mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'new-cars-movie' into 'master'
Code changes required for new Kart sprites See merge request KartKrew/Kart!259
This commit is contained in:
commit
e75b6da6fc
13 changed files with 328 additions and 304 deletions
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@ -271,7 +271,7 @@ void B_RespawnBot(INT32 playernum)
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player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
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P_TeleportMove(tails, x, y, z);
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P_SetPlayerMobjState(tails, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
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P_SetPlayerMobjState(tails, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
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P_SetScale(tails, sonic->scale);
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tails->destscale = sonic->destscale;
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}
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@ -501,6 +501,7 @@ typedef struct player_s
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UINT8 gotcontinue; // Got continue from this stage?
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fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
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fixed_t lastspeed;
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UINT8 jumping; // Jump counter
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UINT8 secondjump;
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114
src/dehacked.c
114
src/dehacked.c
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@ -3757,88 +3757,52 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_THOK",
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// SRB2kart Frames
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"S_KART_STND1",
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"S_KART_STND2",
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"S_KART_STND1_L",
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"S_KART_STND2_L",
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"S_KART_STND1_R",
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"S_KART_STND2_R",
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"S_KART_WALK1",
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"S_KART_WALK2",
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"S_KART_WALK1_L",
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"S_KART_WALK2_L",
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"S_KART_WALK1_R",
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"S_KART_WALK2_R",
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"S_KART_RUN1",
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"S_KART_RUN2",
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"S_KART_RUN1_L",
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"S_KART_RUN2_L",
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"S_KART_RUN1_R",
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"S_KART_RUN2_R",
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"S_KART_STILL1",
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"S_KART_STILL2",
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"S_KART_STILL1_L",
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"S_KART_STILL2_L",
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"S_KART_STILL1_R",
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"S_KART_STILL2_R",
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"S_KART_SLOW1",
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"S_KART_SLOW2",
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"S_KART_SLOW1_L",
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"S_KART_SLOW2_L",
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"S_KART_SLOW1_R",
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"S_KART_SLOW2_R",
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"S_KART_FAST1",
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"S_KART_FAST2",
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"S_KART_FAST1_L",
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"S_KART_FAST2_L",
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"S_KART_FAST1_R",
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"S_KART_FAST2_R",
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"S_KART_DRIFT1_L",
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"S_KART_DRIFT2_L",
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"S_KART_DRIFT1_L_OUT",
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"S_KART_DRIFT2_L_OUT",
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"S_KART_DRIFT1_L_IN",
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"S_KART_DRIFT2_L_IN",
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"S_KART_DRIFT3_L_IN",
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"S_KART_DRIFT4_L_IN",
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"S_KART_DRIFT1_R",
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"S_KART_DRIFT2_R",
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"S_KART_DRIFT1_R_OUT",
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"S_KART_DRIFT2_R_OUT",
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"S_KART_DRIFT1_R_IN",
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"S_KART_DRIFT2_R_IN",
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"S_KART_DRIFT3_R_IN",
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"S_KART_DRIFT4_R_IN",
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"S_KART_SPIN",
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"S_KART_PAIN",
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"S_KART_SQUISH",
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/*
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"S_PLAY_STND",
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"S_PLAY_TAP1",
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"S_PLAY_TAP2",
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"S_PLAY_RUN1",
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"S_PLAY_RUN2",
