mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-12-24 17:02:35 +00:00
Actual Ring Shooter functionality
This commit is contained in:
parent
4e7b6f0cc3
commit
92b8e38f11
5 changed files with 248 additions and 149 deletions
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@ -24679,13 +24679,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL, // xdeathstate
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sfx_s3kad, // deathsound
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0, // speed
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16*FRACUNIT, // radius
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16*FRACUNIT, // height
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24*FRACUNIT, // radius
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8*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
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MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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@ -109,7 +109,9 @@ boolean Obj_DropTargetMorphThink(mobj_t *morph);
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/* Ring Shooter */
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boolean Obj_RingShooterThinker(mobj_t *mo);
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void Obj_RingShooterInput(player_t *player);
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void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player);
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void Obj_RingShooterDelete(mobj_t *mo);
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void Obj_UpdateRingShooterFace(mobj_t *part);
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#ifdef __cplusplus
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} // extern "C"
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@ -28,6 +28,7 @@
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#include "../lua_hook.h"
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#define RS_FUSE_TIME (4*TICRATE)
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#define RS_FUSE_BLINK (TICRATE >> 1)
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#define RS_GRABBER_START (16 << FRACBITS)
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#define RS_GRABBER_SLIDE (RS_GRABBER_START >> 4)
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@ -36,7 +37,7 @@
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#define RS_KARTED_INC (3)
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#define rs_base_scalespeed(o) ((o)->scalespeed)
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#define rs_base_scalestate(o) ((o)->threshold)
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#define rs_base_initstate(o) ((o)->threshold)
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#define rs_base_xscale(o) ((o)->extravalue1)
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#define rs_base_yscale(o) ((o)->extravalue2)
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@ -44,6 +45,7 @@
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#define rs_base_karted(o) ((o)->movecount)
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#define rs_base_grabberdist(o) ((o)->movefactor)
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#define rs_base_canceled(o) ((o)->cvmem)
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#define rs_base_playerface(o) ((o)->cusval)
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#define rs_part_xoffset(o) ((o)->extravalue1)
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#define rs_part_yoffset(o) ((o)->extravalue2)
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@ -195,87 +197,11 @@ static void UpdateRingShooterPartsVisibility(mobj_t *mo)
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ShowHidePart(part, mo);
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}
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static void ActivateRingShooter(mobj_t *mo)
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{
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mobj_t *part = mo->tracer;
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while (!P_MobjWasRemoved(part->tracer))
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{
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part = part->tracer;
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part->renderflags &= ~RF_DONTDRAW;
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part->frame += 4;
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}
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}
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static boolean RingShooterInit(mobj_t *mo)
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{
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if (rs_base_scalestate(mo) == -1)
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{
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return false;
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}
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switch (rs_base_scalestate(mo))
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{
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case 0:
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{
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rs_base_yscale(mo) += rs_base_scalespeed(mo);
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if (rs_base_yscale(mo) >= FRACUNIT)
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{
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//rs_base_xscale(mo) -= rs_base_scalespeed(mo);
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rs_base_scalestate(mo)++;
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}
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break;
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}
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case 1:
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{
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rs_base_scalespeed(mo) -= FRACUNIT/5;
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rs_base_yscale(mo) += rs_base_scalespeed(mo);
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rs_base_xscale(mo) -= rs_base_scalespeed(mo);
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if (rs_base_yscale(mo) < 3*FRACUNIT/4)
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{
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rs_base_scalestate(mo)++;
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rs_base_scalespeed(mo) = FRACUNIT >> 2;
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}
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break;
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}
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case 2:
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{
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rs_base_yscale(mo) += rs_base_scalespeed(mo);
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rs_base_xscale(mo) -= rs_base_scalespeed(mo);
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if (rs_base_yscale(mo) >= FRACUNIT)
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{
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rs_base_scalestate(mo)++;
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rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT;
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}
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break;
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}
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case 3:
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{
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rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE;
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if (rs_base_grabberdist(mo) <= 0)
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{
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rs_base_scalestate(mo) = -1;
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rs_base_grabberdist(mo) = 0;
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ActivateRingShooter(mo);
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}
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break;
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}
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default:
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{
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rs_base_scalestate(mo) = 0; // fix invalid states
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break;
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}
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}
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UpdateRingShooterParts(mo);
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return (rs_base_scalestate(mo) != -1);
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}
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static void RingShooterCountdown(mobj_t *mo)
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{
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mobj_t *part = mo->tracer;
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if (mo->reactiontime == -1)
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if (mo->reactiontime < 0)
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{
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return;
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}
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@ -296,7 +222,16 @@ static void RingShooterCountdown(mobj_t *mo)
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case -1:
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{
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mo->reactiontime = -1;
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part->skin = mo->skin;
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if (rs_base_playerface(mo) >= 0 && rs_base_playerface(mo) < MAXPLAYERS)
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{
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if (playeringame[rs_base_playerface(mo)] == true)
