Blend Eye Hardcode part 1

Object, state, sprite, and sound defnitions
This commit is contained in:
toaster 2023-10-29 17:41:49 +00:00
parent 4c5005d46f
commit 506652c5df
6 changed files with 526 additions and 1 deletions

View file

@ -4730,6 +4730,45 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_BALLSWITCH_BALL_ACTIVE",
"S_BALLSWITCH_PAD",
"S_BALLSWITCH_PAD_ACTIVE",
"S_SPIKEDTARGET",
"S_BLENDEYE_MAIN",
"S_BLENDEYE_MAIN_LAUNCHED",
"S_BLENDEYE_EYE",
"S_BLENDEYE_EYE_FLASH",
"S_BLENDEYE_GLASS",
"S_BLENDEYE_GLASS_STRESS",
"S_BLENDEYE_SHIELD",
"S_BLENDEYE_SHIELD_L",
"S_BLENDEYE_SHIELD_R",
"S_BLENDEYE_SHIELD_BUSTED",
"S_BLENDEYE_SHIELD_BUSTED_L",
"S_BLENDEYE_SHIELD_BUSTED_R",
"S_BLENDEYE_EGGBEATER_EXTEND_1",
"S_BLENDEYE_EGGBEATER_EXTEND_2",
"S_BLENDEYE_EGGBEATER",
"S_BLENDEYE_EGGBEATER_SPIN",
"S_BLENDEYE_FLAME",
"S_BLENDEYE_GENERATOR",
"S_BLENDEYE_GENERATOR_BUSTED_L",
"S_BLENDEYE_GENERATOR_BUSTED_R",
"S_BLENDEYE_PUYO_SPAWN_1",
"S_BLENDEYE_PUYO_SPAWN_2",
"S_BLENDEYE_PUYO_SPAWN_3",
"S_BLENDEYE_PUYO",
"S_BLENDEYE_PUYO_LAND_1",
"S_BLENDEYE_PUYO_LAND_2",
"S_BLENDEYE_PUYO_LAND_3",
"S_BLENDEYE_PUYO_LAND_4",
"S_BLENDEYE_PUYO_SHOCK",
"S_BLENDEYE_PUYO_DIE",
"S_BLENDEYE_PUYO_DUST",
};
// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
@ -5914,6 +5953,19 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_BALLSWITCH_BALL",
"MT_BALLSWITCH_PAD",
"MT_BOSSARENACENTER",
"MT_SPIKEDTARGET",
"MT_BLENDEYE_MAIN",
"MT_BLENDEYE_EYE",
"MT_BLENDEYE_GLASS",
"MT_BLENDEYE_SHIELD",
"MT_BLENDEYE_EGGBEATER",
"MT_BLENDEYE_GENERATOR",
"MT_BLENDEYE_PUYO",
"MT_BLENDEYE_PUYO_DUST",
"MT_BLENDEYE_PUYO_DUST_COFFEE",
};
const char *const MOBJFLAG_LIST[] = {

View file

@ -933,6 +933,23 @@ char sprnames[NUMSPRITES + 1][5] =
"SA2S", // SA2-style Ball Switch
"STRG", // Spiked Target
"BLEA", // m'A'in unit
"BLEB", // o'B'server
"BLEC", // 'C'lear glass
"BLED", // shiel'D'
"BLEE", // 'E'ggbeater
"BLEF", // 'F'lamejet
"BLEG", // 'G'enerator
// Puyo hazards
"PUYA",
"PUYB",
"PUYC",
"PUYD",
"PUYE",
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
"VIEW",
};
@ -5521,6 +5538,47 @@ state_t states[NUMSTATES] =
{SPR_SA2S, FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM|4, -1, {NULL}, 1, 1, S_NULL}, // S_BALLSWITCH_BALL_ACTIVE
{SPR_SA2S, FF_FLOORSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BALLSWITCH_PAD
{SPR_SA2S, FF_FLOORSPRITE|FF_ANIMATE|FF_GLOBALANIM|1, -1, {NULL}, 1, 1, S_NULL}, // S_BALLSWITCH_PAD_ACTIVE
{SPR_STRG, FF_ADD|FF_FLOORSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_SPIKEDTARGET,
{SPR_BLEA, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_MAIN,
{SPR_BLEA, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_MAIN_LAUNCHED,
{SPR_BLEB, FF_PAPERSPRITE|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_EYE,
{SPR_BLEB, FF_PAPERSPRITE|FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 1, 1, S_BLENDEYE_EYE}, // S_BLENDEYE_EYE_FLASH,
{SPR_BLEC, FF_PAPERSPRITE|FF_ADD, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_GLASS,
{SPR_BLEC, 1|FF_PAPERSPRITE|FF_ADD|FF_ANIMATE, 2, {NULL}, 1, 1, S_BLENDEYE_GLASS}, // S_BLENDEYE_GLASS_STRESS,
{SPR_BLED, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_SHIELD,
{SPR_BLED, 1|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_SHIELD_L,
{SPR_BLED, 2|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_SHIELD_R,
{SPR_BLED, 3|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_SHIELD_BUSTED,
{SPR_BLED, 5|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_SHIELD_BUSTED_L,
{SPR_BLED, 6|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_SHIELD_BUSTED_R,
{SPR_BLEE, 0, 4, {NULL}, 0, 0, S_BLENDEYE_EGGBEATER_EXTEND_2}, // S_BLENDEYE_EGGBEATER_EXTEND_1,
{SPR_BLEE, 1|FF_ANIMATE, 8, {NULL}, 1, 2, S_BLENDEYE_EGGBEATER}, // S_BLENDEYE_EGGBEATER_EXTEND_2,
{SPR_BLEE, 2, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_EGGBEATER,
{SPR_BLEE, 2|FF_ANIMATE, -1, {NULL}, 1, 2, S_NULL}, // S_BLENDEYE_EGGBEATER_SPIN,
{SPR_BLEF, FF_ADD|FF_ANIMATE, -1, {NULL}, 1, 2, S_NULL}, // S_BLENDEYE_FLAME,
{SPR_BLEG, FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 1, 1, S_NULL}, // S_BLENDEYE_GENERATOR,
{SPR_BLEG, 2|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_GENERATOR_BUSTED_L,
{SPR_BLEG, 3|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BLENDEYE_GENERATOR_BUSTED_R,
{SPR_PUYA, 6, 2, {A_BlendEyePuyoHack}, 0, 0, S_BLENDEYE_PUYO_SPAWN_2}, // S_BLENDEYE_PUYO_SPAWN_1,
{SPR_PUYA, 5, 2, {A_BlendEyePuyoHack}, 0, 0, S_BLENDEYE_PUYO_SPAWN_3}, // S_BLENDEYE_PUYO_SPAWN_2,
{SPR_PUYA, 4, 2, {A_BlendEyePuyoHack}, 0, 0, S_BLENDEYE_PUYO}, // S_BLENDEYE_PUYO_SPAWN_3,
{SPR_PUYA, 0, -1, {A_BlendEyePuyoHack}, 0, 0, S_NULL}, // S_BLENDEYE_PUYO,
{SPR_PUYA, 2, 2, {A_BlendEyePuyoHack}, 0, 0, S_BLENDEYE_PUYO_LAND_2}, // S_BLENDEYE_PUYO_LAND_1,
{SPR_PUYA, 0, 2, {A_BlendEyePuyoHack}, 0, 0, S_BLENDEYE_PUYO_LAND_3}, // S_BLENDEYE_PUYO_LAND_2,
{SPR_PUYA, 1, 2, {A_BlendEyePuyoHack}, 0, 0, S_BLENDEYE_PUYO_LAND_4}, // S_BLENDEYE_PUYO_LAND_3,
{SPR_PUYA, 0, 2, {A_BlendEyePuyoHack}, 1, S_BLENDEYE_PUYO_LAND_1, S_BLENDEYE_PUYO}, // S_BLENDEYE_PUYO_LAND_4,
{SPR_PUYA, 3, -1, {A_BlendEyePuyoHack}, 0, 0, S_NULL}, // S_BLENDEYE_PUYO_SHOCK,
{SPR_PUYA, 4|FF_ANIMATE, 5, {A_BlendEyePuyoHack}, 2, 2, S_NULL}, // S_BLENDEYE_PUYO_DIE,
{SPR_PUYA, 5, 2, {A_BlendEyePuyoHack}, 0, 0, S_BLENDEYE_PUYO_DIE}, // S_BLENDEYE_PUYO_DUST,
};
mobjinfo_t mobjinfo[NUMMOBJTYPES] =
@ -31106,6 +31164,303 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_BOSSARENACENTER
2130, // doomednum
S_INVISIBLE, // spawnstate
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
sfx_None, // deathsound
0, // speed
FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_SPIKEDTARGET
-1, // doomednum
S_SPIKEDTARGET, // spawnstate
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
sfx_None, // deathsound
0, // speed
24*FRACUNIT, // radius
48*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIPTHING|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_BLENDEYE_MAIN
2131, // doomednum
S_BLENDEYE_MAIN, // spawnstate
3, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_BLENDEYE_MAIN, // painstate
0, // painchance
sfx_mbs60, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_BLENDEYE_MAIN, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
56*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_BOSS|MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPTHING|MF_SOLID, // flags
S_BLENDEYE_MAIN_LAUNCHED // raisestate
},
{ // MT_BLENDEYE_EYE
-1, // doomednum
S_BLENDEYE_EYE, // spawnstate
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
sfx_None, // deathsound
0, // speed
14*FRACUNIT, // radius
28*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOCLIPTHING|MF_NOGRAVITY, // flags
S_BLENDEYE_EYE_FLASH // raisestate
},
{ // MT_BLENDEYE_GLASS
-1, // doomednum
S_BLENDEYE_GLASS, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_BLENDEYE_GLASS_STRESS, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
96*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_PAPERCOLLISION|MF_PAIN, // flags
S_NULL // raisestate
},
{ // MT_BLENDEYE_SHIELD
-1, // doomednum
S_BLENDEYE_SHIELD, // spawnstate
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
sfx_None, // deathsound
0, // speed
17*FRACUNIT, // radius
42*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_PAPERCOLLISION|MF_PAIN, // flags
S_NULL // raisestate
},
{ // MT_BLENDEYE_EGGBEATER
-1, // doomednum
S_BLENDEYE_EGGBEATER_EXTEND_1, // spawnstate
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
sfx_None, // deathsound
0, // speed
26*FRACUNIT, // radius
56*FRACUNIT, // height
-1, // display offset
DMG_TUMBLE, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_PAIN, // flags
S_BLENDEYE_EGGBEATER_SPIN // raisestate
},
{ // MT_BLENDEYE_GENERATOR
-1, // doomednum
S_BLENDEYE_GENERATOR, // spawnstate
1, // 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_BLENDEYE_GENERATOR_BUSTED_L, // deathstate
S_BLENDEYE_GENERATOR_BUSTED_R, // xdeathstate
sfx_None, // deathsound
0, // speed
26*FRACUNIT, // radius
42*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SHOOTABLE|MF_PAPERCOLLISION|MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_BLENDEYE_PUYO
-1, // doomednum
S_BLENDEYE_PUYO_SPAWN_1, // spawnstate
1, // 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_BLENDEYE_PUYO_DIE, // deathstate
S_NULL, // xdeathstate
sfx_mbs4c, // deathsound
0, // speed
8*FRACUNIT, // radius
12*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOHITLAGFORME, // flags
S_NULL // raisestate
},
{ // MT_BLENDEYE_PUYO_DUST
-1, // doomednum
S_BLENDEYE_PUYO_DUST, // spawnstate
1, // 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
sfx_None, // deathsound
0, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_BLENDEYE_PUYO_DUST_COFFEE
-1, // doomednum
S_BLENDEYE_PUYO_DUST, // spawnstate
1, // 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
sfx_None, // deathsound
0, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
};

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@ -296,6 +296,7 @@ enum actionnum
A_SPAWNITEMDEBRISCLOUD,
A_RINGSHOOTERFACE,
A_SPAWNSNEAKERPANEL,
A_BLENDEYEPUYOHACK,
NUMACTIONS
};
@ -572,6 +573,7 @@ void A_InvincSparkleRotate();
void A_SpawnItemDebrisCloud();
void A_RingShooterFace();
void A_SpawnSneakerPanel();
void A_BlendEyePuyoHack();
extern boolean actionsoverridden[NUMACTIONS];
@ -1485,6 +1487,23 @@ typedef enum sprite
SPR_SA2S, // SA2-style Ball Switch
SPR_STRG, // Spiked Target
SPR_BLEA, // m'A'in unit
SPR_BLEB, // o'B'server
SPR_BLEC, // 'C'lear glass
SPR_BLED, // shiel'D'
SPR_BLEE, // 'E'ggbeater
SPR_BLEF, // 'F'lamejet
SPR_BLEG, // 'G'enerator
// Puyo hazards
SPR_PUYA,
SPR_PUYB,
SPR_PUYC,
SPR_PUYD,
SPR_PUYE,
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
SPR_VIEW,
@ -5946,6 +5965,45 @@ typedef enum state
S_BALLSWITCH_PAD,
S_BALLSWITCH_PAD_ACTIVE,
S_SPIKEDTARGET,
S_BLENDEYE_MAIN,
S_BLENDEYE_MAIN_LAUNCHED,
S_BLENDEYE_EYE,
S_BLENDEYE_EYE_FLASH,
S_BLENDEYE_GLASS,
S_BLENDEYE_GLASS_STRESS,
S_BLENDEYE_SHIELD,
S_BLENDEYE_SHIELD_L,
S_BLENDEYE_SHIELD_R,
S_BLENDEYE_SHIELD_BUSTED,
S_BLENDEYE_SHIELD_BUSTED_L,
S_BLENDEYE_SHIELD_BUSTED_R,
S_BLENDEYE_EGGBEATER_EXTEND_1,
S_BLENDEYE_EGGBEATER_EXTEND_2,
S_BLENDEYE_EGGBEATER,
S_BLENDEYE_EGGBEATER_SPIN,
S_BLENDEYE_FLAME,
S_BLENDEYE_GENERATOR,
S_BLENDEYE_GENERATOR_BUSTED_L,
S_BLENDEYE_GENERATOR_BUSTED_R,
S_BLENDEYE_PUYO_SPAWN_1,
S_BLENDEYE_PUYO_SPAWN_2,
S_BLENDEYE_PUYO_SPAWN_3,
S_BLENDEYE_PUYO,
S_BLENDEYE_PUYO_LAND_1,
S_BLENDEYE_PUYO_LAND_2,
S_BLENDEYE_PUYO_LAND_3,
S_BLENDEYE_PUYO_LAND_4,
S_BLENDEYE_PUYO_SHOCK,
S_BLENDEYE_PUYO_DIE,
S_BLENDEYE_PUYO_DUST,
S_FIRSTFREESLOT,
S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
NUMSTATES
@ -7149,6 +7207,19 @@ typedef enum mobj_type
MT_BALLSWITCH_BALL,
MT_BALLSWITCH_PAD,
MT_BOSSARENACENTER,
MT_SPIKEDTARGET,
MT_BLENDEYE_MAIN,
MT_BLENDEYE_EYE,
MT_BLENDEYE_GLASS,
MT_BLENDEYE_SHIELD,
MT_BLENDEYE_EGGBEATER,
MT_BLENDEYE_GENERATOR,
MT_BLENDEYE_PUYO,
MT_BLENDEYE_PUYO_DUST,
MT_BLENDEYE_PUYO_DUST_COFFEE,
MT_FIRSTFREESLOT,
MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
NUMMOBJTYPES

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@ -328,6 +328,7 @@ void A_InvincSparkleRotate(mobj_t *actor);
void A_SpawnItemDebrisCloud(mobj_t *actor);
void A_RingShooterFace(mobj_t *actor);
void A_SpawnSneakerPanel(mobj_t *actor);
void A_BlendEyePuyoHack(mobj_t *actor);
//for p_enemy.c
@ -13756,3 +13757,42 @@ void A_SpawnSneakerPanel(mobj_t *actor)
mo->angle = actor->angle;
Obj_SneakerPanelSpriteScale(mo);
}
// Function: A_BlendEyePuyoHack
//
// Description: Blend Eye Puyo hazards visual/repeat behaviour
//
// var1:
// var2:
// See A_Repeat
//
void A_BlendEyePuyoHack(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_BLENDEYEPUYOHACK, actor))
{
return;
}
actor->sprite = actor->movedir;
if (locvar1 != 0 && !(actor->state->frame & FF_ANIMATE))
{
// See A_Repeat
if ((!actor->extravalue2 || actor->extravalue2 > locvar1))
actor->extravalue2 = locvar1;
if (--actor->extravalue2 > 0)
P_SetMobjState(actor, locvar2);
}
if (actor->movedir == SPR_PUYC
&& (actor->state-states) == S_BLENDEYE_PUYO_SHOCK
&& P_RandomChance(PR_DECORATION, FRACUNIT/50))
{
// Funny
actor->frame = 7;
}
}

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@ -1226,6 +1226,9 @@ sfxinfo_t S_sfx[NUMSFX] =
{"ridr3", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // Rideroid Loop
{"ridr4", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // Leaving Rideroid
{"befan1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Whisking"}, // Blend Eye whisk startup
{"befan2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Whisking"}, // Blend Eye whisk
// Damage sounds
{"dmga1", false, 255, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Damaged"},
{"dmga2", false, 255, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Damaged"},

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@ -1288,13 +1288,17 @@ typedef enum
sfx_rainbr,
sfx_rank,
// rideroid
sfx_ridr1,
sfx_ridr2,
sfx_ridr3,
sfx_ridr4,
// Blend Eye
sfx_befan1,
sfx_befan2,
// Damage sounds
sfx_dmga1,
sfx_dmga2,