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"S_PLAY_RUN3",
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"S_PLAY_RUN4",
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"S_PLAY_RUN5",
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"S_PLAY_RUN6",
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"S_PLAY_RUN7",
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"S_PLAY_RUN8",
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"S_PLAY_SPD1",
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"S_PLAY_SPD2",
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"S_PLAY_SPD3",
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"S_PLAY_SPD4",
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"S_PLAY_ATK1",
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"S_PLAY_ATK2",
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"S_PLAY_ATK3",
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"S_PLAY_ATK4",
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"S_PLAY_SPRING",
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"S_PLAY_FALL1",
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"S_PLAY_FALL2",
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"S_PLAY_ABL1",
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"S_PLAY_ABL2",
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"S_PLAY_SPC1",
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"S_PLAY_SPC2",
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"S_PLAY_SPC3",
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"S_PLAY_SPC4",
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"S_PLAY_CLIMB1",
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"S_PLAY_CLIMB2",
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"S_PLAY_CLIMB3",
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"S_PLAY_CLIMB4",
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"S_PLAY_CLIMB5",
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"S_PLAY_GASP",
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"S_PLAY_PAIN",
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"S_PLAY_DIE",
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"S_PLAY_TEETER1",
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"S_PLAY_TEETER2",
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"S_PLAY_CARRY",
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"S_PLAY_SUPERSTAND",
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"S_PLAY_SUPERWALK1",
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"S_PLAY_SUPERWALK2",
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"S_PLAY_SUPERFLY1",
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"S_PLAY_SUPERFLY2",
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"S_PLAY_SUPERTEETER",
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"S_PLAY_SUPERHIT",
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"S_PLAY_SUPERTRANS1",
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"S_PLAY_SUPERTRANS2",
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"S_PLAY_SUPERTRANS3",
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"S_PLAY_SUPERTRANS4",
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"S_PLAY_SUPERTRANS5",
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"S_PLAY_SUPERTRANS6",
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"S_PLAY_SUPERTRANS7",
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"S_PLAY_SUPERTRANS8",
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"S_PLAY_SUPERTRANS9", // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
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*/
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// technically the player goes here but it's an infinite tic state
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"S_OBJPLACE_DUMMY",
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@ -7716,7 +7716,7 @@ void G_AddGhost(char *defdemoname)
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}
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gh->mo->z = z;
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}
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gh->mo->state = states+S_KART_STND1; // SRB2kart - was S_PLAY_STND
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gh->mo->state = states+S_KART_STILL1; // SRB2kart - was S_PLAY_STND
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gh->mo->sprite = gh->mo->state->sprite;
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gh->mo->frame = (gh->mo->state->frame & FF_FRAMEMASK) | tr_trans20<<FF_TRANSSHIFT;
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gh->mo->tics = -1;
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125
src/info.c
125
src/info.c
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@ -98,88 +98,43 @@ state_t states[NUMSTATES] =
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{SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK
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// Player // SRB2kart
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{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_STND2}, // S_KART_STND1 A
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{SPR_PLAY, 1, 1, {NULL}, 0, 0, S_KART_STND1}, // S_KART_STND2 B
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{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_STND2_L}, // S_KART_STND1_L C
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{SPR_PLAY, 3, 1, {NULL}, 0, 0, S_KART_STND1_L}, // S_KART_STND2_L D
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{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_STND2_R}, // S_KART_STND1_R E
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{SPR_PLAY, 5, 1, {NULL}, 0, 0, S_KART_STND1_R}, // S_KART_STND2_R F
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{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 J
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{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 G
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{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_WALK2_L}, // S_KART_WALK1_L K
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{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_WALK1_L}, // S_KART_WALK2_L H