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{
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player_t *player = &players[ rs_base_playerid(mo) ];
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part->skin = &skins[player->skin];
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}
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}
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P_SetMobjState(part, S_RINGSHOOTER_FACE);
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break;
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}
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@ -304,6 +239,15 @@ static void RingShooterCountdown(mobj_t *mo)
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{
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mo->reactiontime = TICRATE;
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S_StartSound(mo, mo->info->deathsound);
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if (rs_base_playerid(mo) >= 0 && rs_base_playerid(mo) < MAXPLAYERS)
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{
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if (playeringame[rs_base_playerid(mo)] == true)
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{
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player_t *player = &players[ rs_base_playerid(mo) ];
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Obj_PlayerUsedRingShooter(mo, player);
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}
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}
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break;
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}
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default:
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@ -337,6 +281,92 @@ static void RingShooterFlicker(mobj_t *mo)
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part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans;
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}
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static void ActivateRingShooter(mobj_t *mo)
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{
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mobj_t *part = mo->tracer;
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while (!P_MobjWasRemoved(part->tracer))
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{
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part = part->tracer;
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part->renderflags &= ~RF_DONTDRAW;
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part->frame += 4;
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}
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RingShooterCountdown(mo);
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}
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static boolean RingShooterInit(mobj_t *mo)
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{
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if (rs_base_initstate(mo) == -1)
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{
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return false;
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}
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switch (rs_base_initstate(mo))
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{
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case 0:
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{
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rs_base_yscale(mo) += rs_base_scalespeed(mo);
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if (rs_base_yscale(mo) >= FRACUNIT)
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{
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//rs_base_xscale(mo) -= rs_base_scalespeed(mo);
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rs_base_initstate(mo)++;
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}
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break;
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}
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case 1:
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{
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rs_base_scalespeed(mo) -= FRACUNIT/5;
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rs_base_yscale(mo) += rs_base_scalespeed(mo);
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rs_base_xscale(mo) -= rs_base_scalespeed(mo);
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if (rs_base_yscale(mo) < 3*FRACUNIT/4)
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{
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rs_base_initstate(mo)++;
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rs_base_scalespeed(mo) = FRACUNIT >> 2;
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}
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break;
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}
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case 2:
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{
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rs_base_yscale(mo) += rs_base_scalespeed(mo);
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rs_base_xscale(mo) -= rs_base_scalespeed(mo);
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if (rs_base_yscale(mo) >= FRACUNIT)
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{
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rs_base_initstate(mo)++;
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rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT;
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}
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break;
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}
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case 3:
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{
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if (rs_base_canceled(mo) != 0)
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{
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rs_base_initstate(mo) = -1;
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ActivateRingShooter(mo);
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}
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else
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{
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rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE;
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if (rs_base_grabberdist(mo) <= 0)
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{
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rs_base_initstate(mo) = -1;
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rs_base_grabberdist(mo) = 0;
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ActivateRingShooter(mo);
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}
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}
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break;
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}
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default:
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{
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rs_base_initstate(mo) = 0; // fix invalid states
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break;
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}
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}
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UpdateRingShooterParts(mo);
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return (rs_base_initstate(mo) != -1);
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}
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boolean Obj_RingShooterThinker(mobj_t *mo)
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{
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if (RingShooterInit(mo) == true)
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@ -355,18 +385,22 @@ boolean Obj_RingShooterThinker(mobj_t *mo)
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}
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}
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if (rs_base_canceled(mo) != 0)
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if (rs_base_canceled(mo) == 0)
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{
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rs_base_karted(mo) += RS_KARTED_INC;
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if (P_MobjWasRemoved(mo->tracer) == false)
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{
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RingShooterCountdown(mo);
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RingShooterFlicker(mo);
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}
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}
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if (mo->fuse < TICRATE)
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if (P_MobjWasRemoved(mo->tracer) == false)
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{
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RingShooterFlicker(mo);
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}
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if (mo->fuse < RS_FUSE_BLINK)
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{
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if (leveltime & 1)
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{
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@ -383,6 +417,29 @@ boolean Obj_RingShooterThinker(mobj_t *mo)
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return true;
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}
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void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player)
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{
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// The original player should no longer have control over it,
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// if they are using it via releasing.
