mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'master' of git.magicalgirl.moe:KartKrew/Kart into v2-master
This commit is contained in:
commit
f3bcc989df
44 changed files with 1656 additions and 808 deletions
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@ -17,7 +17,7 @@ set(SRB2_ASSET_HASHED
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gfx.pk3;\
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textures.pk3;\
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chars.pk3;\
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maps.wad;\
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maps.pk3;\
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patch.pk3"
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CACHE STRING "Asset filenames to apply MD5 checks. No spaces between entries!"
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)
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@ -902,7 +902,10 @@ static void COM_Add_f(void)
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return;
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}
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CV_AddValue(cvar, atoi(COM_Argv(2)));
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if (( cvar->flags & CV_FLOAT ))
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CV_Set(cvar, va("%f", FIXED_TO_FLOAT (cvar->value) + atof(COM_Argv(2))));
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else
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CV_AddValue(cvar, atoi(COM_Argv(2)));
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}
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// =========================================================================
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@ -15,7 +15,7 @@
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#define ASSET_HASH_GFX_PK3 "${SRB2_ASSET_gfx.pk3_HASH}"
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#define ASSET_HASH_TEXTURES_PK3 "${SRB2_ASSET_textures.pk3_HASH}"
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#define ASSET_HASH_CHARS_PK3 "${SRB2_ASSET_chars.pk3_HASH}"
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#define ASSET_HASH_MAPS_WAD "${SRB2_ASSET_maps.wad_HASH}"
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#define ASSET_HASH_MAPS_PK3 "${SRB2_ASSET_maps.pk3_HASH}"
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#ifdef USE_PATCH_FILE
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#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
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#endif
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@ -36,7 +36,7 @@
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#define ASSET_HASH_GFX_PK3 "00000000000000000000000000000000"
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#define ASSET_HASH_TEXTURES_PK3 "00000000000000000000000000000000"
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#define ASSET_HASH_CHARS_PK3 "00000000000000000000000000000000"
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#define ASSET_HASH_MAPS_WAD "00000000000000000000000000000000"
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#define ASSET_HASH_MAPS_PK3 "00000000000000000000000000000000"
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#ifdef USE_PATCH_FILE
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#define ASSET_HASH_PATCH_PK3 "00000000000000000000000000000000"
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#endif
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@ -1428,8 +1428,14 @@ static void SV_SendPlayerInfo(INT32 node)
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UINT8 i;
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netbuffer->packettype = PT_PLAYERINFO;
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MSCOMPAT_MAXPLAYERS; i++)
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{
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if (i >= MAXPLAYERS)
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{
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netbuffer->u.playerinfo[i].node = 255;
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continue;
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}
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if (!playeringame[i])
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{
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netbuffer->u.playerinfo[i].node = 255; // This slot is empty.
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@ -1477,7 +1483,7 @@ static void SV_SendPlayerInfo(INT32 node)
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netbuffer->u.playerinfo[i].data |= 0x80;
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}
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HSendPacket(node, false, 0, sizeof(plrinfo) * MAXPLAYERS);
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HSendPacket(node, false, 0, sizeof(plrinfo) * MSCOMPAT_MAXPLAYERS);
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}
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/** Sends a PT_SERVERCFG packet
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@ -468,7 +468,7 @@ typedef struct
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serverrefuse_pak serverrefuse; // 65025 bytes (somehow I feel like those values are garbage...)
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askinfo_pak askinfo; // 61 bytes
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msaskinfo_pak msaskinfo; // 22 bytes
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plrinfo playerinfo[MAXPLAYERS]; // 576 bytes(?)
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plrinfo playerinfo[MSCOMPAT_MAXPLAYERS];// 576 bytes(?)
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plrconfig playerconfig[MAXPLAYERS]; // (up to) 528 bytes(?)
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INT32 filesneedednum; // 4 bytes
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filesneededconfig_pak filesneededcfg; // ??? bytes
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25
src/d_main.c
25
src/d_main.c
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@ -447,7 +447,7 @@ static void D_Display(void)
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{
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if (i > 0) // Splitscreen-specific
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{
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switch (i)
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switch (i)
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{
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case 1:
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if (splitscreen > 1)
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@ -896,11 +896,18 @@ static void IdentifyVersion(void)
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D_AddFile(va(pandf,srb2waddir,"gfx.pk3"), startupwadfiles);
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D_AddFile(va(pandf,srb2waddir,"textures.pk3"), startupwadfiles);
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D_AddFile(va(pandf,srb2waddir,"chars.pk3"), startupwadfiles);
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D_AddFile(va(pandf,srb2waddir,"maps.wad"), startupwadfiles); // TODO: make this a pk3 too!
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D_AddFile(va(pandf,srb2waddir,"maps.pk3"), startupwadfiles);
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#ifdef USE_PATCH_FILE
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D_AddFile(va(pandf,srb2waddir,"patch.pk3"), startupwadfiles);
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#endif
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#if 0
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// TODO: pk3 doesn't support music replacement IIRC
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// music barely benefits from the compression anyway
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// would be nice for the folders, though
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D_AddFile(va(pandf,srb2waddir,"sounds.pk3"), startupwadfiles);
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D_AddFile(va(pandf,srb2waddir,"music.pk3"), startupwadfiles);
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#else
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#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
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#define MUSICTEST(str) \
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{\
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@ -915,6 +922,7 @@ static void IdentifyVersion(void)
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MUSICTEST("music.wad")
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#undef MUSICTEST
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#endif
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#endif
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}
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/* ======================================================================== */
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@ -1182,12 +1190,12 @@ void D_SRB2Main(void)
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M_InitCharacterTables();
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// load wad, including the main wad file
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CONS_Printf("W_InitMultipleFiles(): Adding IWAD and main PWADs.\n");
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CONS_Printf("W_InitMultipleFiles(): Adding main IWAD and PWADs.\n");
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if (!W_InitMultipleFiles(startupwadfiles, false))
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#ifdef _DEBUG
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CONS_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n");
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CONS_Error("A main WAD file was not found or not valid.\nCheck the log to see which ones.\n");
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#else
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I_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n");
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I_Error("A main WAD file was not found or not valid.\nCheck the log to see which ones.\n");
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#endif
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D_CleanFile(startupwadfiles);
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@ -1200,7 +1208,7 @@ void D_SRB2Main(void)
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mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_GFX_PK3); // gfx.pk3
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mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_TEXTURES_PK3); // textures.pk3
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mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_CHARS_PK3); // chars.pk3
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mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_MAPS_WAD); // maps.wad -- 4 - If you touch this, make sure to touch up the majormods stuff below.
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mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_MAPS_PK3); // maps.pk3 -- 4 - If you touch this, make sure to touch up the majormods stuff below.
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#ifdef USE_PATCH_FILE
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mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_PATCH_PK3); // patch.pk3
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#endif
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@ -1208,7 +1216,7 @@ void D_SRB2Main(void)
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mainwads++; // gfx.pk3
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mainwads++; // textures.pk3
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mainwads++; // chars.pk3
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mainwads++; // maps.wad
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mainwads++; // maps.pk3
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#ifdef USE_PATCH_FILE
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mainwads++; // patch.pk3
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#endif
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@ -1241,8 +1249,9 @@ void D_SRB2Main(void)
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}
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}
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CONS_Printf("W_InitMultipleFiles(): Adding external PWADs.\n");
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if (!W_InitMultipleFiles(startuppwads, true))
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CONS_Error("A PWAD file was not found or not valid.\nCheck the log to see which ones.\n");
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M_StartMessage(M_GetText("A PWAD file was not found or not valid.\nCheck log.txt to see which ones.\n\nPress ESC\n"), NULL, MM_NOTHING);
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D_CleanFile(startuppwads);
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//
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|
|
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@ -2041,7 +2041,7 @@ static void Command_View_f(void)
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return;
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}
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displayplayerp = &displayplayers[viewnum];
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displayplayerp = &displayplayers[viewnum-1];
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if (COM_Argc() > 1)/* switch to player */
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{
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@ -130,7 +130,8 @@ UINT8 *PutFileNeeded(UINT16 firstfile)
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nameonly(strcpy(wadfilename, wadfiles[i]->filename));
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if (p + 1 + 4 + strlen(wadfilename) + 16 > p_start + MAXFILENEEDED)
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// Look below at the WRITE macros to understand what these numbers mean.