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{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_WALK2_R}, // S_KART_WALK1_R L
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{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_WALK1_R}, // S_KART_WALK2_R I
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{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 A
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{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 J
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{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_RUN2_L}, // S_KART_RUN1_L C
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{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_RUN1_L}, // S_KART_RUN2_L K
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{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_RUN2_R}, // S_KART_RUN1_R E
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{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_RUN1_R}, // S_KART_RUN2_R L
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{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L M
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L N
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{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R O
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{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R P
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{SPR_PLAY, 16, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN Q
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{SPR_PLAY, 16, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_PAIN Q
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{SPR_PLAY, 17, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_SQUISH R
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/*
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{SPR_PLAY, 0, 105, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_STND
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{SPR_PLAY, 1, 16, {NULL}, 0, 0, S_PLAY_TAP2}, // S_PLAY_TAP1
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{SPR_PLAY, 2, 16, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_TAP2
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{SPR_PLAY, 3, 4, {NULL}, 0, 0, S_PLAY_RUN2}, // S_PLAY_RUN1
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{SPR_PLAY, 4, 4, {NULL}, 0, 0, S_PLAY_RUN3}, // S_PLAY_RUN2
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{SPR_PLAY, 5, 4, {NULL}, 0, 0, S_PLAY_RUN4}, // S_PLAY_RUN3
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{SPR_PLAY, 6, 4, {NULL}, 0, 0, S_PLAY_RUN5}, // S_PLAY_RUN4
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{SPR_PLAY, 7, 4, {NULL}, 0, 0, S_PLAY_RUN6}, // S_PLAY_RUN5
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{SPR_PLAY, 8, 4, {NULL}, 0, 0, S_PLAY_RUN7}, // S_PLAY_RUN6
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{SPR_PLAY, 9, 4, {NULL}, 0, 0, S_PLAY_RUN8}, // S_PLAY_RUN7
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{SPR_PLAY, 10, 4, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_RUN8
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{SPR_PLAY, 16, 2, {NULL}, 0, 0, S_PLAY_SPD2}, // S_PLAY_SPD1
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{SPR_PLAY, 17, 2, {NULL}, 0, 0, S_PLAY_SPD3}, // S_PLAY_SPD2
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{SPR_PLAY, 18, 2, {NULL}, 0, 0, S_PLAY_SPD4}, // S_PLAY_SPD3
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{SPR_PLAY, 19, 2, {NULL}, 0, 0, S_PLAY_SPD1}, // S_PLAY_SPD4
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{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_PLAY_ATK2}, // S_PLAY_ATK1
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{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_PLAY_ATK3}, // S_PLAY_ATK2
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_PLAY_ATK4}, // S_PLAY_ATK3
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{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_PLAY_ATK1}, // S_PLAY_ATK4
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{SPR_PLAY, 15, -1, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_SPRING
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{SPR_PLAY, 31, 2, {NULL}, 0, 0, S_PLAY_FALL2}, // S_PLAY_FALL1
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{SPR_PLAY, 32, 2, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_FALL2
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{SPR_PLAY, 20, 2, {NULL}, 0, 0, S_PLAY_ABL2}, // S_PLAY_ABL1
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{SPR_PLAY, 21, 2, {NULL}, 0, 0, S_PLAY_ABL1}, // S_PLAY_ABL2
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{SPR_PLAY, 22, 6, {NULL}, 0, 0, S_PLAY_SPC2}, // S_PLAY_SPC1
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{SPR_PLAY, 23, 6, {NULL}, 0, 0, S_PLAY_SPC3}, // S_PLAY_SPC2
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{SPR_PLAY, 24, 6, {NULL}, 0, 0, S_PLAY_SPC4}, // S_PLAY_SPC3
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{SPR_PLAY, 25, 6, {NULL}, 0, 0, S_PLAY_SPC1}, // S_PLAY_SPC4
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{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_CLIMB1
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{SPR_PLAY, 23, 5, {NULL}, 0, 0, S_PLAY_CLIMB3}, // S_PLAY_CLIMB2
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{SPR_PLAY, 24, 5, {NULL}, 0, 0, S_PLAY_CLIMB4}, // S_PLAY_CLIMB3
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{SPR_PLAY, 25, 5, {NULL}, 0, 0, S_PLAY_CLIMB5}, // S_PLAY_CLIMB4
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{SPR_PLAY, 24, 5, {NULL}, 0, 0, S_PLAY_CLIMB2}, // S_PLAY_CLIMB5
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{SPR_PLAY, 26, 14, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_GASP
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{SPR_PLAY, 27, 350, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_PAIN
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{SPR_PLAY, 28, -1, {A_Fall}, 0, 0, S_NULL}, // S_PLAY_DIE
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{SPR_PLAY, 29, 12, {NULL}, 0, 0, S_PLAY_TEETER2}, // S_PLAY_TEETER1
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{SPR_PLAY, 30, 12, {NULL}, 0, 0, S_PLAY_TEETER1}, // S_PLAY_TEETER2
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{SPR_PLAY, 33, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_CARRY
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{SPR_PLAY, 20, -1, {NULL}, 0, 0, S_PLAY_SUPERSTAND}, // S_PLAY_SUPERSTAND
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{SPR_PLAY, 20, 7, {NULL}, 0, 0, S_PLAY_SUPERWALK2}, // S_PLAY_SUPERWALK1
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{SPR_PLAY, 21, 7, {NULL}, 0, 0, S_PLAY_SUPERWALK1}, // S_PLAY_SUPERWALK2
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{SPR_PLAY, 22, 7, {NULL}, 0, 0, S_PLAY_SUPERFLY2}, // S_PLAY_SUPERFLY1
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{SPR_PLAY, 23, 7, {NULL}, 0, 0, S_PLAY_SUPERFLY1}, // S_PLAY_SUPERFLY2
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{SPR_PLAY, 24, 12, {NULL}, 0, 0, S_PLAY_SUPERTEETER}, // S_PLAY_SUPERTEETER
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{SPR_PLAY, 25, -1, {NULL}, 0, 0, S_PLAY_SUPERSTAND}, // S_PLAY_SUPERHIT
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{SPR_PLAY, 36, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS2}, // S_PLAY_SUPERTRANS1
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{SPR_PLAY, 37, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS3}, // S_PLAY_SUPERTRANS2
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{SPR_PLAY, 32806, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS4}, // S_PLAY_SUPERTRANS3
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{SPR_PLAY, 39, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS5}, // S_PLAY_SUPERTRANS4
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{SPR_PLAY, 40, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS6}, // S_PLAY_SUPERTRANS5
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{SPR_PLAY, 41, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS7}, // S_PLAY_SUPERTRANS6
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{SPR_PLAY, 42, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS8}, // S_PLAY_SUPERTRANS7
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{SPR_PLAY, 43, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS9}, // S_PLAY_SUPERTRANS8
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{SPR_PLAY, 44, 16, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_SUPERTRANS9
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*/
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{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_STILL2}, // S_KART_STILL1 A
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{SPR_PLAY, 1, 1, {NULL}, 0, 0, S_KART_STILL1}, // S_KART_STILL2 B
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{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_STILL2_L}, // S_KART_STILL1_L C
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{SPR_PLAY, 3, 1, {NULL}, 0, 0, S_KART_STILL1_L}, // S_KART_STILL2_L D
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{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_STILL2_R}, // S_KART_STILL1_R E
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{SPR_PLAY, 5, 1, {NULL}, 0, 0, S_KART_STILL1_R}, // S_KART_STILL2_R F
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{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_SLOW2}, // S_KART_SLOW1 J
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{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_SLOW1}, // S_KART_SLOW2 G
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{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_SLOW2_L}, // S_KART_SLOW1_L K
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{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_SLOW1_L}, // S_KART_SLOW2_L H
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{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_SLOW2_R}, // S_KART_SLOW1_R L
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{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_SLOW1_R}, // S_KART_SLOW2_R I
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{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_FAST2}, // S_KART_FAST1 A
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{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_FAST1}, // S_KART_FAST2 J
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{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_FAST2_L}, // S_KART_FAST1_L C
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{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_FAST1_L}, // S_KART_FAST2_L K
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{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_FAST2_R}, // S_KART_FAST1_R E
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{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_FAST1_R}, // S_KART_FAST2_R L
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{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L M
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L N
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT2_L_OUT}, // S_KART_DRIFT1_L_OUT N
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{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_DRIFT1_L_OUT}, // S_KART_DRIFT2_L_OUT O
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT2_L_IN}, // S_KART_DRIFT1_L_IN N
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{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_DRIFT3_L_IN}, // S_KART_DRIFT2_L_IN P
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT4_L_IN}, // S_KART_DRIFT3_L_IN N
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{SPR_PLAY, 16, 1, {NULL}, 0, 0, S_KART_DRIFT1_L_IN}, // S_KART_DRIFT4_L_IN Q
|
||||
{SPR_PLAY, 17, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R R
|
||||
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R S
|
||||
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_R_OUT}, // S_KART_DRIFT1_R_OUT S
|
||||
{SPR_PLAY, 19, 1, {NULL}, 0, 0, S_KART_DRIFT1_R_OUT}, // S_KART_DRIFT2_R_OUT T
|
||||
