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https://github.com/KartKrewDev/RingRacers.git
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Ring Shooter: countdown animation & experimental stretchy spawn
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c98ff9616b
commit
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3 changed files with 177 additions and 16 deletions
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@ -4472,8 +4472,8 @@ state_t states[NUMSTATES] =
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{SPR_RSHT, FF_PAPERSPRITE|0, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_SIDE
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{SPR_RSHT, FF_SEMIBRIGHT|FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NIPPLES
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{SPR_RSHT, FF_PAPERSPRITE|4, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_SCREEN
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{SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|8, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERBACK
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{SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|12, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERFRONT
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{SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|5, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERBACK
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{SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|9, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERFRONT
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{SPR_PLAY, FF_FULLBRIGHT|FF_PAPERSPRITE|SPR2_XTRA, -1, {A_RingShooterFace}, 0, 0, S_NULL}, // S_RINGSHOOTER_FACE
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{SPR_DEZL, FF_FULLBRIGHT|FF_PAPERSPRITE, 8, {NULL}, 0, 0, S_NULL}, // S_DEZLASER
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@ -24672,12 +24672,12 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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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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sfx_s3ka7, // 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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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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33
src/k_kart.c
33
src/k_kart.c
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@ -11775,13 +11775,15 @@ boolean K_Cooperative(void)
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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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void K_SpawnRingShooter(player_t *player)
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{
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const fixed_t scale = 2*FRACUNIT;
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mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART];
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mobj_t *mo = player->mo;
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mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER);
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mobj_t *part;
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mobj_t *part, *refNipple;
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UINT32 frameNum;
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angle_t angle;
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vector2_t offset;
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@ -11791,6 +11793,15 @@ void K_SpawnRingShooter(player_t *player)
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P_SetTarget(&base->target, mo);
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P_SetScale(base, base->destscale = FixedMul(base->destscale, scale));
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P_InitAngle(base, mo->angle);
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base->scalespeed = FRACUNIT/2;
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base->extravalue1 = FRACUNIT; // horizontal scale
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base->extravalue2 = 0; // vertical scale
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// the ring shooter object itself is invisible and acts as the thinker
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// each ring shooter uses three linked lists to keep track of its parts
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// the hprev chain stores the two NIPPLE BARS
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// the hnext chain stores the four sides of the box
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// the tracer chain stores the screen and the screen layers
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// spawn the RING NIPPLES
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part = base;
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@ -11810,8 +11821,11 @@ void K_SpawnRingShooter(player_t *player)
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P_InitAngle(part, base->angle - i * ANGLE_45);
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P_SetMobjState(part, S_RINGSHOOTER_NIPPLES);
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part->frame += frameNum;
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part->flags |= MF_NOTHINK;
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part->old_spriteyscale = part->spriteyscale = 0;
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frameNum++;
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}
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refNipple = part; // keep the second ring nipple; its position will be referenced by the box
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// spawn the box
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part = base;
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@ -11835,15 +11849,23 @@ void K_SpawnRingShooter(player_t *player)
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frameNum++;
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frameNum ^= FF_HORIZONTALFLIP;
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angle -= ANGLE_90;
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part->frame += frameNum;
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P_InitAngle(part, angle);
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part->frame += frameNum;
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part->extravalue1 = part->x - refNipple->x;
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part->extravalue2 = part->y - refNipple->y;
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part->flags |= MF_NOTHINK;
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part->old_spriteyscale = part->spriteyscale = 0;
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}
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// spawn the screen
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part = P_SpawnMobjFromMobj(base, offset.x, offset.y, info->height, MT_RINGSHOOTER_SCREEN);
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part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN);
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P_SetTarget(&base->tracer, part);
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P_SetTarget(&part->target, base);
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P_InitAngle(part, base->angle - ANGLE_45);
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part->extravalue1 = part->x - refNipple->x;
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part->extravalue2 = part->y - refNipple->y;
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part->flags |= MF_NOTHINK;
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part->old_spriteyscale = part->spriteyscale = 0;
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// spawn the screen numbers
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for (i = 0; i < 2; i++)
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@ -11853,9 +11875,6 @@ void K_SpawnRingShooter(player_t *player)
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part = part->tracer;
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P_InitAngle(part, part->target->angle);
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P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i);
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part->renderflags |= RF_DONTDRAW;
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}
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// test face feature (to be moved into thinker later)
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part->skin = mo->skin;
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P_SetMobjState(part, S_RINGSHOOTER_FACE);
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}
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152
src/p_mobj.c
152
src/p_mobj.c
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@ -4550,17 +4550,150 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
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#undef ANG_CAPSULE
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#undef ROTATIONSPEED
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static void P_RingShooterThinker(mobj_t *mo)
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// ------------
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// RING SHOOTER