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if (p + 1 + 4 + min(strlen(wadfilename) + 1, MAX_WADPATH) + 16 > p_start + MAXFILENEEDED)
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{
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// Too many files to send all at once
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if (netbuffer->packettype == PT_MOREFILESNEEDED)
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|
|
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@ -327,6 +327,9 @@ typedef enum
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k_jawztargetdelay, // Delay for Jawz target switching, to make it less twitchy
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k_spectatewait, // How long have you been waiting as a spectator
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k_growcancel, // Hold the item button down to cancel Grow
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k_tiregrease, // Reduced friction timer after hitting a horizontal spring
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k_springstars, // Spawn stars around a player when they hit a spring
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k_springcolor, // Color of spring stars
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NUMKARTSTUFF
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} kartstufftype_t;
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|
|
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116
src/dehacked.c
116
src/dehacked.c
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@ -1230,8 +1230,9 @@ static void readlevelheader(MYFILE *f, INT32 num)
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}
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else if (fastcmp(word, "WEATHER"))
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mapheaderinfo[num-1]->weather = (UINT8)get_number(word2);
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else if (fastcmp(word, "SKYNUM"))
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mapheaderinfo[num-1]->skynum = (INT16)i;
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else if (fastcmp(word, "SKYTEXTURE"))
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deh_strlcpy(mapheaderinfo[num-1]->skytexture, word2,
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sizeof(mapheaderinfo[num-1]->skytexture), va("Level header %d: sky texture", num));
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else if (fastcmp(word, "INTERSCREEN"))
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strncpy(mapheaderinfo[num-1]->interscreen, word2, 8);
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else if (fastcmp(word, "PRECUTSCENENUM"))
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@ -5609,44 +5610,77 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_RBIRD2",
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"S_RBIRD3",
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"S_YELLOWSPRING",
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// Yellow Spring
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"S_YELLOWSPRING1",
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"S_YELLOWSPRING2",
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"S_YELLOWSPRING3",
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"S_YELLOWSPRING4",
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"S_YELLOWSPRING5",
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|
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"S_REDSPRING",
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// Red Spring
|
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"S_REDSPRING1",
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"S_REDSPRING2",
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"S_REDSPRING3",
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"S_REDSPRING4",
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"S_REDSPRING5",
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// Blue Springs
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"S_BLUESPRING",
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// Blue Spring
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"S_BLUESPRING1",
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"S_BLUESPRING2",
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"S_BLUESPRING3",
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"S_BLUESPRING4",
|
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"S_BLUESPRING5",
|
||||
|
||||
// Grey Spring
|
||||
"S_GREYSPRING1",
|
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"S_GREYSPRING2",
|
||||
"S_GREYSPRING3",
|
||||
"S_GREYSPRING4",
|
||||
|
||||
// Yellow Diagonal Spring
|
||||
"S_YDIAG1",
|
||||
"S_YDIAG2",
|
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"S_YDIAG3",
|
||||
"S_YDIAG4",
|
||||
"S_YDIAG5",
|
||||
"S_YDIAG6",
|
||||
"S_YDIAG7",
|
||||
"S_YDIAG8",
|
||||
|
||||
// Red Diagonal Spring
|
||||
"S_RDIAG1",
|
||||
"S_RDIAG2",
|
||||
"S_RDIAG3",
|
||||
"S_RDIAG4",
|
||||
"S_RDIAG5",
|
||||
"S_RDIAG6",
|
||||
"S_RDIAG7",
|
||||
"S_RDIAG8",
|
||||
|
||||
// Blue Diagonal Spring
|
||||
"S_BDIAG1",
|
||||
"S_BDIAG2",
|
||||
"S_BDIAG3",
|
||||
"S_BDIAG4",
|
||||
|
||||
// Grey Diagonal Spring
|
||||
"S_GDIAG1",
|
||||
"S_GDIAG2",
|
||||
"S_GDIAG3",
|
||||
"S_GDIAG4",
|
||||
|
||||
// Yellow Horizontal Spring
|
||||
"S_YHORIZ1",
|
||||
"S_YHORIZ2",
|
||||
"S_YHORIZ3",
|
||||
"S_YHORIZ4",
|
||||
|
||||
// Red Horizontal Spring
|
||||
"S_RHORIZ1",
|
||||
"S_RHORIZ2",
|
||||
"S_RHORIZ3",
|
||||
"S_RHORIZ4",
|
||||
|
||||
// Blue Horizontal Spring
|
||||
"S_BHORIZ1",
|
||||
"S_BHORIZ2",
|
||||
"S_BHORIZ3",
|
||||
"S_BHORIZ4",
|
||||
|
||||
// Grey Horizontal Spring
|
||||
"S_GHORIZ1",
|
||||
"S_GHORIZ2",
|
||||
"S_GHORIZ3",
|
||||
"S_GHORIZ4",
|
||||
|
||||
// Rain
|
||||
"S_RAIN1",
|
||||
|
|
@ -6271,26 +6305,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_SRB1_GENREX1",
|
||||
"S_SRB1_GENREX2",
|
||||
|
||||
// Gray Springs
|
||||
"S_GRAYSPRING",
|
||||
"S_GRAYSPRING2",
|
||||
"S_GRAYSPRING3",
|
||||
"S_GRAYSPRING4",
|
||||
"S_GRAYSPRING5",
|
||||
|
||||
// Invis-spring - this is used just for the sproing sound.
|
||||
"S_INVISSPRING",
|
||||
|
||||
// Blue Diagonal Spring
|
||||
"S_BDIAG1",
|
||||
"S_BDIAG2",
|
||||
"S_BDIAG3",
|
||||
"S_BDIAG4",
|
||||
"S_BDIAG5",
|
||||
"S_BDIAG6",
|
||||
"S_BDIAG7",
|
||||
"S_BDIAG8",
|
||||
|
||||
//{ Random Item Box
|
||||
"S_RANDOMITEM1",
|
||||
"S_RANDOMITEM2",
|
||||
|
|
@ -7199,6 +7213,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_DRAFTDUST4",
|
||||
"S_DRAFTDUST5",
|
||||
|
||||
"S_TIREGREASE",
|
||||
|
||||
#ifdef SEENAMES
|
||||
"S_NAMECHECK",
|
||||
#endif
|
||||
|
|
@ -7328,11 +7344,18 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
|
|||
// Springs and others
|
||||
"MT_FAN",
|
||||
"MT_STEAM", // Steam riser
|
||||
"MT_BLUESPRING",
|
||||
"MT_YELLOWSPRING",
|
||||
"MT_REDSPRING",
|
||||
"MT_BLUESPRING",
|
||||
"MT_GREYSPRING",
|
||||
"MT_YELLOWDIAG", // Yellow Diagonal Spring
|
||||
"MT_REDDIAG", // Red Diagonal Spring
|
||||
"MT_BLUEDIAG", // Blue Diagonal Spring
|
||||
"MT_GREYDIAG", // Grey Diagonal Spring
|
||||
"MT_YELLOWHORIZ", // Yellow Horizontal Spring
|
||||
"MT_REDHORIZ", // Red Horizontal Spring
|
||||
"MT_BLUEHORIZ", // Blue Horizontal Spring
|
||||
"MT_GREYHORIZ", // Grey Horizontal Spring
|
||||
|
||||
// Interactive Objects
|
||||
"MT_BUBBLES", // Bubble source
|
||||
|
|
@ -7714,9 +7737,6 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
|
|||
"MT_SRB1_GENREX",
|
||||
|
||||
// SRB2kart
|
||||
"MT_GRAYSPRING",
|
||||
"MT_INVISSPRING",
|
||||
"MT_BLUEDIAG",
|
||||
"MT_RANDOMITEM",
|
||||
"MT_RANDOMITEMPOP",
|
||||
"MT_FLOATINGITEM",
|
||||
|
|
@ -7987,6 +8007,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
|
|||
"MT_KARMAFIREWORK",
|
||||
"MT_RINGSPARKS",
|
||||
"MT_DRAFTDUST",
|
||||
"MT_TIREGREASE",
|
||||
|
||||
#ifdef SEENAMES
|
||||
"MT_NAMECHECK",
|
||||
|
|
@ -8473,7 +8494,10 @@ static const char *const KARTSTUFF_LIST[] = {
|
|||
"GETSPARKS",
|
||||
"JAWZTARGETDELAY",
|
||||
"SPECTATEWAIT",
|
||||
"GROWCANCEL"
|
||||
"GROWCANCEL",
|
||||
"TIREGREASE",
|
||||
"SPRINGSTARS",
|
||||
"SPRINGCOLOR"
|
||||
};
|
||||
#endif
|
||||
|
||||
|
|
@ -9903,11 +9927,11 @@ static inline int lib_getenum(lua_State *L)
|
|||
} else if (fastcmp(word,"globalweather")) {
|
||||
lua_pushinteger(L, globalweather);
|
||||
return 1;
|
||||
} else if (fastcmp(word,"levelskynum")) {
|
||||
lua_pushinteger(L, levelskynum);
|
||||
} else if (fastcmp(word,"levelskytexture")) {
|
||||
lua_pushstring(L, levelskytexture);
|
||||
return 1;
|
||||
} else if (fastcmp(word,"globallevelskynum")) {
|
||||
lua_pushinteger(L, globallevelskynum);
|
||||
} else if (fastcmp(word,"globallevelskytexture")) {
|
||||
lua_pushstring(L, globallevelskytexture);
|
||||
return 1;
|
||||
} else if (fastcmp(word,"mapmusname")) {
|
||||
lua_pushstring(L, mapmusname);
|
||||
|
|
|
|||
|
|
@ -249,6 +249,9 @@ extern FILE *logstream;
|
|||
#define PLAYERSMASK (MAXPLAYERS-1)
|
||||
#define MAXPLAYERNAME 21
|
||||
|
||||
// Master Server compatibility ONLY
|
||||
#define MSCOMPAT_MAXPLAYERS (32)
|
||||
|
||||
typedef enum
|
||||
{
|
||||
SKINCOLOR_NONE = 0,
|
||||
|
|
|
|||
|
|
@ -227,7 +227,7 @@ typedef struct
|
|||
UINT32 muspos; ///< Music position to jump to.
|
||||
char forcecharacter[17]; ///< (SKINNAMESIZE+1) Skin to switch to or "" to disable.
|
||||
UINT8 weather; ///< 0 = sunny day, 1 = storm, 2 = snow, 3 = rain, 4 = blank, 5 = thunder w/o rain, 6 = rain w/o lightning, 7 = heat wave.
|
||||
INT16 skynum; ///< Sky number to use.
|
||||
char skytexture[9]; ///< Sky texture to use.
|
||||
INT16 skybox_scalex; ///< Skybox X axis scale. (0 = no movement, 1 = 1:1 movement, 16 = 16:1 slow movement, -4 = 1:4 fast movement, etc.)
|
||||
INT16 skybox_scaley; ///< Skybox Y axis scale.
|
||||
INT16 skybox_scalez; ///< Skybox Z axis scale.
|
||||
|
|
@ -435,6 +435,7 @@ extern INT32 sneakertime;
|
|||
extern INT32 itemtime;
|
||||
extern INT32 comebacktime;
|
||||
extern INT32 bumptime;
|
||||
extern INT32 greasetics;
|
||||
extern INT32 wipeoutslowtime;
|
||||
extern INT32 wantedreduce;
|
||||
extern INT32 wantedfrequency;
|
||||
|
|
|
|||
18
src/g_game.c
18
src/g_game.c
|
|
@ -216,6 +216,7 @@ INT32 sneakertime = TICRATE + (TICRATE/3);
|
|||
INT32 itemtime = 8*TICRATE;
|
||||
INT32 comebacktime = 10*TICRATE;
|
||||
INT32 bumptime = 6;
|
||||
INT32 greasetics = 3*TICRATE;
|
||||
INT32 wipeoutslowtime = 20;
|
||||
INT32 wantedreduce = 5*TICRATE;
|
||||
INT32 wantedfrequency = 10*TICRATE;
|
||||
|
|
@ -3642,7 +3643,7 @@ tryagain:
|
|||
|
||||
void G_AddMapToBuffer(INT16 map)
|
||||
{
|
||||
INT16 bufx, refreshnum = (TOLMaps(G_TOLFlag(gametype)) / 2) + 1;
|
||||
INT16 bufx, refreshnum = max(0, TOLMaps(G_TOLFlag(gametype))-3);
|
||||
|
||||
// Add the map to the buffer.
|
||||
for (bufx = NUMMAPS-1; bufx > 0; bufx--)
|
||||
|
|
@ -6483,10 +6484,10 @@ void G_WriteStanding(UINT8 ranking, char *name, INT32 skinnum, UINT8 color, UINT
|
|||
{
|
||||
char temp[16];
|
||||
|
||||
if (demoinfo_p && (UINT32)(*demoinfo_p) == 0)
|
||||
if (demoinfo_p && *(UINT32 *)demoinfo_p == 0)
|
||||
{
|
||||
WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker
|
||||
WRITEUINT32(demoinfo_p, demo_p - demobuffer);
|
||||
*(UINT32 *)demoinfo_p = demo_p - demobuffer;
|
||||
}
|
||||
|
||||
WRITEUINT8(demo_p, DW_STANDING);
|
||||
|
|
@ -8178,16 +8179,17 @@ boolean G_CheckDemoStatus(void)
|
|||
|
||||
void G_SaveDemo(void)
|
||||
{
|
||||
UINT8 *p = demobuffer+16; // checksum position
|
||||
UINT8 *p = demobuffer+16; // after version
|
||||
UINT32 length;
|
||||
#ifdef NOMD5
|
||||
UINT8 i;
|
||||
#endif
|
||||
|
||||
// Ensure extrainfo pointer is always available, even if no info is present.
|
||||
if (demoinfo_p && (UINT32)(*demoinfo_p) == 0)
|
||||
if (demoinfo_p && *(UINT32 *)demoinfo_p == 0)
|
||||
{
|
||||
WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker
|
||||
WRITEUINT32(demoinfo_p, (UINT32)(demo_p - demobuffer));
|
||||
*(UINT32 *)demoinfo_p = demo_p - demobuffer;
|
||||
}
|
||||
WRITEUINT8(demo_p, DW_END); // Mark end of demo extra data.
|
||||
|
||||
|
|
@ -8233,12 +8235,14 @@ void G_SaveDemo(void)
|
|||
sprintf(writepoint, "%s.lmp", demo_slug);
|
||||
}
|
||||
|
||||
length = *(UINT32 *)demoinfo_p;
|
||||
WRITEUINT32(demoinfo_p, length);
|
||||
#ifdef NOMD5
|
||||
for (i = 0; i < 16; i++, p++)
|
||||
*p = M_RandomByte(); // This MD5 was chosen by fair dice roll and most likely < 50% correct.
|
||||
#else
|
||||
// Make a checksum of everything after the checksum in the file up to the end of the standard data. Extrainfo is freely modifiable.
|
||||
md5_buffer((char *)p+16, (demobuffer + (UINT32)*demoinfo_p) - (p+16), p);
|
||||
md5_buffer((char *)p+16, (demobuffer + length) - (p+16), p);
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -1319,7 +1319,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
|
|||
|
||||
// HWR_DrawSkyWalls
|
||||
// Draw walls into the depth buffer so that anything behind is culled properly
|
||||
static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top)
|
||||
static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf)
|
||||
{
|
||||
HWD.pfnSetTexture(NULL);
|
||||
// no texture
|
||||
|
|
@ -1327,9 +1327,6 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b
|
|||
wallVerts[0].t = wallVerts[1].t = 0;
|
||||
wallVerts[0].s = wallVerts[3].s = 0;
|
||||
wallVerts[2].s = wallVerts[1].s = 0;
|
||||
// set top/bottom coords
|
||||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall
|
||||
HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL);
|
||||
// PF_Invisible so it's not drawn into the colour buffer
|
||||
// PF_NoTexture for no texture
|
||||
|
|
@ -1462,6 +1459,111 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
worldlow = gr_backsector->floorheight;
|
||||
#endif
|
||||
|
||||
// Sky culling
|
||||
if (!gr_curline->polyseg) // Don't do it for polyobjects
|
||||
{
|
||||
// Sky Ceilings
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
|
||||
|
||||
if (gr_frontsector->ceilingpic == skyflatnum)
|
||||
{
|
||||
if (gr_backsector->ceilingpic == skyflatnum)
|
||||
{
|
||||
// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
|
||||
// backsector is lower
|
||||
if ((worldhigh <= worldtop)
|
||||
#ifdef ESLOPE
|
||||
&& (worldhighslope <= worldtopslope)
|
||||
#endif
|
||||
)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
|
||||
wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
|
||||
#else
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
|
||||
#endif
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Only the frontsector is sky, just draw a skywall from the front ceiling
|
||||
#ifdef ESLOPE
|
||||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||||
#else
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
|
||||
#endif
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
}
|
||||
else if (gr_backsector->ceilingpic == skyflatnum)
|
||||
{
|
||||
// Only the backsector is sky, just draw a skywall from the front ceiling
|
||||
#ifdef ESLOPE
|
||||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||||
#else
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
|
||||
#endif
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
|
||||
|
||||
// Sky Floors
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
|
||||
|
||||
if (gr_frontsector->floorpic == skyflatnum)
|
||||
{
|
||||
if (gr_backsector->floorpic == skyflatnum)
|
||||
{
|
||||
// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
|
||||
// it's higher, also needs to check for bottomtexture as the floors don't usually move down
|
||||
// when both sides are sky floors
|
||||
if ((worldlow >= worldbottom)
|
||||
#ifdef ESLOPE
|
||||
&& (worldlowslope >= worldbottomslope)
|
||||
#endif
|
||||
&& !(gr_sidedef->bottomtexture))
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
|
||||
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
|
||||
#else
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
|
||||
#endif
|
||||
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Only the backsector has sky, just draw a skywall from the back floor
|
||||
#ifdef ESLOPE
|
||||
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
|
||||
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
|
||||
#else
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
|
||||
#endif
|
||||
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
}
|
||||
else if ((gr_backsector->floorpic == skyflatnum) && !(gr_sidedef->bottomtexture))
|
||||
{
|
||||
// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
|
||||
#ifdef ESLOPE
|
||||
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
|
||||
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
|
||||
#else
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
|
||||
#endif
|
||||
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
}
|
||||
|
||||
// hack to allow height changes in outdoor areas
|
||||
// This is what gets rid of the upper textures if there should be sky
|
||||
if (gr_frontsector->ceilingpic == skyflatnum &&
|
||||
|
|
@ -1914,85 +2016,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
Surf.FlatColor.rgba = 0xffffffff;
|
||||
}*/
|
||||
}
|
||||
|
||||
// Isn't this just the most lovely mess
|
||||
if (!gr_curline->polyseg) // Don't do it for polyobjects
|
||||
{
|
||||
if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
|
||||
{
|
||||
fixed_t depthwallheight;
|
||||
|
||||
if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn
|
||||
depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
|
||||
else
|
||||
depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
|
||||
|
||||
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
|
||||
{
|
||||
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
|
||||
{
|
||||
if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
|
||||
else
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom > worldlow ? worldbottom : worldlow, INT32_MAX);
|
||||
}
|
||||
// behind sector is not a thok barrier
|
||||
else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
|
||||
// gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on
|
||||
}
|
||||
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
|
||||
{
|
||||
if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height
|
||||
|| gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height
|
||||
|| gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
|
||||
}
|
||||
else // neither sectors are thok barriers
|
||||
{
|
||||
if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower
|
||||
|| gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
|
||||
}
|
||||
}
|
||||
// And now for sky floors!
|
||||
if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
|
||||
{
|
||||
fixed_t depthwallheight;
|
||||
|
||||
if (!gr_sidedef->bottomtexture)
|
||||
depthwallheight = worldbottom > worldlow ? worldbottom : worldlow;
|
||||
else
|
||||
depthwallheight = worldbottom < worldlow ? worldbottom : worldlow;
|
||||
|
||||
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
|
||||
{
|
||||
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
|
||||
{
|
||||
if (!gr_sidedef->toptexture) // Only extend up if there's no texture
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
|
||||
else
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop < worldhigh ? worldtop : worldhigh);
|
||||
}
|
||||
// behind sector is not a thok barrier
|
||||
else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
||||
}
|
||||
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
|
||||
{
|
||||
if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height
|
||||
|| gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height
|
||||
|| gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
||||
}
|
||||
else // neither sectors are thok barriers
|
||||
{
|
||||
if ((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher
|
||||
|| gr_backsector->floorpic != skyflatnum) // behind sector is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -2060,13 +2083,52 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
//Set textures properly on single sided walls that are sloped
|
||||
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
|
||||
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
|
||||
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
|
||||
#else
|
||||
// set top/bottom coords
|
||||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
|
||||
#endif
|
||||
|
||||
// When there's no midtexture, draw a skywall to prevent rendering behind it
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
|
||||
|
||||
// Single sided lines are simple for skywalls, just need to draw from the top or bottom of the sector if there's
|
||||
// a sky flat
|
||||
if (!gr_curline->polyseg)
|
||||
{
|
||||
if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX);
|
||||
{
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
|
||||
#ifdef ESLOPE
|
||||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||||
#else
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
|
||||
#endif
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
if (gr_frontsector->floorpic == skyflatnum)
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom);
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
|
||||
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
|
||||
#else
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
|
||||
#endif
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
|
||||
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -2381,7 +2443,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
// e6y: Check whether the player can look beyond this line
|
||||
//
|
||||
#ifdef NEWCLIP
|
||||
boolean checkforemptylines = true;
|
||||
static boolean checkforemptylines = true;
|
||||
// Don't modify anything here, just check
|
||||
// Kalaron: Modified for sloped linedefs
|
||||
static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
|
||||
|
|
@ -2421,62 +2483,47 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
|
|||
backc1 = backc2 = abacksector->ceilingheight;
|
||||
}
|
||||
|
||||
// now check for closed sectors!
|
||||
if (backc1 <= frontf1 && backc2 <= frontf2)
|
||||
if (viewsector != abacksector && viewsector != afrontsector)
|
||||
{
|
||||
checkforemptylines = false;
|
||||
if (!seg->sidedef->toptexture)
|
||||
return false;
|
||||
boolean mydoorclosed = false; // My door? Closed!? (doorclosed is actually otherwise unused in openGL)
|
||||
|
||||
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (backf1 >= frontc1 && backf2 >= frontc2)
|
||||
{
|
||||
checkforemptylines = false;
|
||||
if (!seg->sidedef->bottomtexture)
|
||||
return false;
|
||||
|
||||
// properly render skies (consider door "open" if both floors are sky):
|
||||
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (backc1 <= backf1 && backc2 <= backf2)
|
||||
{
|
||||
checkforemptylines = false;
|
||||
// preserve a kind of transparent door/lift special effect:
|
||||
if (backc1 < frontc1 || backc2 < frontc2)
|
||||
{
|
||||
if (!seg->sidedef->toptexture)
|
||||
return false;
|
||||
}
|
||||
if (backf1 > frontf1 || backf2 > frontf2)
|
||||
{
|
||||
if (!seg->sidedef->bottomtexture)
|
||||
return false;
|
||||
}
|
||||
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (backc1 != frontc1 || backc2 != frontc2
|
||||
|| backf1 != frontf1 || backf2 != frontf2)
|
||||
// If the sector behind the line blocks all kinds of view past it
|
||||
// (back ceiling is lower than close floor, or back floor is higher than close ceiling)
|
||||
if ((backc1 <= frontf1 && backc2 <= frontf2)
|
||||
|| (backf1 >= frontc1 && backf2 >= frontc2))
|
||||
{
|
||||
checkforemptylines = false;
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// The door is closed if:
|
||||
// backsector is 0 height or less and
|
||||
// back ceiling is higher than close ceiling or we need to render a top texture and
|
||||
// back floor is lower than close floor or we need to render a bottom texture and
|
||||
// neither front or back sectors are using the sky ceiling
|
||||
mydoorclosed = (backc1 <= backf1 && backc2 <= backf2
|
||||
&& ((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture)
|
||||
&& ((backf1 <= frontf1 && backf2 >= frontf2) || seg->sidedef->bottomtexture)
|
||||
&& (abacksector->ceilingpic != skyflatnum || afrontsector->ceilingpic != skyflatnum));
|
||||
|
||||
if (mydoorclosed)
|
||||
{
|
||||
checkforemptylines = false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Window.
|
||||
// We know it's a window when the above isn't true and the back and front sectors don't match
|
||||
if (backc1 != frontc1 || backc2 != frontc2
|
||||
|| backf1 != frontf1 || backf2 != frontf2)
|
||||
{
|
||||
checkforemptylines = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// In this case we just need to check whether there is actually a need to render any lines, so checkforempty lines
|
||||
// stays true
|
||||
return false;
|
||||
}
|
||||
#else
|
||||
|
|
@ -5497,7 +5544,7 @@ static void HWR_AddSprites(sector_t *sec)
|
|||
}
|
||||
|
||||
#ifdef HWPRECIP
|
||||
// Someone seriously wants infinite draw distance for precipitation?
|
||||
// No to infinite precipitation draw distance.
|
||||
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
|
||||
{
|
||||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||||
|
|
@ -5513,13 +5560,6 @@ static void HWR_AddSprites(sector_t *sec)
|
|||
HWR_ProjectPrecipitationSprite(precipthing);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw everything in sector, no checks
|
||||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||||
if (!(precipthing->precipflags & PCF_INVISIBLE))
|
||||
HWR_ProjectPrecipitationSprite(precipthing);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
@ -5882,13 +5922,15 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
static void HWR_DrawSkyBackground(void)
|
||||
{
|
||||
FOutVector v[4];
|
||||
texture_t *tex;
|
||||
angle_t angle;
|
||||
float dimensionmultiply;
|
||||
float aspectratio;
|
||||
float angleturn;
|
||||
|
||||
tex = textures[texturetranslation[skytexture]];
|
||||
HWR_GetTexture(texturetranslation[skytexture]);
|
||||
aspectratio = (float)vid.width/(float)vid.height;
|
||||
aspectratio = (float)vid.width / (float)vid.height;
|
||||
|
||||
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
|
||||
// because it's called just after clearing the screen
|
||||
|
|
@ -5912,22 +5954,22 @@ static void HWR_DrawSkyBackground(void)
|
|||
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
|
||||
// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
|
||||
|
||||
angle = (dup_viewangle + gr_xtoviewangle[0]);
|
||||
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
|
||||
angle = -(dup_viewangle + gr_xtoviewangle[0]);
|
||||
dimensionmultiply = ((float)tex->width/256.0f);
|
||||
|
||||
if (atransform.mirror)
|
||||
{
|
||||
angle = InvAngle(angle);
|
||||
dimensionmultiply *= -1;
|
||||
dimensionmultiply = -dimensionmultiply;
|
||||
}
|
||||
|
||||
v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
|
||||
v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
|
||||
v[2].sow = v[1].sow = (1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
|
||||
|
||||
// Y
|
||||
angle = aimingangle;
|
||||
|
||||
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
|
||||
dimensionmultiply = ((float)tex->height/(128.0f*aspectratio));
|
||||
|
||||
if (splitscreen == 1)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -653,13 +653,12 @@ spritemd2found:
|
|||
// 0.2126 to red
|
||||
// 0.7152 to green
|
||||
// 0.0722 to blue
|
||||
// (See this same define in k_kart.c!)
|
||||
// (See this same define in hw_md2.c!)
|
||||
#define SETBRIGHTNESS(brightness,r,g,b) \
|
||||
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
|
||||
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
|
||||
|
||||
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color)
|
||||
{
|
||||
UINT8 i;
|
||||
UINT16 w = gpatch->width, h = gpatch->height;
|
||||
UINT32 size = w*h;
|
||||
RGBA_t *image, *blendimage, *cur, blendcolor;
|
||||
|
|
@ -684,102 +683,188 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
|
|||
|
||||
image = gpatch->mipmap.grInfo.data;
|
||||
blendimage = blendgpatch->mipmap.grInfo.data;
|
||||
blendcolor = V_GetColor(0); // initialize
|
||||
|
||||
// Average all of the translation's colors
|
||||
while (size--)
|
||||
{
|
||||
const UINT8 div = 6;
|
||||
const UINT8 start = 4;
|
||||
UINT32 r, g, b;
|
||||
UINT16 brightness;
|
||||
|
||||
blendcolor = V_GetColor(colortranslations[color][start]);
|
||||
r = (UINT32)(blendcolor.s.red*blendcolor.s.red);
|
||||
g = (UINT32)(blendcolor.s.green*blendcolor.s.green);
|
||||
b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue);
|
||||
|
||||
for (i = 1; i < div; i++)
|
||||
{
|
||||
RGBA_t nextcolor = V_GetColor(colortranslations[color][start+i]);
|
||||
r += (UINT32)(nextcolor.s.red*nextcolor.s.red);
|
||||
g += (UINT32)(nextcolor.s.green*nextcolor.s.green);
|
||||
b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue);
|
||||
}
|
||||
|
||||
blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<<FRACBITS)>>FRACBITS);
|
||||
blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<<FRACBITS)>>FRACBITS);
|
||||
blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<<FRACBITS)>>FRACBITS);
|
||||
}
|
||||
|
||||
// rainbow support, could theoretically support boss ones too
|
||||
if (skinnum == TC_RAINBOW)
|
||||
{
|
||||
while (size--)
|
||||
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
|
||||
if (skinnum == TC_RAINBOW)
|
||||
{
|
||||
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
|
||||
{
|
||||
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
|
||||
cur->rgba = image->rgba;
|
||||
cur++; image++; blendimage++;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
UINT32 tempcolor;
|
||||
UINT16 imagebright, blendbright, finalbright, colorbright;
|
||||
UINT16 imagebright, blendbright;
|
||||
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
|
||||
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
|
||||
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
|
||||
finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
|
||||
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
|
||||
|
||||
tempcolor = (finalbright*blendcolor.s.red)/colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.red = (UINT8)tempcolor;
|
||||
tempcolor = (finalbright*blendcolor.s.green)/colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.green = (UINT8)tempcolor;
|
||||
tempcolor = (finalbright*blendcolor.s.blue)/colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.blue = (UINT8)tempcolor;
|
||||
cur->s.alpha = image->s.alpha;
|
||||
brightness = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
|
||||
}
|
||||
|
||||
cur++; image++; blendimage++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (size--)
|
||||
else
|
||||
{
|
||||
if (blendimage->s.alpha == 0)
|
||||
{
|
||||
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
|
||||
cur->rgba = image->rgba;
|
||||
cur++; image++; blendimage++;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
INT32 tempcolor;
|
||||
INT16 tempmult, tempalpha;
|
||||
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
|
||||
if (tempalpha > 255)
|
||||
tempalpha = 255;
|
||||
else if (tempalpha < 0)
|
||||
tempalpha = 0;
|
||||
SETBRIGHTNESS(brightness,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
|
||||
}
|
||||
}
|
||||
|
||||
tempmult = (blendimage->s.red-127)*2;
|
||||
if (tempmult > 255)
|
||||
tempmult = 255;
|
||||
else if (tempmult < 0)
|
||||
tempmult = 0;
|
||||
// Calculate a sort of "gradient" for the skincolor
|
||||
// (Me splitting this into a function didn't work, so I had to ruin this entire function's groove...)
|
||||
{
|
||||
RGBA_t nextcolor;
|
||||
UINT8 firsti, secondi, mul;
|
||||
UINT32 r, g, b;
|
||||
|
||||
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255;
|
||||
cur->s.red = (UINT8)tempcolor;
|
||||
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255;
|
||||
cur->s.green = (UINT8)tempcolor;
|
||||
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255;
|
||||
cur->s.blue = (UINT8)tempcolor;
|
||||
cur->s.alpha = image->s.alpha;
|
||||
// Rainbow needs to find the closest match to the textures themselves, instead of matching brightnesses to other colors.
|
||||
// Ensue horrible mess.