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_R_IN}, // S_KART_DRIFT1_R_IN S
|
||||
{SPR_PLAY, 20, 1, {NULL}, 0, 0, S_KART_DRIFT3_R_IN}, // S_KART_DRIFT2_R_IN U
|
||||
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT4_R_IN}, // S_KART_DRIFT3_R_IN S
|
||||
{SPR_PLAY, 21, 1, {NULL}, 0, 0, S_KART_DRIFT1_R_IN}, // S_KART_DRIFT4_R_IN V
|
||||
{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN W
|
||||
{SPR_PLAY, 22, 350, {NULL}, 0, 0, S_KART_STILL1}, // S_KART_PAIN W
|
||||
{SPR_PLAY, 23, 350, {NULL}, 0, 0, S_KART_STILL1}, // S_KART_SQUISH X
|
||||
|
||||
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY
|
||||
|
||||
|
|
@ -192,7 +147,7 @@ state_t states[NUMSTATES] =
|
|||
{SPR_NULL, 0, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
|
||||
|
||||
// Level end sign (uses player sprite)
|
||||
{SPR_PLAY, 18|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN
|
||||
{SPR_PLAY, 24|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN
|
||||
|
||||
// Blue Crawla
|
||||
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
|
||||
|
|
@ -3632,9 +3587,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
|
||||
{ // MT_PLAYER
|
||||
-1, // doomednum
|
||||
S_KART_STND1, // spawnstate
|
||||
S_KART_STILL1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_KART_WALK1, // seestate
|
||||
S_KART_FAST1, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_thok, // attacksound
|
||||
|
|
|
|||
114
src/info.h
114
src/info.h
|
|
@ -826,88 +826,52 @@ typedef enum state
|
|||
S_THOK,
|
||||
|
||||
// SRB2kart Frames
|
||||
S_KART_STND1,
|
||||
S_KART_STND2,
|
||||
S_KART_STND1_L,
|
||||
S_KART_STND2_L,
|
||||
S_KART_STND1_R,
|
||||
S_KART_STND2_R,
|
||||
S_KART_WALK1,
|
||||
S_KART_WALK2,
|
||||
S_KART_WALK1_L,
|
||||
S_KART_WALK2_L,
|
||||
S_KART_WALK1_R,
|
||||
S_KART_WALK2_R,
|
||||
S_KART_RUN1,
|
||||
S_KART_RUN2,
|
||||
S_KART_RUN1_L,
|
||||
S_KART_RUN2_L,
|
||||
S_KART_RUN1_R,
|
||||
S_KART_RUN2_R,
|
||||
S_KART_STILL1,
|
||||
S_KART_STILL2,
|
||||
S_KART_STILL1_L,
|
||||
S_KART_STILL2_L,
|
||||
S_KART_STILL1_R,
|
||||
S_KART_STILL2_R,
|
||||
|
||||
S_KART_SLOW1,
|
||||
S_KART_SLOW2,
|
||||
S_KART_SLOW1_L,
|
||||
S_KART_SLOW2_L,
|
||||
S_KART_SLOW1_R,
|
||||
S_KART_SLOW2_R,
|
||||
|
||||
S_KART_FAST1,
|
||||
S_KART_FAST2,
|
||||
S_KART_FAST1_L,
|
||||
S_KART_FAST2_L,
|
||||
S_KART_FAST1_R,
|
||||
S_KART_FAST2_R,
|
||||
|
||||
S_KART_DRIFT1_L,
|
||||
S_KART_DRIFT2_L,
|
||||
|
||||
S_KART_DRIFT1_L_OUT,
|
||||
S_KART_DRIFT2_L_OUT,
|
||||
|
||||
S_KART_DRIFT1_L_IN,
|
||||
S_KART_DRIFT2_L_IN,
|
||||
S_KART_DRIFT3_L_IN,
|
||||
S_KART_DRIFT4_L_IN,
|
||||
|
||||
S_KART_DRIFT1_R,
|
||||
S_KART_DRIFT2_R,
|
||||
|
||||
S_KART_DRIFT1_R_OUT,
|
||||
S_KART_DRIFT2_R_OUT,
|
||||
|
||||
S_KART_DRIFT1_R_IN,
|
||||
S_KART_DRIFT2_R_IN,
|
||||
S_KART_DRIFT3_R_IN,
|
||||
S_KART_DRIFT4_R_IN,
|
||||
|
||||
S_KART_SPIN,
|
||||
S_KART_PAIN,
|
||||
S_KART_SQUISH,
|
||||
/*
|
||||
S_PLAY_STND,
|
||||
S_PLAY_TAP1,
|
||||
S_PLAY_TAP2,
|
||||
S_PLAY_RUN1,
|
||||
S_PLAY_RUN2,
|
||||
S_PLAY_RUN3,
|
||||
S_PLAY_RUN4,
|
||||
S_PLAY_RUN5,
|
||||
S_PLAY_RUN6,
|
||||
S_PLAY_RUN7,
|
||||
S_PLAY_RUN8,
|
||||
S_PLAY_SPD1,
|
||||
S_PLAY_SPD2,
|
||||
S_PLAY_SPD3,
|
||||
S_PLAY_SPD4,
|
||||
S_PLAY_ATK1,
|
||||
S_PLAY_ATK2,
|
||||
S_PLAY_ATK3,
|
||||
S_PLAY_ATK4,
|
||||
S_PLAY_SPRING,
|
||||
S_PLAY_FALL1,
|
||||
S_PLAY_FALL2,
|
||||
S_PLAY_ABL1,
|
||||
S_PLAY_ABL2,
|
||||
S_PLAY_SPC1,
|
||||
S_PLAY_SPC2,
|
||||
S_PLAY_SPC3,
|
||||
S_PLAY_SPC4,
|
||||
S_PLAY_CLIMB1,
|
||||
S_PLAY_CLIMB2,
|
||||
S_PLAY_CLIMB3,
|
||||
S_PLAY_CLIMB4,
|
||||
S_PLAY_CLIMB5,
|
||||
S_PLAY_GASP,
|
||||
S_PLAY_PAIN,
|
||||
S_PLAY_DIE,
|
||||
S_PLAY_TEETER1,
|
||||
S_PLAY_TEETER2,
|
||||
S_PLAY_CARRY,
|
||||
S_PLAY_SUPERSTAND,
|
||||
S_PLAY_SUPERWALK1,
|
||||
S_PLAY_SUPERWALK2,
|
||||
S_PLAY_SUPERFLY1,
|
||||
S_PLAY_SUPERFLY2,
|
||||
S_PLAY_SUPERTEETER,
|
||||
S_PLAY_SUPERHIT,
|
||||
S_PLAY_SUPERTRANS1,
|
||||
S_PLAY_SUPERTRANS2,
|
||||
S_PLAY_SUPERTRANS3,
|
||||
S_PLAY_SUPERTRANS4,
|
||||
S_PLAY_SUPERTRANS5,
|
||||
S_PLAY_SUPERTRANS6,
|
||||
S_PLAY_SUPERTRANS7,
|
||||
S_PLAY_SUPERTRANS8,
|
||||
S_PLAY_SUPERTRANS9, // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
|
||||
*/
|
||||
|
||||
// technically the player goes here but it's an infinite tic state
|
||||
S_OBJPLACE_DUMMY,
|
||||
|
|
|
|||
202
src/k_kart.c
202
src/k_kart.c
|
|
@ -2403,49 +2403,183 @@ void K_RespawnChecker(player_t *player)
|
|||
*/
|
||||
void K_KartMoveAnimation(player_t *player)
|
||||
{
|
||||
const INT16 minturn = KART_FULLTURN/8;
|
||||
SINT8 turndir = 0;
|
||||
|
||||
const fixed_t fastspeed = (K_GetKartSpeed(player, false) * 17) / 20; // 85%
|
||||
const fixed_t speedthreshold = player->mo->scale / 8;
|
||||
|
||||
const boolean onground = P_IsObjectOnGround(player->mo);
|
||||
|
||||
ticcmd_t *cmd = &player->cmd;
|
||||
// Standing frames - S_KART_STND1 S_KART_STND1_L S_KART_STND1_R
|
||||
if (player->speed == 0)
|
||||
const boolean spinningwheels = ((cmd->buttons & BT_ACCELERATE) || (onground && player->speed > 0));
|
||||
|
||||
if (cmd->driftturn < -minturn)
|
||||
{
|
||||
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_STND1_R] && player->mo->state <= &states[S_KART_STND2_R]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1_R);
|
||||
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_STND1_L] && player->mo->state <= &states[S_KART_STND2_L]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1_L);
|
||||
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_STND1] && player->mo->state <= &states[S_KART_STND2]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1);
|
||||
turndir = -1;
|
||||
}
|
||||
// Drifting Left - S_KART_DRIFT1_L
|
||||
else if (player->kartstuff[k_drift] > 0 && P_IsObjectOnGround(player->mo))
|
||||
else if (cmd->driftturn > minturn)
|
||||
{
|
||||
if (!(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
|
||||
turndir = 1;
|
||||
}
|
||||
// Drifting Right - S_KART_DRIFT1_R
|
||||
else if (player->kartstuff[k_drift] < 0 && P_IsObjectOnGround(player->mo))
|
||||
|
||||
if (!onground)
|
||||
{
|
||||
if (!(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
|
||||
// Only use certain frames in the air, to make it look like your tires are spinning fruitlessly!
|
||||
|
||||
if (player->kartstuff[k_drift] > 0)
|
||||
{
|
||||
if (!spinningwheels || !(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
|
||||
{
|
||||
// Neutral drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
|
||||
}
|
||||
}
|
||||
else if (player->kartstuff[k_drift] > 0)
|
||||
{
|
||||
if (!spinningwheels || !(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
|
||||
{
|
||||
// Neutral drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((turndir == -1)
|
||||
&& (!spinningwheels || !(player->mo->state >= &states[S_KART_FAST1_R] && player->mo->state <= &states[S_KART_FAST2_R])))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST2_R);
|
||||
}
|
||||
else if ((turndir == 1)
|
||||
&& (!spinningwheels || !(player->mo->state >= &states[S_KART_FAST1_L] && player->mo->state <= &states[S_KART_FAST2_L])))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST2_L);
|
||||
}
|
||||
else if ((turndir == 0)
|
||||
&& (!spinningwheels || !(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2])))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST2);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R
|
||||
else if (player->speed > (20*player->mo->scale))
|
||||
else
|
||||
{
|
||||
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_RUN1_R);
|
||||
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_RUN1_L] && player->mo->state <= &states[S_KART_RUN2_L]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_RUN1_L);
|
||||
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
|
||||
}
|
||||
// Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R
|
||||
else if (player->speed <= (20*player->mo->scale))
|
||||
{
|
||||
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_WALK1_R);
|
||||
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_WALK1_L] && player->mo->state <= &states[S_KART_WALK2_L]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_WALK1_L);
|
||||
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_WALK1] && player->mo->state <= &states[S_KART_WALK2]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_WALK1);
|
||||
if (player->kartstuff[k_drift] > 0)
|
||||
{
|
||||
// Drifting LEFT!
|
||||
|
||||
if ((turndir == -1)
|
||||
&& !(player->mo->state >= &states[S_KART_DRIFT1_L_OUT] && player->mo->state <= &states[S_KART_DRIFT2_L_OUT]))
|
||||
{
|
||||
// Right -- outwards drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L_OUT);
|
||||
}
|
||||
else if ((turndir == 1)
|
||||
&& !(player->mo->state >= &states[S_KART_DRIFT1_L_IN] && player->mo->state <= &states[S_KART_DRIFT4_L_IN]))
|
||||
{
|
||||
// Left -- inwards drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L_IN);
|
||||
}
|
||||
else if ((turndir == 0)
|
||||
&& !(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
|
||||
{
|
||||
// Neutral drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
|
||||
}
|
||||
}
|
||||
else if (player->kartstuff[k_drift] < 0)
|
||||
{
|
||||
// Drifting RIGHT!
|
||||
|
||||
if ((turndir == -1)
|
||||
&& !(player->mo->state >= &states[S_KART_DRIFT1_R_IN] && player->mo->state <= &states[S_KART_DRIFT4_R_IN]))
|
||||
{
|
||||
// Right -- inwards drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R_IN);
|
||||
}
|
||||
else if ((turndir == 1)
|
||||
&& !(player->mo->state >= &states[S_KART_DRIFT1_R_OUT] && player->mo->state <= &states[S_KART_DRIFT2_R_OUT]))
|
||||
{
|
||||
// Left -- outwards drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R_OUT);
|
||||
}
|
||||
else if ((turndir == 0)
|
||||
&& !(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
|
||||
{
|
||||
// Neutral drift
|
||||
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->speed >= fastspeed && player->speed >= (player->lastspeed - speedthreshold))
|
||||
{
|
||||
// Going REAL fast!
|
||||
|
||||
if ((turndir == -1)
|
||||
&& !(player->mo->state >= &states[S_KART_FAST1_R] && player->mo->state <= &states[S_KART_FAST2_R]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST1_R);
|
||||
}
|
||||
else if ((turndir == 1)
|
||||
&& !(player->mo->state >= &states[S_KART_FAST1_L] && player->mo->state <= &states[S_KART_FAST2_L]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST1_L);
|
||||
}
|
||||
else if ((turndir == 0)
|
||||
&& !(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (spinningwheels)
|
||||
{
|
||||
// Drivin' slow.
|
||||
|
||||
if ((turndir == -1)
|
||||
&& !(player->mo->state >= &states[S_KART_SLOW1_R] && player->mo->state <= &states[S_KART_SLOW2_R]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_SLOW1_R);
|
||||
}
|
||||
else if ((turndir == 1)
|
||||
&& !(player->mo->state >= &states[S_KART_SLOW1_L] && player->mo->state <= &states[S_KART_SLOW2_L]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_SLOW1_L);
|
||||
}
|
||||
else if ((turndir == 0)
|
||||
&& !(player->mo->state >= &states[S_KART_SLOW1] && player->mo->state <= &states[S_KART_SLOW2]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_SLOW1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Completely still.
|
||||
|
||||
if ((turndir == -1)
|
||||
&& !(player->mo->state >= &states[S_KART_STILL1_R] && player->mo->state <= &states[S_KART_STILL2_R]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STILL1_R);
|
||||
}
|
||||
else if ((turndir == 1)
|
||||
&& !(player->mo->state >= &states[S_KART_STILL1_L] && player->mo->state <= &states[S_KART_STILL2_L]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STILL1_L);
|
||||
}
|
||||
else if ((turndir == 0)
|
||||
&& !(player->mo->state >= &states[S_KART_STILL1] && player->mo->state <= &states[S_KART_STILL2]))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STILL1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update lastspeed value -- we use to display slow driving frames instead of fast driving when slowing down.
|
||||
player->lastspeed = player->speed;
|
||||
}
|
||||
|
||||
static void K_TauntVoiceTimers(player_t *player)
|
||||
|
|
|
|||
|
|
@ -1308,7 +1308,7 @@ void Command_ObjectPlace_f(void)
|
|||
op_oldmomy = players[0].mo->momy;
|
||||
op_oldmomz = players[0].mo->momz;
|
||||
op_oldheight = players[0].mo->height;
|
||||
op_oldstate = S_KART_STND1; // SRB2kart - was S_PLAY_STND
|
||||
op_oldstate = S_KART_STILL1; // SRB2kart - was S_PLAY_STND
|
||||
op_oldcolor = players[0].mo->color; // save color too in case of super/fireflower
|
||||
|
||||
// Remove ALL flags and motion.
|
||||
|
|
|
|||
|
|
@ -1176,7 +1176,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
|
||||
P_ResetPlayer(player);
|
||||
|
||||
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
|
||||
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
|
@ -1482,7 +1482,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
if (player->pflags & PF_GLIDING)
|
||||
{
|
||||
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
|
||||
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
|
||||
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
|
||||
}
|
||||
|
||||
// Play a bounce sound?
|
||||
|
|
@ -1549,7 +1549,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
if (player->pflags & PF_GLIDING)
|
||||
{
|
||||
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
|
||||
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
|
||||
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
|
||||
}
|
||||
|
||||
// Play a bounce sound?
|
||||
|
|
@ -1605,7 +1605,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
{
|
||||
player->pflags |= PF_MACESPIN;
|
||||
S_StartSound(toucher, sfx_spin);
|
||||
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_ATK1
|
||||
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_ATK1
|
||||
}
|
||||
else
|
||||
player->pflags |= PF_ITEMHANG;
|
||||
|
|
|
|||
14
src/p_mobj.c
14
src/p_mobj.c
|
|
@ -211,11 +211,11 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
// Set animation state
|
||||
// The pflags version of this was just as convoluted.
|
||||
// Rewriten for SRB2kart ... though I don't know what this is.
|
||||
if ((state >= S_KART_STND1 && state <= S_KART_STND2_R) || state == S_KART_SQUISH || state == S_KART_SPIN)
|
||||
if ((state >= S_KART_STILL1 && state <= S_KART_STILL2_R) || state == S_KART_SQUISH || state == S_KART_SPIN)
|
||||
player->panim = PA_IDLE;
|
||||
else if (state >= S_KART_WALK1 && state <= S_KART_WALK2_R)
|
||||
else if (state >= S_KART_SLOW1 && state <= S_KART_SLOW2_R)
|
||||
player->panim = PA_WALK;
|
||||
else if (state >= S_KART_RUN1 && state <= S_KART_DRIFT2_R)
|
||||
else if (state >= S_KART_FAST1 && state <= S_KART_DRIFT2_R)
|
||||
player->panim = PA_RUN;
|
||||
//else if (state >= S_PLAY_ATK1 && state <= S_PLAY_ATK4)
|
||||
// player->panim = PA_ROLL;
|
||||
|
|
@ -1468,7 +1468,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
|
|||
{
|
||||
// if in a walking frame, stop moving
|
||||
if (player->panim == PA_WALK && player->kartstuff[k_spinouttimer] == 0)
|
||||
P_SetPlayerMobjState(mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
mo->momx = player->cmomx;
|
||||
mo->momy = player->cmomy;
|
||||
}
|
||||
|
|
@ -2762,7 +2762,7 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
// Get up if you fell.
|
||||
if ((mo->state == &states[mo->info->painstate] || mo->state == &states[S_KART_SPIN])
|
||||
&& mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->kartstuff[k_squishedtimer] == 0) // SRB2kart
|
||||
P_SetPlayerMobjState(mo, S_KART_STND1);
|
||||
P_SetPlayerMobjState(mo, S_KART_STILL1);
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {
|
||||
|
|
@ -3875,7 +3875,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
{
|
||||
mobj->player->secondjump = 0;
|
||||
mobj->player->powers[pw_tailsfly] = 0;
|
||||
P_SetPlayerMobjState(mobj, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
|
||||
P_SetPlayerMobjState(mobj, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
|
||||
}
|
||||
mobj->eflags &= ~MFE_JUSTHITFLOOR;
|
||||
}
|
||||
|
|
@ -11950,7 +11950,7 @@ void P_AfterPlayerSpawn(INT32 playernum)
|
|||
else
|
||||
p->viewz = p->mo->z + p->viewheight;
|
||||
|
||||
P_SetPlayerMobjState(p->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(p->mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
p->pflags &= ~PF_SPINNING;
|
||||
|
||||
if (playernum == consoleplayer)
|
||||
|
|
|
|||
12
src/p_spec.c
12
src/p_spec.c
|
|
@ -2884,7 +2884,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
mo->player->rmomx = mo->player->rmomy = 1;
|
||||
mo->player->cmomx = mo->player->cmomy = 0;
|
||||
P_ResetPlayer(mo->player);
|
||||
P_SetPlayerMobjState(mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
|
||||
// Reset bot too.
|
||||
if (bot) {
|
||||
|
|
@ -2895,7 +2895,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
bot->player->rmomx = bot->player->rmomy = 1;
|
||||
bot->player->cmomx = bot->player->cmomy = 0;
|
||||
P_ResetPlayer(bot->player);
|
||||
P_SetPlayerMobjState(bot, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(bot, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
@ -4355,8 +4355,8 @@ DoneSection2:
|
|||
player->pflags &= ~PF_GLIDING;
|
||||
player->climbing = 0;
|
||||
|
||||
if (!(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
|
||||
if (!(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST1);
|
||||
|
||||
//if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4])) // SRB2kart
|
||||
//{
|
||||
|
|
@ -4430,8 +4430,8 @@ DoneSection2:
|
|||
player->pflags &= ~PF_SPINNING; // SRB2kart 200117
|
||||
player->pflags &= ~PF_JUMPED;
|
||||
|
||||
if (!(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
|
||||
if (!(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2]))
|
||||
P_SetPlayerMobjState(player->mo, S_KART_FAST1);
|
||||
|
||||
//if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4])) // SRB2kart
|
||||
//{
|
||||
|
|
|
|||
|
|
@ -100,7 +100,7 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
|
|||
thing->player->starpostnum = starpostnum;
|
||||
|
||||
P_ResetPlayer(thing->player);
|
||||
P_SetPlayerMobjState(thing, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(thing, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
|
||||
P_FlashPal(thing->player, PAL_MIXUP, 10);
|
||||
}
|
||||
|
|
@ -185,7 +185,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
|
|||
thing->player->rmomx = thing->player->rmomy = 0;
|
||||
thing->player->speed = 0;
|
||||
P_ResetPlayer(thing->player);
|
||||
P_SetPlayerMobjState(thing, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(thing, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
}
|
||||
|
||||
if (flash)
|
||||
|
|
|
|||
32
src/p_user.c
32
src/p_user.c
|
|
@ -2935,7 +2935,7 @@ static void P_DoClimbing(player_t *player) // SRB2kart - unused
|
|||
if (player->climbing && P_IsObjectOnGround(player->mo))
|
||||
{
|
||||
P_ResetPlayer(player);
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STILL1); // SRB2kart
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3641,7 +3641,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) // SRB2kart - unused.
|
|||
{
|
||||
player->skidtime = 0;
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1);
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STILL1);
|
||||
player->mo->momx = player->cmomx;
|
||||
player->mo->momy = player->cmomy;
|
||||
}
|
||||
|
|
@ -3837,14 +3837,14 @@ static void P_2dMovement(player_t *player)
|
|||
else if (player->exiting)
|
||||
{
|
||||
player->pflags &= ~PF_GLIDING;
|
||||
P_SetPlayerMobjState(player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
|
||||
P_SetPlayerMobjState(player->mo, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
|
||||
player->skidtime = 0;
|
||||
}
|
||||
}
|
||||
if (player->pflags & PF_SPINNING && !player->exiting)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -5831,18 +5831,18 @@ static void P_MovePlayer(player_t *player)
|
|||
// If the player is moving fast enough,
|
||||
// break into a run!
|
||||
if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
|
||||
P_SetPlayerMobjState (player->mo, S_KART_RUN1); // SRB2kart - was S_PLAY_SPD1
|
||||
P_SetPlayerMobjState (player->mo, S_KART_FAST1); // SRB2kart - was S_PLAY_SPD1
|
||||
|
||||
// Otherwise, just walk.
|
||||
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
|
||||
P_SetPlayerMobjState (player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
|
||||
P_SetPlayerMobjState (player->mo, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
|
||||
}
|
||||
*/
|
||||
|
||||
// If your running animation is playing, and you're
|
||||
// going too slow, switch back to the walking frames.
|
||||
//if (player->panim == PA_RUN && player->speed < runspd && player->kartstuff[k_spinouttimer] == 0)
|
||||
//P_SetPlayerMobjState(player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
|
||||
//P_SetPlayerMobjState(player->mo, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
|
||||
|
||||
// If Springing, but travelling DOWNWARD, change back!
|
||||
//if (player->mo->state == &states[S_PLAY_SPRING] && P_MobjFlip(player->mo)*player->mo->momz < 0)
|
||||
|
|
@ -5890,17 +5890,23 @@ static void P_MovePlayer(player_t *player)
|
|||
K_KartMoveAnimation(player);
|
||||
|
||||
if (player->kartstuff[k_pogospring])
|
||||
{
|
||||
player->frameangle += ANGLE_22h;
|
||||
}
|
||||
else
|
||||
{
|
||||
player->frameangle = player->mo->angle;
|
||||
|
||||
if (player->kartstuff[k_drift] != 0)
|
||||
{
|
||||
INT32 a = (ANGLE_45 / 5) * player->kartstuff[k_drift];
|
||||
player->frameangle += a;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
|
||||
|
||||
// If you are stopped and are still walking, stand still!
|
||||
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
|
||||
//{ SRB2kart
|
||||
|
||||
// Drifting sound
|
||||
|
|
@ -5930,7 +5936,7 @@ static void P_MovePlayer(player_t *player)
|
|||
player->jumping = 0;
|
||||
player->secondjump = 0;
|
||||
player->pflags &= ~PF_THOKKED;
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
|
||||
P_SetPlayerMobjState(player->mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
|
||||
}
|
||||
|
||||
if (/*!(player->charability == CA_GLIDEANDCLIMB) ||*/ player->gotflag) // If you can't glide, then why the heck would you be gliding?
|
||||
|
|
@ -8745,7 +8751,7 @@ void P_PlayerThink(player_t *player)
|
|||
|
||||
if (player->powers[pw_ingoop])
|
||||
{
|
||||
if (player->mo->state == &states[S_KART_STND1]) // SRB2kart - was S_PLAY_STND
|
||||
if (player->mo->state == &states[S_KART_STILL1]) // SRB2kart - was S_PLAY_STND
|
||||
player->mo->tics = 2;
|
||||
|
||||
player->powers[pw_ingoop]--;
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue