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Add new Bubble Shield states (held version)
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3 changed files with 66 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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@ -3613,6 +3622,7 @@ 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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@ -2561,6 +2566,15 @@ 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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@ -15389,6 +15403,33 @@ 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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@ -3056,6 +3061,15 @@ 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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@ -4668,6 +4682,7 @@ 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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