S_BUBC2
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{SPR_BUBD, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_BUBD1}, // S_BUBD1
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{SPR_BUBE, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_BUBE1}, // S_BUBE1
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{SPR_FLMS, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_FLAMESHIELD2}, // S_FLAMESHIELD1
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{SPR_FLMS, FF_FULLBRIGHT|9, 2, {NULL}, 0, 0, S_FLAMESHIELD3}, // S_FLAMESHIELD2
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{SPR_FLMS, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_FLAMESHIELD4}, // S_FLAMESHIELD3
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@ -15395,6 +15409,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_BUBBLESHIELD_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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8, // 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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8, // speed
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28*FRACUNIT, // radius
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56*FRACUNIT, // height
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1, // display offset
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16, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_FLAMESHIELD
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-1, // doomednum
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S_FLAMESHIELD1, // spawnstate
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15
src/info.h
15
src/info.h
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@ -915,6 +915,11 @@ typedef enum sprite
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SPR_TRNQ, // SPB Manta Ring loop
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SPR_THNS, // Thunder Shield
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SPR_BUBS, // Bubble Shield (not Bubs)
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SPR_BUBA, // Bubble Shield Outline
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SPR_BUBB, // Bubble Shield Top Wave
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SPR_BUBC, // Bubble Shield Bottom Wave
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SPR_BUBD, // Bubble Shield Reflection
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SPR_BUBE, // Bubble Shield Underline
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SPR_BWVE, // Bubble Shield waves
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SPR_FLMS, // Flame Shield
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SPR_FLMD, // Flame Shield dash
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@ -3059,6 +3064,15 @@ typedef enum state
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S_BUBBLESHIELDWAVE5,
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S_BUBBLESHIELDWAVE6,
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// Bubble Shield Visuals
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S_BUBA1,
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S_BUBB1,
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S_BUBB2,
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S_BUBC1,
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S_BUBC2,
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S_BUBD1,
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S_BUBE1,
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// Flame Shield
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S_FLAMESHIELD1,
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S_FLAMESHIELD2,
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@ -4674,6 +4688,7 @@ typedef enum mobj_type
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MT_LIGHTNINGSHIELD, // Shields
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MT_BUBBLESHIELD,
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MT_BUBBLESHIELD_VISUAL,
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MT_FLAMESHIELD,
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MT_FLAMESHIELDUNDERLAY,
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MT_FLAMESHIELDPAPER,
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@ -14092,6 +14092,8 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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P_SetTarget(&shield->target, player->mo);
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S_StartSound(player->mo, sfx_s3k3f);
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player->curshield = KSHIELD_BUBBLE;
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Obj_SpawnBubbleShieldVisuals(shield);
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}
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if (!HOLDING_ITEM && NO_HYUDORO)
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@ -449,6 +449,10 @@ UINT8 K_HogChargeToHogCount(INT32 charge, UINT8 cap);
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void K_UpdateBallhogReticules(player_t *player, UINT8 num_hogs, boolean on_release);
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void K_DoBallhogAttack(player_t *player, UINT8 num_hogs);
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/* Bubble Shield */
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void Obj_SpawnBubbleShieldVisuals(mobj_t *source);
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boolean Obj_TickBubbleShieldVisual(mobj_t *mobj);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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@ -60,6 +60,7 @@ target_sources(SRB2SDL2 PRIVATE
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pulley.cpp
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amps.c
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ballhog.cpp
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bubble-shield.cpp
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flybot767.c
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)
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136
src/objects/bubble-shield.cpp
Normal file
136
src/objects/bubble-shield.cpp
Normal file
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@ -0,0 +1,136 @@
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// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2025 by James Robert Roman
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// Copyright (C) 2025 by Kart Krew
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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#include <algorithm>
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#include "objects.hpp"
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#include "../m_easing.h"
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#include "../m_fixed.h"
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#include "../tables.h"
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using namespace srb2::objects;
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namespace
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{
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struct Bubble : Mobj
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{
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static constexpr fixed_t kBaseScale = 5*FRACUNIT/4;
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static constexpr fixed_t kMaxScale = 5*FRACUNIT;
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static constexpr fixed_t kScaleRange = kMaxScale - kBaseScale;
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void target() = delete;
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Mobj* follow() const { return Mobj::target(); }
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void follow(Mobj* n) { Mobj::target(n); }
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player_t* player() const { return follow()->player; }
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bool valid() const { return Mobj::valid(follow()) && player(); }
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};
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struct Visual : Mobj
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{
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void target() = delete;
