FINISH removing the shadows...

This commit is contained in:
Sally Cochenour 2020-03-01 17:35:49 -05:00
parent c17f4dcf15
commit 30d391b6b2
6 changed files with 1 additions and 197 deletions

View file

@ -7849,8 +7849,6 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_LAMPPOST",
"MT_MOSSYTREE",
"MT_SHADOW",
"MT_BUMP",
"MT_FLINGENERGY",

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@ -60,7 +60,7 @@ char sprnames[NUMSPRITES + 1][5] =
"WIPD","DRIF","BDRF","DUST","RSHE","FITM","BANA","ORBN","JAWZ","SSMN",
"KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","DEZL","POKE",
"AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO","CRAB",
"SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM",
"BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM",
"ITMO","ITMI","ITMN","WANT","PBOM","HIT1","HIT2","HIT3","RETI","AIDU",
"KSPK","LZI1","LZI2","KLIT","FZSM","FZBM","FPRT","SBUS","MARB","FUFO",
"RUST","BLON","VAPE","HTZA","HTZB","SGVA","SGVB","SGVC","PGTR","PGF1",
@ -2988,10 +2988,6 @@ state_t states[NUMSTATES] =
{SPR_CRAB, 10, -1, {NULL}, 0, 0, S_NULL}, // S_LAMPPOST
{SPR_CRAB, 11, -1, {NULL}, 0, 0, S_NULL}, // S_MOSSYTREE
// Fake Shadow
{SPR_SHAD, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_SHADOW
{SPR_SHAD, FF_FULLBRIGHT|FF_TRANS50|1, -1, {NULL}, 0, 0, S_NULL}, // S_WHITESHADOW
{SPR_BUMP, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_BUMP2}, // S_BUMP1
{SPR_BUMP, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_BUMP3}, // S_BUMP2
{SPR_BUMP, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_NULL}, // S_BUMP3
@ -17251,33 +17247,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SHADOW
-1, // doomednum
S_SHADOW, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
60*FRACUNIT, // speed
50*FRACUNIT, // radius
1*FRACUNIT, // height
-1, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_BUMP
-1, // doomednum
S_BUMP1, // spawnstate

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@ -639,7 +639,6 @@ typedef enum sprite
SPR_CHOM, // Sapphire Coast Chomper
SPR_SACO, // Sapphire Coast Fauna
SPR_CRAB, // Crystal Abyss mobs
SPR_SHAD, // TD shadows
SPR_BRNG, // Chaotix Big Ring
SPR_BUMP, // Player/shell bump
@ -3668,9 +3667,6 @@ typedef enum state
S_LAMPPOST,
S_MOSSYTREE,
S_SHADOW,
S_WHITESHADOW,
S_BUMP1,
S_BUMP2,
S_BUMP3,

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@ -639,16 +639,6 @@ static int lib_pCheckSolidLava(lua_State *L)
return 1;
}
static int lib_pSpawnShadowMobj(lua_State *L)
{
mobj_t *caster = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!caster)
return LUA_ErrInvalid(L, "mobj_t");
P_SpawnShadowMobj(caster);
return 0;
}
// P_USER
////////////
@ -2672,7 +2662,6 @@ static luaL_Reg lib[] = {
{"P_InsideANonSolidFFloor",lib_pInsideANonSolidFFloor},
{"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide},
{"P_CheckSolidLava",lib_pCheckSolidLava},
{"P_SpawnShadowMobj",lib_pSpawnShadowMobj},
// p_user
{"P_GetPlayerHeight",lib_pGetPlayerHeight},

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@ -216,8 +216,6 @@ void P_RespawnSpecials(void);
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
mobj_t *P_SpawnShadowMobj(mobj_t * caster);
void P_RecalcPrecipInSector(sector_t *sector);
void P_PrecipitationEffects(void);

View file

@ -6610,15 +6610,6 @@ void P_MobjThinker(mobj_t *mobj)
P_AddOverlay(mobj);
break;
case MT_SHADOW:
if (!mobj->target)
{
P_RemoveMobj(mobj);
return;
}
P_AddShadow(mobj);
break;
/*case MT_BLACKORB:
case MT_WHITEORB:
case MT_GREENORB:
@ -10298,29 +10289,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
}
switch (mobj->type)
{
case MT_PLAYER:
case MT_SMALLMACE: case MT_BIGMACE:
case MT_PUMA: case MT_BIGPUMA:
case MT_FALLINGROCK:
case MT_SMK_MOLE: case MT_SMK_THWOMP:
//case MT_RANDOMITEM:
case MT_FLOATINGITEM:
case MT_BATTLEBUMPER:
case MT_BANANA: case MT_BANANA_SHIELD:
//case MT_EGGMANITEM: case MT_EGGMANITEM_SHIELD:
case MT_ORBINAUT: case MT_ORBINAUT_SHIELD:
case MT_JAWZ: case MT_JAWZ_DUD: case MT_JAWZ_SHIELD:
case MT_SSMINE: case MT_SSMINE_SHIELD:
case MT_BALLHOG: case MT_SINK:
case MT_THUNDERSHIELD: case MT_ROCKETSNEAKER:
case MT_SPB:
P_SpawnShadowMobj(mobj);
default:
break;
}
if (!(mobj->flags & MF_NOTHINK))
P_AddThinker(&mobj->thinker);
@ -10356,120 +10324,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
return mobj;
}
//
// P_SpawnShadowMobj
// warning: Do not send a shadow mobj as a caster into here, or try to spawn spawn shadows for shadows in P_SpawnMobj, we do not want recursive shadows
//
mobj_t *P_SpawnShadowMobj(mobj_t * caster)
{
const mobjinfo_t *info = &mobjinfo[MT_SHADOW];
state_t *st;
mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
// this is officially a mobj, declared as soon as possible.
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
mobj->type = MT_SHADOW;
mobj->info = info;
mobj->x = caster->x;
mobj->y = caster->y;
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->health = info->spawnhealth;
mobj->reactiontime = info->reactiontime;
mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
if (caster->frame & FF_FULLBRIGHT)
st = &states[S_WHITESHADOW];
else
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
P_SetupStateAnimation(mobj, st);
mobj->friction = ORIG_FRICTION;
mobj->movefactor = ORIG_FRICTION_FACTOR;
// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;
mobj->destscale = mobj->scale;
mobj->scalespeed = FRACUNIT/12;
if (mapobjectscale != FRACUNIT) //&& !(mobj->type == MT_BLACKEGGMAN)
{
mobj->destscale = mapobjectscale;
mobj->scalespeed = mapobjectscale/12;
}
P_SetScale(mobj, mobj->destscale);
// set subsector and/or block links
P_SetThingPosition(mobj);
I_Assert(mobj->subsector != NULL);
// Make sure scale matches destscale immediately when spawned
P_SetScale(mobj, mobj->destscale);
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
// Tells MobjCheckWater that the water height was not set.
mobj->watertop = INT32_MAX;
mobj->z = mobj->floorz;
// defaults onground
if (mobj->z == mobj->floorz)
mobj->eflags |= MFE_ONGROUND;
if (!(mobj->flags & MF_NOTHINK))
P_AddThinker(&mobj->thinker);
// Call action functions when the state is set
if (st->action.acp1 && (mobj->flags & MF_RUNSPAWNFUNC))
{
if (levelloading)
{
// Cache actions in a linked list
// with function pointer, and
// var1 & var2, which will be executed
// when the level finishes loading.
P_AddCachedAction(mobj, mobj->info->spawnstate);
}
else
{
var1 = st->var1;
var2 = st->var2;
#ifdef HAVE_BLUA
astate = st;
#endif
st->action.acp1(mobj);
// DANGER! This is the ONLY way for P_SpawnMobj to return NULL!
// Avoid using MF_RUNSPAWNFUNC on mobjs whose spawn state expects target or tracer to already be set!
if (P_MobjWasRemoved(mobj))
return NULL;
}
}
if (CheckForReverseGravity && !(mobj->flags & MF_NOBLOCKMAP))
P_CheckGravity(mobj, false);
P_SetTarget(&mobj->target, caster); // set the shadow's caster as the target
return mobj;
}
static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
state_t *st;