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// ------------
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static void P_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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#define scaleSpeed mo->scalespeed
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#define scaleState mo->threshold
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#define xScale mo->extravalue1
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#define yScale mo->extravalue2
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#define xOffset part->extravalue1
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#define yOffset part->extravalue2
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#define SCALEPART part->spritexscale = xScale; part->spriteyscale = yScale;
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#define MOVEPART P_MoveOrigin(part, refNipple->x + FixedMul(xOffset, xScale), refNipple->y + FixedMul(yOffset, xScale), part->z);
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// I've tried to reduce redundancy as much as I can,
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// but check K_SpawnRingShooter if you edit this
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static void P_UpdateRingShooterParts(mobj_t *mo)
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{
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mobj_t *part, *refNipple;
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part = mo;
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while (!P_MobjWasRemoved(part->hprev))
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{
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part = part->hprev;
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SCALEPART
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}
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refNipple = part;
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part = mo;
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while (!P_MobjWasRemoved(part->hnext))
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{
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part = part->hnext;
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MOVEPART
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SCALEPART
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}
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part = mo->tracer;
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part->z = mo->z + FixedMul(refNipple->height, yScale);
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MOVEPART
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SCALEPART
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}
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static boolean P_RingShooterInit(mobj_t *mo)
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{
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if (scaleState == -1)
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return false;
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switch (scaleState) {
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case 0:
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yScale += scaleSpeed;
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if (yScale >= FRACUNIT)
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{
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//xScale -= scaleSpeed;
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scaleState++;
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}
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break;
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case 1:
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scaleSpeed -= FRACUNIT/5;
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yScale += scaleSpeed;
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xScale -= scaleSpeed;
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if (yScale < 3*FRACUNIT/4)
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{
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scaleState ++;
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scaleSpeed = FRACUNIT >> 2;
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}
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break;
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case 2:
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yScale += scaleSpeed;
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xScale -= scaleSpeed;
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if (yScale >= FRACUNIT)
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{
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scaleState = -1;
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xScale = yScale = FRACUNIT;
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P_ActivateRingShooter(mo);
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}
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}
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P_UpdateRingShooterParts(mo);
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return scaleState != -1;
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}
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#undef scaleSpeed
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#undef scaleState
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#undef xScale
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#undef yScale
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#undef xOffset
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#undef yOffset
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#undef MOVEPART
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#undef SCALEPART
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static void P_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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return;
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if (mo->reactiontime > 0)
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{
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mo->reactiontime--;
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return;
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}
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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->frame--;
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}
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switch ((part->frame & FF_FRAMEMASK) - (part->state->frame & FF_FRAMEMASK)) {
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case -1:
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mo->reactiontime = -1;
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part->skin = mo->skin;
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P_SetMobjState(part, S_RINGSHOOTER_FACE);
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break;
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case 0:
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mo->reactiontime = TICRATE;
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S_StartSound(mo, mo->info->deathsound);
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break;
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default:
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mo->reactiontime = TICRATE;
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S_StartSound(mo, mo->info->painsound);
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break;
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}
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}
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static void P_RingShooterFlicker(mobj_t *mo)
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{
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UINT32 trans;
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mobj_t *part = mo;
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mobj_t *part = mo->tracer;
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while (!P_MobjWasRemoved(part->tracer))
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part = part->tracer;
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if (part == mo) // ??? where did you go
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return;
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part->renderflags ^= RF_DONTDRAW;
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if (part->renderflags & RF_DONTDRAW)
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trans = FF_TRANS50;
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@ -4569,6 +4702,15 @@ static void P_RingShooterThinker(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 P_RingShooterThinker(mobj_t *mo)
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{
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if (P_MobjWasRemoved(mo->tracer) || P_RingShooterInit(mo))
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return;
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P_RingShooterCountdown(mo);
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P_RingShooterFlicker(mo);
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}
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//
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// P_BossTargetPlayer
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// If closest is true, find the closest player.
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