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RemoveRingShooterPointer(base);
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// Respawn using the respawner's karted value.
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if (rs_base_karted(base) > 0)
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{
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player->airtime += rs_base_karted(base);
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}
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K_DoIngameRespawn(player);
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// Now other players can run into it!
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base->flags |= MF_SPECIAL;
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if (base->fuse < RS_FUSE_TIME)
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{
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// Reset the fuse so everyone can conga line :B
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base->fuse = RS_FUSE_TIME;
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}
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}
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void Obj_RingShooterDelete(mobj_t *mo)
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{
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mobj_t *part;
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@ -420,31 +477,6 @@ void Obj_RingShooterDelete(mobj_t *mo)
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}
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}
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static boolean AllowRingShooter(player_t *player)
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{
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const fixed_t minSpeed = 6 * player->mo->scale;
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if (player->respawn.state != RESPAWNST_NONE
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&& player->respawn.init == true)
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{
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return false;
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}
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if (player->drift == 0
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&& player->justbumped == 0
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&& player->spindashboost == 0
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&& player->nocontrol == 0
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&& player->fastfall == 0
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&& player->speed < minSpeed
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&& P_PlayerInPain(player) == false
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&& P_IsObjectOnGround(player->mo) == true)
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{
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return true;
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}
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return false;
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}
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// I've tried to reduce redundancy as much as I can,
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// but check P_UpdateRingShooterParts if you edit this
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static void SpawnRingShooter(player_t *player)
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@ -553,6 +585,8 @@ static void SpawnRingShooter(player_t *player)
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part->renderflags |= RF_DONTDRAW;
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}
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P_SetTarget(&part->hprev, base);
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// spawn the grabbers
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part = base;
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angle = base->angle + ANGLE_45;
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@ -579,6 +613,36 @@ static void SpawnRingShooter(player_t *player)
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}
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ChangeRingShooterPointer(base, player);
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rs_base_playerface(base) = (player - players);
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}
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static boolean AllowRingShooter(player_t *player)
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{
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const fixed_t minSpeed = 6 * player->mo->scale;
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if ((gametyperules & GTR_CIRCUIT) && leveltime < starttime)
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{
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return false;
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}
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if (player->respawn.state != RESPAWNST_NONE)
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{
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return false;
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}
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if (player->drift == 0
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&& player->justbumped == 0
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&& player->spindashboost == 0
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&& player->nocontrol == 0
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&& player->fastfall == 0
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&& player->speed < minSpeed
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&& P_PlayerInPain(player) == false
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&& P_IsObjectOnGround(player->mo) == true)
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{
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return true;
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}
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return false;
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}
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void Obj_RingShooterInput(player_t *player)
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@ -596,22 +660,85 @@ void Obj_RingShooterInput(player_t *player)
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if (rs_base_canceled(base) != 0)
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{
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if (base->fuse < TICRATE)
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if (base->fuse < RS_FUSE_BLINK)
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{
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base->renderflags &= ~RF_DONTDRAW;
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UpdateRingShooterPartsVisibility(base);
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}
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base->fuse = RS_FUSE_TIME;
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if (base->fuse < RS_FUSE_TIME)
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{
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base->fuse = RS_FUSE_TIME;
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}
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}
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}
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else if (P_MobjWasRemoved(base) == false)
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{
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if (rs_base_scalestate(base) != -1)
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if (rs_base_initstate(base) != -1)
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{
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// We released during the intro animation.
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// Cancel it entirely.