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Bubble* bubble() const { return Mobj::target<Bubble>(); }
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void bubble(Bubble* n) { Mobj::target(n); }
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void extravalue1() = delete;
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Fixed prev_scale() const { return Mobj::extravalue1; }
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void prev_scale(Fixed n) { Mobj::extravalue1 = n; }
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bool valid() const { return Mobj::valid(bubble()) && bubble()->valid(); }
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static void spawn
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( Bubble* bubble,
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statenum_t state,
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int flicker,
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int offset)
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{
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if (!bubble->valid())
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return;
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Visual* x = Mobj::spawn<Visual>(bubble->pos(), MT_BUBBLESHIELD_VISUAL);
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//x->scale(5 * x->scale() / 4);
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x->state(state);
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x->spriteyoffset(22*FRACUNIT);
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x->bubble(bubble);
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x->linkdraw(bubble->follow(), offset);
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if (flicker)
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x->renderflags |= RF_DONTDRAW;
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}
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bool tick()
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{
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if (!valid())
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{
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remove();
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return false;
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}
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move_origin(bubble()->pos());
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renderflags = ((renderflags ^ RF_DONTDRAW) & RF_DONTDRAW);
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// ATTENTION: this object relies on the original MT_BUBBLESHIELD object for scale
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fixed_t f = Fixed {bubble()->scale() / bubble()->follow()->scale() - Bubble::kBaseScale} / Fixed {Bubble::kScaleRange};
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scale(Easing_Linear(f,
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bubble()->follow()->scale() * Fixed {Bubble::kBaseScale},
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bubble()->follow()->scale() * 4));
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if (sprite != SPR_BUBB &&
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sprite != SPR_BUBC &&
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bubble()->player()->bubblecool &&
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f == 0) // base size
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renderflags |= RF_DONTDRAW;
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if (scale() > prev_scale())
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spritescale({ 3*FRACUNIT/2, 3*FRACUNIT/4 });
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else if (scale() < prev_scale())
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spritescale({ 3*FRACUNIT/4, 3*FRACUNIT/2 });
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else
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{
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if (f == FRACUNIT) // max size
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{
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if (leveltime & 1)
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spritescale({ 3*FRACUNIT/4, 3*FRACUNIT/2 });
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else
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{
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spritescale({ FRACUNIT, FRACUNIT });
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renderflags |= RF_ADD;
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}
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}
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else
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spritescale({ FRACUNIT, FRACUNIT });
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}
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prev_scale(scale());
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return true;
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}
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};
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}; // namespace
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void Obj_SpawnBubbleShieldVisuals(mobj_t *bubble)
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{
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Visual::spawn(static_cast<Bubble*>(bubble), S_BUBA1, 1, 2);
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Visual::spawn(static_cast<Bubble*>(bubble), S_BUBB1, 0, 1);
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Visual::spawn(static_cast<Bubble*>(bubble), S_BUBC1, 1, -1);
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Visual::spawn(static_cast<Bubble*>(bubble), S_BUBD1, 0, -2);
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Visual::spawn(static_cast<Bubble*>(bubble), S_BUBE1, 1, -3);
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}
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boolean Obj_TickBubbleShieldVisual(mobj_t *mobj)
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{
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return static_cast<Visual*>(mobj)->tick();
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}
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14
src/p_mobj.c
14
src/p_mobj.c
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@ -6658,6 +6658,14 @@ static void P_MobjSceneryThink(mobj_t *mobj)
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Obj_PulleyThink(mobj);
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return;
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}
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case MT_BUBBLESHIELD_VISUAL:
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{
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if (!Obj_TickBubbleShieldVisual(mobj))
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{
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return;
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}
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break;
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}
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default:
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if (mobj->fuse)
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{ // Scenery object fuse! Very basic!
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@ -8534,6 +8542,12 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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return false;
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}
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// FIXME: Old Bubble Shield code is still running.
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// Some of it is visual, some gameplay.
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// I left it alone and just tell it to go invisible~
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// See objects/bubble-shield.cpp
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mobj->renderflags |= RF_DONTDRAW;
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scale = (5*mobj->target->scale)>>2;
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curstate = ((mobj->tics == 1) ? (mobj->state->nextstate) : ((statenum_t)(mobj->state-states)));
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