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https://github.com/KartKrewDev/RingRacers.git
synced 2026-01-02 21:22:40 +00:00
Implement the Sunbeam Palm decoration
- Randomised tilt - Randomised leaf angles - Technically specifiable number of leaves, but the default of 5 is sane enough
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4 changed files with 121 additions and 0 deletions
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@ -4449,6 +4449,9 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_LIZARDMAN",
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"S_LIONMAN",
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"S_SUNBEAMPALM_STEM",
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"S_SUNBEAMPALM_LEAF",
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"S_KARMAFIREWORK1",
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"S_KARMAFIREWORK2",
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"S_KARMAFIREWORK3",
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@ -5735,6 +5738,9 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_LIZARDMAN",
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"MT_LIONMAN",
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"MT_SUNBEAMPALM_STEM",
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"MT_SUNBEAMPALM_LEAF",
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"MT_KARMAFIREWORK",
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"MT_RINGSPARKS",
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"MT_GAINAX",
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60
src/info.c
60
src/info.c
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@ -818,6 +818,9 @@ char sprnames[NUMSPRITES + 1][5] =
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"WBLZ",
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"WBLN",
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"TUST",
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"TULE",
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"FWRK",
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"MXCL",
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"RGSP",
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@ -5155,6 +5158,9 @@ state_t states[NUMSTATES] =
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{SPR_WBLZ, 0, -1, {NULL}, 0, 0, S_NULL}, // S_LIZARDMAN
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{SPR_WBLN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_LIONMAN
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{SPR_TUST, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_SUNBEAMPALM_STEM
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{SPR_TULE, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_SUNBEAMPALM_LEAF
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{SPR_FWRK, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_KARMAFIREWORK2}, // S_KARMAFIREWORK1
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{SPR_FWRK, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_KARMAFIREWORK3}, // S_KARMAFIREWORK2
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{SPR_FWRK, 2|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_KARMAFIREWORK4}, // S_KARMAFIREWORK3
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@ -29293,6 +29299,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_SUNBEAMPALM_STEM
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2697, // doomednum
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S_SUNBEAMPALM_STEM, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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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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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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0, // speed
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90<<FRACBITS, // radius
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420<<FRACBITS, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPTHING, // flags
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S_NULL // raisestate
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},
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{ // MT_SUNBEAMPALM_LEAF
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-1, // doomednum
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S_SUNBEAMPALM_LEAF, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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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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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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0, // speed
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96<<FRACBITS, // radius
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128<<FRACBITS, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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{ // MT_KARMAFIREWORK
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-1, // doomednum
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S_KARMAFIREWORK1, // spawnstate
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@ -1369,6 +1369,9 @@ typedef enum sprite
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SPR_WBLZ,
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SPR_WBLN,
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SPR_TUST,
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SPR_TULE,
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SPR_FWRK,
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SPR_MXCL,
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SPR_RGSP,
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@ -5595,6 +5598,9 @@ typedef enum state
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S_LIZARDMAN,
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S_LIONMAN,
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S_SUNBEAMPALM_STEM,
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S_SUNBEAMPALM_LEAF,
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S_KARMAFIREWORK1,
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S_KARMAFIREWORK2,
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S_KARMAFIREWORK3,
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@ -6900,6 +6906,9 @@ typedef enum mobj_type
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MT_LIZARDMAN,
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MT_LIONMAN,
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MT_SUNBEAMPALM_STEM,
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MT_SUNBEAMPALM_LEAF,
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MT_KARMAFIREWORK,
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MT_RINGSPARKS,
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MT_GAINAX,
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46
src/p_mobj.c
46
src/p_mobj.c
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@ -13350,6 +13350,52 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj)
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P_RemoveMobj(mobj); // Don't need this helper obj anymore
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return false;
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}
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case MT_SUNBEAMPALM_STEM:
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{
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UINT8 i;
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const UINT8 numleaves = max(4, (abs(mthing->args[0])+1 % 6) + 4);
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const fixed_t pivot = P_RandomRange(PR_DECORATION, -40, 20) * FRACUNIT;
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mobj->rollangle = FixedAngle(pivot);
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const fixed_t temptop = FixedDiv(mobj->height, mobj->scale);
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const fixed_t tempside = mobj->info->radius * 2;
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const fixed_t top = P_ReturnThrustX(mobj, mobj->rollangle, temptop) + P_ReturnThrustY(mobj, mobj->rollangle, tempside);
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const fixed_t side = P_ReturnThrustX(mobj, mobj->rollangle, tempside) - P_ReturnThrustY(mobj, mobj->rollangle, temptop);
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const fixed_t basex = P_ReturnThrustX(mobj, mobj->angle, side);
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const fixed_t basey = P_ReturnThrustY(mobj, mobj->angle, side);
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const angle_t divideangle = FixedAngle((360*FRACUNIT)/numleaves);
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angle_t leafangle = P_RandomKey(PR_DECORATION, 360)*ANG1;
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const fixed_t dist = mobjinfo[MT_SUNBEAMPALM_LEAF].radius;
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// Spawn all of the papersprite leaves
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for (i = 0; i < numleaves; i++, leafangle += divideangle)
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{
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mobj_t *leaf;
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leaf = P_SpawnMobjFromMobj(
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mobj,
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basex + P_ReturnThrustX(mobj, leafangle, dist),
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basey + P_ReturnThrustY(mobj, leafangle, dist),
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top,
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MT_SUNBEAMPALM_LEAF
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);
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if (P_MobjWasRemoved(leaf))
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continue;
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leaf->angle = leafangle;
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leaf->frame |= P_RandomKey(PR_DECORATION, 5);
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}
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break;
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}
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case MT_BATTLECAPSULE:
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{
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sector_t *sec = R_PointInSubsector(mobj->x, mobj->y)->sector;
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