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// Cancel it entirely, prevent another one being created for a bit.
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rs_base_canceled(base) = 1;
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if (base->fuse > RS_FUSE_BLINK)
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{
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base->fuse = RS_FUSE_BLINK;
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}
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}
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else if (rs_base_canceled(base) == 0)
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{
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// We released during the countdown.
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// We activate with the current karted timer on the ring shooter.
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Obj_PlayerUsedRingShooter(base, player);
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}
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}
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}
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void Obj_UpdateRingShooterFace(mobj_t *part)
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{
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mobj_t *const base = part->hprev;
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player_t *player = NULL;
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if (P_MobjWasRemoved(base) == true)
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{
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return;
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}
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if (rs_base_playerface(base) < 0 || rs_base_playerface(base) >= MAXPLAYERS)
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{
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return;
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}
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if (playeringame[ rs_base_playerface(base) ] == false)
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{
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return;
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}
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player = &players[ rs_base_playerface(base) ];
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// it's a good idea to set the actor's skin *before* it uses this action,
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// but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite
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if (part->skin != &skins[player->skin])
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{
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part->skin = &skins[player->skin];
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P_SetMobjState(part, (statenum_t)(part->state - states));
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return;
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}
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// okay, now steal the player's color nyehehehe
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part->color = player->skincolor;
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// set the frame to the WANTED pic
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part->frame = (part->frame & ~FF_FRAMEMASK) | FACE_WANTED;
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// we're going to assume the character's WANTED icon is 32 x 32
|
||||
// let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22
|
||||
// (TODO: maybe get the dimensions/offsets from the patches themselves?)
|
||||
part->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT);
|
||||
part->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT);
|
||||
|
||||
// a normal WANTED icon should have (0, 0) offsets
|
||||
// so let's offset it such that it will match the position of the screen's sprite
|
||||
part->spritexoffset = 16*FRACUNIT; // 32 / 2
|
||||
part->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, part->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13816,44 +13816,10 @@ A_SpawnItemDebrisCloud (mobj_t *actor)
|
|||
// vars do nothing
|
||||
void A_RingShooterFace(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
||||
mobj_t *mo = actor;
|
||||
|
||||
if (LUA_CallAction(A_RINGSHOOTERFACE, actor))
|
||||
return;
|
||||
|
||||
// get the player, if possible
|
||||
while ((mo->player == NULL) && !P_MobjWasRemoved(mo->target))
|
||||
mo = mo->target;
|
||||
|
||||
player = mo->player;
|
||||
|
||||
if (!player) // something changed my target, abort
|
||||
return;
|
||||
|
||||
// it's a good idea to set the actor's skin *before* it uses this action,
|
||||
// but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite
|
||||
if (actor->skin != &skins[player->skin])
|
||||
{
|
||||
actor->skin = &skins[player->skin];
|
||||
P_SetMobjState(actor, (statenum_t)(actor->state-states));
|
||||
return;
|
||||
}
|
||||
|
||||
// okay, now steal the player's color nyehehehe
|
||||
actor->color = player->skincolor;
|
||||
|
||||
// set the frame to the WANTED pic
|
||||
actor->frame = (actor->frame & ~FF_FRAMEMASK) | FACE_WANTED;
|
||||
|
||||
// we're going to assume the character's WANTED icon is 32 x 32
|
||||
// let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22
|
||||
// (TODO: maybe get the dimensions/offsets from the patches themselves?)
|
||||
actor->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT);
|
||||
actor->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT);
|
||||
|
||||
// a normal WANTED icon should have (0, 0) offsets
|
||||
// so let's offset it such that it will match the position of the screen's sprite
|
||||
actor->spritexoffset = 16*FRACUNIT; // 32 / 2
|
||||
actor->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, actor->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom)
|
||||
Obj_UpdateRingShooterFace(actor);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -580,6 +580,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
Obj_LoopEndpointCollide(special, toucher);
|
||||
return;
|
||||
|
||||
case MT_RINGSHOOTER:
|
||||
Obj_PlayerUsedRingShooter(special, player);
|
||||
return;
|
||||
|
||||
default: // SOC or script pickup
|
||||
P_SetTarget(&special->target, toucher);
|
||||
break;
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue