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Super Flicky: put transform sound on 2 second cooldown
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1 changed files with 18 additions and 1 deletions
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@ -33,6 +33,7 @@
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#define flicky_delay(o) ((o)->movecount)
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#define flicky_mode(o) ((o)->extravalue1)
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#define flicky_fly(o) ((o)->extravalue2)
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#define flicky_soundtimer(o) ((o)->cusval)
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#define controller_source(o) ((o)->target)
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#define controller_chasing(o) ((o)->tracer)
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@ -249,6 +250,9 @@ struct Flicky : mobj_t
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Fly fly() const { return static_cast<Fly>(flicky_fly(this)); }
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void fly(Fly n) { flicky_fly(this) = static_cast<int>(n); }
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tic_t soundtimer() const { return flicky_soundtimer(this); }
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void soundtimer(tic_t n) { flicky_soundtimer(this) = n; }
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mobj_t* source() const { return controller()->source(); }
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static void spawn(Controller* controller, int phase)
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@ -304,6 +308,11 @@ struct Flicky : mobj_t
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void refocus()
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{
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if (soundtimer() > 0)
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{
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soundtimer(soundtimer() - 1);
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}
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if (controller()->ending())
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{
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if (controller()->time_remaining() == kRiseTime)
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@ -613,7 +622,15 @@ struct Flicky : mobj_t
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light_up(true);
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flags = info->flags;
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S_StartSound(this, sfx_s3k9f);
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// Put this sound on a cooldown specifically because
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// it plays rapidly "at the edge of transform range".
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// I don't know why that happens so just never play
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// the sound close together.
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if (!soundtimer())
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{
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S_StartSound(this, sfx_s3k9f);
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soundtimer(2*TICRATE);
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}
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}
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void try_nerf()
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