|
||||
if (skinnum == TC_RAINBOW)
|
||||
{
|
||||
UINT16 brightdif = 256;
|
||||
UINT8 colorbrightnesses[16];
|
||||
INT32 compare, m, d;
|
||||
UINT8 i;
|
||||
|
||||
// Ignore pure white & pitch black
|
||||
if (brightness > 253 || brightness < 2)
|
||||
{
|
||||
cur->rgba = image->rgba;
|
||||
cur++; image++; blendimage++;
|
||||
continue;
|
||||
}
|
||||
|
||||
firsti = 0;
|
||||
mul = 0;
|
||||
|
||||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
RGBA_t tempc = V_GetColor(colortranslations[color][i]);
|
||||
SETBRIGHTNESS(colorbrightnesses[i], tempc.s.red, tempc.s.green, tempc.s.blue); // store brightnesses for comparison
|
||||
}
|
||||
|
||||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
if (brightness > colorbrightnesses[i]) // don't allow greater matches (because calculating a makeshift gradient for this is already a huge mess as is)
|
||||
continue;
|
||||
compare = abs((INT16)(colorbrightnesses[i]) - (INT16)(brightness));
|
||||
if (compare < brightdif)
|
||||
{
|
||||
brightdif = (UINT16)compare;
|
||||
firsti = i; // best matching color that's equal brightness or darker
|
||||
}
|
||||
}
|
||||
|
||||
secondi = firsti+1; // next color in line
|
||||
if (secondi == 16)
|
||||
{
|
||||
m = (INT16)brightness; // - 0;
|
||||
d = (INT16)colorbrightnesses[firsti]; // - 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
m = (INT16)brightness - (INT16)colorbrightnesses[secondi];
|
||||
d = (INT16)colorbrightnesses[firsti] - (INT16)colorbrightnesses[secondi];
|
||||
}
|
||||
|
||||
if (m >= d)
|
||||
m = d-1;
|
||||
|
||||
// calculate the "gradient" multiplier based on how close this color is to the one next in line
|
||||
if (m <= 0 || d <= 0)
|
||||
mul = 0;
|
||||
else
|
||||
mul = 15 - ((m * 16) / d);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Thankfully, it's normally way more simple.
|
||||
// Just convert brightness to a skincolor value, use remainder to find the gradient multipler
|
||||
firsti = ((UINT8)(255-brightness) / 16);
|
||||
secondi = firsti+1;
|
||||
mul = ((UINT8)(255-brightness) % 16);
|
||||
}
|
||||
|
||||
cur++; image++; blendimage++;
|
||||
blendcolor = V_GetColor(colortranslations[color][firsti]);
|
||||
|
||||
if (mul > 0 // If it's 0, then we only need the first color.
|
||||
&& colortranslations[color][firsti] != colortranslations[color][secondi]) // Some colors have duplicate colors in a row, so let's just save the process
|
||||
{
|
||||
if (secondi == 16) // blend to black
|
||||
nextcolor = V_GetColor(31);
|
||||
else
|
||||
nextcolor = V_GetColor(colortranslations[color][secondi]);
|
||||
|
||||
// Find difference between points
|
||||
r = (UINT32)(nextcolor.s.red - blendcolor.s.red);
|
||||
g = (UINT32)(nextcolor.s.green - blendcolor.s.green);
|
||||
b = (UINT32)(nextcolor.s.blue - blendcolor.s.blue);
|
||||
|
||||
// Find the gradient of the two points
|
||||
r = ((mul * r) / 16);
|
||||
g = ((mul * g) / 16);
|
||||
b = ((mul * b) / 16);
|
||||
|
||||
// Add gradient value to color
|
||||
blendcolor.s.red += r;
|
||||
blendcolor.s.green += g;
|
||||
blendcolor.s.blue += b;
|
||||
}
|
||||
}
|
||||
|
||||
if (skinnum == TC_RAINBOW)
|
||||
{
|
||||
UINT32 tempcolor;
|
||||
UINT16 colorbright;
|
||||
|
||||
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
|
||||
if (colorbright == 0)
|
||||
colorbright = 1; // no dividing by 0 please
|
||||
|
||||
tempcolor = (brightness * blendcolor.s.red) / colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.red = (UINT8)tempcolor;
|
||||
|
||||
tempcolor = (brightness * blendcolor.s.green) / colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.green = (UINT8)tempcolor;
|
||||
|
||||
tempcolor = (brightness * blendcolor.s.blue) / colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.blue = (UINT8)tempcolor;
|
||||
cur->s.alpha = image->s.alpha;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Color strength depends on image alpha
|
||||
INT32 tempcolor;
|
||||
|
||||
tempcolor = ((image->s.red * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.red * blendimage->s.alpha) / 255);
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.red = (UINT8)tempcolor;
|
||||
|
||||
tempcolor = ((image->s.green * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.green * blendimage->s.alpha) / 255);
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.green = (UINT8)tempcolor;
|
||||
|
||||
tempcolor = ((image->s.blue * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.blue * blendimage->s.alpha) / 255);
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.blue = (UINT8)tempcolor;
|
||||
cur->s.alpha = image->s.alpha;
|
||||
}
|
||||
|
||||
cur++; image++; blendimage++;
|
||||
}
|
||||
|
||||
return;
|
||||
|
|
@ -1091,11 +1176,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
#ifdef USE_FTRANSFORM_ANGLEZ
|
||||
// Slope rotation from Kart
|
||||
p.anglez = 0.0f;
|
||||
if (spr->mobj->standingslope)
|
||||
if (spr->mobj->modeltilt)
|
||||
{
|
||||
fixed_t tempz = spr->mobj->standingslope->normal.z;
|
||||
fixed_t tempy = spr->mobj->standingslope->normal.y;
|
||||
fixed_t tempx = spr->mobj->standingslope->normal.x;
|
||||
fixed_t tempz = spr->mobj->modeltilt->normal.z;
|
||||
fixed_t tempy = spr->mobj->modeltilt->normal.y;
|
||||
fixed_t tempx = spr->mobj->modeltilt->normal.x;
|
||||
fixed_t tempangle = AngleFixed(R_PointToAngle2(0, 0, FixedSqrt(FixedMul(tempy, tempy) + FixedMul(tempz, tempz)), tempx));
|
||||
p.anglez = FIXED_TO_FLOAT(tempangle);
|
||||
tempangle = -AngleFixed(R_PointToAngle2(0, 0, tempz, tempy));
|
||||
|
|
|
|||
|
|
@ -2386,7 +2386,7 @@ void HU_Drawer(void)
|
|||
}*/
|
||||
|
||||
// draw song credits
|
||||
if (cv_songcredits.value)
|
||||
if (cv_songcredits.value && !( hu_showscores && (netgame || multiplayer) ))
|
||||
HU_DrawSongCredits();
|
||||
|
||||
// draw desynch text
|
||||
|
|
|
|||
|
|
@ -1311,7 +1311,7 @@ static SINT8 SOCK_NetMakeNodewPort(const char *address, const char *port)
|
|||
int gaie;
|
||||
|
||||
if (!port || !port[0])
|
||||
port = port_name;
|
||||
port = DEFAULTPORT;
|
||||
|
||||
DEBFILE(va("Creating new node: %s@%s\n", address, port));
|
||||
|
||||
|
|
|
|||
577
src/info.c
577
src/info.c
|
|
@ -43,33 +43,34 @@ char sprnames[NUMSPRITES + 1][5] =
|
|||
"DFLM","XMS1","XMS2","XMS3","BSZ1","BSZ2","BSZ3","BSZ4","BSZ5","BSZ6",
|
||||
"BSZ7","BSZ8","STLG","DBAL","RCRY","ARMA","ARMF","ARMB","WIND","MAGN",
|
||||
"ELEM","FORC","PITY","IVSP","SSPK","GOAL","BIRD","BUNY","MOUS","CHIC",
|
||||
"COWZ","RBRD","SPRY","SPRR","SPRB","YSPR","RSPR","RAIN","SNO1","SPLH",
|
||||
"SPLA","SMOK","BUBP","BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL",
|
||||
"SCOR","DRWN","TTAG","GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE",
|
||||
"RNGS","RNGG","PIKB","PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE",
|
||||
"TSCR","COIN","CPRK","GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM",
|
||||
"KOOP","BFLM","MAXE","MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL",
|
||||
"NSPK","NBMP","HOOP","NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2",
|
||||
"BOM3","BOM4","ROIA","ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH",
|
||||
"ROII","ROIJ","ROIK","ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG",
|
||||
"GWLR","SRBA","SRBB","SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI",
|
||||
"SRBJ","SRBK","SRBL","SRBM","SRBN","SRBO",
|
||||
"COWZ","RBRD","SPVY","SPVR","SPVB","SPVG","SPDY","SPDR","SPDB","SPDG",
|
||||
"SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SPLH","SPLA","SMOK","BUBP",
|
||||
"BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN","TTAG",
|
||||
"GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG","PIKB",
|
||||
"PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN","CPRK",
|
||||
"GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM","MAXE",
|
||||
"MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP","HOOP",
|
||||
"NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4","ROIA",
|
||||
"ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ","ROIK",
|
||||
"ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA","SRBB",
|
||||
"SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK","SRBL",
|
||||
"SRBM","SRBN","SRBO",
|
||||
//SRB2kart Sprites
|
||||
"SPRG","BSPR","RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE",
|
||||
"KINV","KINF","WIPD","DRIF","BDRF","DUST","RSHE","FITM","BANA","ORBN",
|
||||
"JAWZ","SSMN","KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN",
|
||||
"DEZL","POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM",
|
||||
"SACO","CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB",
|
||||
"ARRO","ITEM","ITMO","ITMI","ITMN","WANT","PBOM","HIT1","HIT2","HIT3",
|
||||
"RETI","AIDU","KSPK","LZI1","LZI2","KLIT","FZSM","FZBM","FPRT","SBUS",
|
||||
"MARB","FUFO","RUST","BLON","VAPE","HTZA","HTZB","SGVA","SGVB","SGVC",
|
||||
"PGTR","PGF1","PGF2","PGF3","PGBH","DPLR","SPTL","ENM1","GARU","MARR",
|
||||
"REAP","JITB","CDMO","CDBU","PINE","PPLR","DPPT","AATR","COCO","BDST",
|
||||
"FROG","CBRA","HOLE","BBRA","EGFG","SMKP","MTYM","THWP","SNOB","ICEB",
|
||||
"CNDL","DOCH","DUCK","GTRE","CHES","CHIM","DRGN","LZMN","PGSS","ZTCH",
|
||||
"MKMA","MKMP","RTCH","BOWL","BOWH","BRRL","BRRR","HRSE","TOAH","BFRT",
|
||||
"OFRT","RFRT","PFRT","ASPK","HBST","HBSO","HBSF","WBLZ","WBLN","FWRK",
|
||||
"MXCL","RGSP","DRAF","XMS4","XMS5","VIEW"
|
||||
"RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE","KINV","KINF",
|
||||
"WIPD","DRIF","BDRF","DUST","RSHE","FITM","BANA","ORBN","JAWZ","SSMN",
|
||||
"KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","DEZL","POKE",
|
||||
"AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO","CRAB",
|
||||
"SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM",
|
||||
"ITMO","ITMI","ITMN","WANT","PBOM","HIT1","HIT2","HIT3","RETI","AIDU",
|
||||
"KSPK","LZI1","LZI2","KLIT","FZSM","FZBM","FPRT","SBUS","MARB","FUFO",
|
||||
"RUST","BLON","VAPE","HTZA","HTZB","SGVA","SGVB","SGVC","PGTR","PGF1",
|
||||
"PGF2","PGF3","PGBH","DPLR","SPTL","ENM1","GARU","MARR","REAP","JITB",
|
||||
"CDMO","CDBU","PINE","PPLR","DPPT","AATR","COCO","BDST","FROG","CBRA",
|
||||
"HOLE","BBRA","EGFG","SMKP","MTYM","THWP","SNOB","ICEB","CNDL","DOCH",
|
||||
"DUCK","GTRE","CHES","CHIM","DRGN","LZMN","PGSS","ZTCH","MKMA","MKMP",
|
||||
"RTCH","BOWL","BOWH","BRRL","BRRR","HRSE","TOAH","BFRT","OFRT","RFRT",
|
||||
"PFRT","ASPK","HBST","HBSO","HBSF","WBLZ","WBLN","FWRK","MXCL","RGSP",
|
||||
"DRAF","GRES","XMS4","XMS5","VIEW"
|
||||
};
|
||||
|
||||
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
|
||||
|
|
@ -1795,45 +1796,76 @@ state_t states[NUMSTATES] =
|
|||
{SPR_RBRD, 1, 4, {A_Chase}, 0, 0, S_RBIRD2}, // S_RBIRD3
|
||||
|
||||
// Yellow Spring
|
||||
{SPR_SPRY, 0, -1, {NULL}, 0, 0, S_NULL}, // S_YELLOWSPRING
|
||||
{SPR_SPRY, 4, 4, {A_Pain}, 0, 0, S_YELLOWSPRING3}, // S_YELLOWSPRING2
|
||||
{SPR_SPRY, 3, 1, {NULL}, 0, 0, S_YELLOWSPRING4}, // S_YELLOWSPRING3
|
||||
{SPR_SPRY, 2, 1, {NULL}, 0, 0, S_YELLOWSPRING5}, // S_YELLOWSPRING4
|
||||
{SPR_SPRY, 1, 1, {NULL}, 0, 0, S_YELLOWSPRING}, // S_YELLOWSPRING5
|
||||
{SPR_SPVY, 0, -1, {NULL}, 0, 0, S_NULL}, // S_YELLOWSPRING1
|
||||
{SPR_SPVY, 1, 1, {A_Pain}, 0, 0, S_YELLOWSPRING3}, // S_YELLOWSPRING2
|
||||
{SPR_SPVY, 0, 1, {NULL}, 0, 0, S_YELLOWSPRING4}, // S_YELLOWSPRING3
|
||||
{SPR_SPVY, 2, 4, {NULL}, 0, 0, S_YELLOWSPRING1}, // S_YELLOWSPRING4
|
||||
|
||||
// Red Spring
|
||||
{SPR_SPRR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_REDSPRING
|
||||
{SPR_SPRR, 4, 4, {A_Pain}, 0, 0, S_REDSPRING3}, // S_REDSPRING2
|
||||
{SPR_SPRR, 3, 1, {NULL}, 0, 0, S_REDSPRING4}, // S_REDSPRING3
|
||||
{SPR_SPRR, 2, 1, {NULL}, 0, 0, S_REDSPRING5}, // S_REDSPRING4
|
||||
{SPR_SPRR, 1, 1, {NULL}, 0, 0, S_REDSPRING}, // S_REDSPRING5
|
||||
{SPR_SPVR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_REDSPRING1
|
||||
{SPR_SPVR, 1, 1, {A_Pain}, 0, 0, S_REDSPRING3}, // S_REDSPRING2
|
||||
{SPR_SPVR, 0, 1, {NULL}, 0, 0, S_REDSPRING4}, // S_REDSPRING3
|
||||
{SPR_SPVR, 2, 4, {NULL}, 0, 0, S_REDSPRING1}, // S_REDSPRING4
|
||||
|
||||
// Blue Spring
|
||||
{SPR_SPRB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLUESPRING
|
||||
{SPR_SPRB, 4, 4, {A_Pain}, 0, 0, S_BLUESPRING3}, // S_BLUESPRING2
|
||||
{SPR_SPRB, 3, 1, {NULL}, 0, 0, S_BLUESPRING4}, // S_BLUESPRING3
|
||||
{SPR_SPRB, 2, 1, {NULL}, 0, 0, S_BLUESPRING5}, // S_BLUESPRING4
|
||||
{SPR_SPRB, 1, 1, {NULL}, 0, 0, S_BLUESPRING}, // S_BLUESPRING5
|
||||
{SPR_SPVB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLUESPRING1
|
||||
{SPR_SPVB, 1, 1, {A_Pain}, 0, 0, S_BLUESPRING3}, // S_BLUESPRING2
|
||||
{SPR_SPVB, 0, 1, {NULL}, 0, 0, S_BLUESPRING4}, // S_BLUESPRING3
|
||||
{SPR_SPVB, 2, 4, {NULL}, 0, 0, S_BLUESPRING1}, // S_BLUESPRING4
|
||||
|
||||
// Grey Spring
|
||||
{SPR_SPVG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_GREYSPRING1
|
||||
{SPR_SPVG, 1, 1, {A_Pain}, 0, 0, S_GREYSPRING3}, // S_GREYSPRING2
|
||||
{SPR_SPVG, 0, 1, {NULL}, 0, 0, S_GREYSPRING4}, // S_GREYSPRING3
|
||||
{SPR_SPVG, 2, 4, {NULL}, 0, 0, S_GREYSPRING1}, // S_GREYSPRING4
|
||||
|
||||
// Yellow Diagonal Spring
|
||||
{SPR_YSPR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_YDIAG1
|
||||
{SPR_YSPR, 1, 1, {A_Pain}, 0, 0, S_YDIAG3}, // S_YDIAG2
|
||||
{SPR_YSPR, 2, 1, {NULL}, 0, 0, S_YDIAG4}, // S_YDIAG3
|
||||
{SPR_YSPR, 3, 1, {NULL}, 0, 0, S_YDIAG5}, // S_YDIAG4
|
||||
{SPR_YSPR, 4, 1, {NULL}, 0, 0, S_YDIAG6}, // S_YDIAG5
|
||||
{SPR_YSPR, 3, 1, {NULL}, 0, 0, S_YDIAG7}, // S_YDIAG6
|
||||
{SPR_YSPR, 2, 1, {NULL}, 0, 0, S_YDIAG8}, // S_YDIAG7
|
||||
{SPR_YSPR, 1, 1, {NULL}, 0, 0, S_YDIAG1}, // S_YDIAG8
|
||||
{SPR_SPDY, 0, -1, {NULL}, 0, 0, S_NULL}, // S_YDIAG1
|
||||
{SPR_SPDY, 1, 1, {A_Pain}, 0, 0, S_YDIAG3}, // S_YDIAG2
|
||||
{SPR_SPDY, 0, 1, {NULL}, 0, 0, S_YDIAG4}, // S_YDIAG3
|
||||
{SPR_SPDY, 2, 4, {NULL}, 0, 0, S_YDIAG1}, // S_YDIAG4
|
||||
|
||||
// Red Diagonal Spring
|
||||
{SPR_RSPR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RDIAG1
|
||||
{SPR_RSPR, 1, 1, {A_Pain}, 0, 0, S_RDIAG3}, // S_RDIAG2
|
||||
{SPR_RSPR, 2, 1, {NULL}, 0, 0, S_RDIAG4}, // S_RDIAG3
|
||||
{SPR_RSPR, 3, 1, {NULL}, 0, 0, S_RDIAG5}, // S_RDIAG4
|
||||
{SPR_RSPR, 4, 1, {NULL}, 0, 0, S_RDIAG6}, // S_RDIAG5
|
||||
{SPR_RSPR, 3, 1, {NULL}, 0, 0, S_RDIAG7}, // S_RDIAG6
|
||||
{SPR_RSPR, 2, 1, {NULL}, 0, 0, S_RDIAG8}, // S_RDIAG7
|
||||
{SPR_RSPR, 1, 1, {NULL}, 0, 0, S_RDIAG1}, // S_RDIAG8
|
||||
{SPR_SPDR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RDIAG1
|
||||
{SPR_SPDR, 1, 1, {A_Pain}, 0, 0, S_RDIAG3}, // S_RDIAG2
|
||||
{SPR_SPDR, 0, 1, {NULL}, 0, 0, S_RDIAG4}, // S_RDIAG3
|
||||
{SPR_SPDR, 2, 4, {NULL}, 0, 0, S_RDIAG1}, // S_RDIAG4
|
||||
|
||||
// Blue Diagonal Spring
|
||||
{SPR_SPDB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BDIAG1
|
||||
{SPR_SPDB, 1, 1, {A_Pain}, 0, 0, S_BDIAG3}, // S_BDIAG2
|
||||
{SPR_SPDB, 0, 1, {NULL}, 0, 0, S_BDIAG4}, // S_BDIAG3
|
||||
{SPR_SPDB, 2, 4, {NULL}, 0, 0, S_BDIAG1}, // S_BDIAG4
|
||||
|
||||
// Grey Diagonal Spring
|
||||
{SPR_SPDG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_GDIAG1
|
||||
{SPR_SPDG, 1, 1, {A_Pain}, 0, 0, S_GDIAG3}, // S_GDIAG2
|
||||
{SPR_SPDG, 0, 1, {NULL}, 0, 0, S_GDIAG4}, // S_GDIAG3
|
||||
{SPR_SPDG, 2, 4, {NULL}, 0, 0, S_GDIAG1}, // S_GDIAG4
|
||||
|
||||
// Yellow Horizontal Spring
|
||||
{SPR_SPHY, 0, -1, {NULL}, 0, 0, S_NULL}, // S_YHORIZ1
|
||||
{SPR_SPHY, 1, 1, {A_Pain}, 0, 0, S_YHORIZ3}, // S_YHORIZ2
|
||||
{SPR_SPHY, 0, 1, {NULL}, 0, 0, S_YHORIZ4}, // S_YHORIZ3
|
||||
{SPR_SPHY, 2, 4, {NULL}, 0, 0, S_YHORIZ1}, // S_YHORIZ4
|
||||
|
||||
// Red Horizontal Spring
|
||||
{SPR_SPHR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RHORIZ1
|
||||
{SPR_SPHR, 1, 1, {A_Pain}, 0, 0, S_RHORIZ3}, // S_RHORIZ2
|
||||
{SPR_SPHR, 0, 1, {NULL}, 0, 0, S_RHORIZ4}, // S_RHORIZ3
|
||||
{SPR_SPHR, 2, 4, {NULL}, 0, 0, S_RHORIZ1}, // S_RHORIZ4
|
||||
|
||||
// Blue Horizontal Spring
|
||||
{SPR_SPHB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BHORIZ1
|
||||
{SPR_SPHB, 1, 1, {A_Pain}, 0, 0, S_BHORIZ3}, // S_BHORIZ2
|
||||
{SPR_SPHB, 0, 1, {NULL}, 0, 0, S_BHORIZ4}, // S_BHORIZ3
|
||||
{SPR_SPHB, 2, 4, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ4
|
||||
|
||||
// Grey Horizontal Spring
|
||||
{SPR_SPHG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_GHORIZ1
|
||||
{SPR_SPHG, 1, 1, {A_Pain}, 0, 0, S_GHORIZ3}, // S_GHORIZ2
|
||||
{SPR_SPHG, 0, 1, {NULL}, 0, 0, S_GHORIZ4}, // S_GHORIZ3
|
||||
{SPR_SPHG, 2, 4, {NULL}, 0, 0, S_GHORIZ1}, // S_GHORIZ4
|
||||
|
||||
// Rain
|
||||
{SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
|
||||
|
|
@ -2512,23 +2544,6 @@ state_t states[NUMSTATES] =
|
|||
{SPR_SRBO, 0, 2, {A_BuzzFly}, 0, 0, S_SRB1_GENREX2}, // S_SRB1_GENREX2
|
||||
|
||||
// SRB2kart
|
||||
{SPR_SPRG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_GRAYSPRING
|
||||
{SPR_SPRG, 4, 4, {A_Pain}, 0, 0, S_GRAYSPRING3}, // S_GRAYSPRING2
|
||||
{SPR_SPRG, 3, 1, {NULL}, 0, 0, S_GRAYSPRING4}, // S_GRAYSPRING3
|
||||
{SPR_SPRG, 2, 1, {NULL}, 0, 0, S_GRAYSPRING5}, // S_GRAYSPRING4
|
||||
{SPR_SPRG, 1, 1, {NULL}, 0, 0, S_GRAYSPRING}, // S_GRAYSPRING5
|
||||
|
||||
{SPR_NULL, 0, 1, {A_Pain}, 0, 0, S_INVISIBLE}, // S_INVISSPRING
|
||||
|
||||
{SPR_BSPR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BDIAG1
|
||||
{SPR_BSPR, 1, 1, {A_Pain}, 0, 0, S_BDIAG3}, // S_BDIAG2
|
||||
{SPR_BSPR, 2, 1, {NULL}, 0, 0, S_BDIAG4}, // S_BDIAG3
|
||||
{SPR_BSPR, 3, 1, {NULL}, 0, 0, S_BDIAG5}, // S_BDIAG4
|
||||
{SPR_BSPR, 4, 1, {NULL}, 0, 0, S_BDIAG6}, // S_BDIAG5
|
||||
{SPR_BSPR, 3, 1, {NULL}, 0, 0, S_BDIAG7}, // S_BDIAG6
|
||||
{SPR_BSPR, 2, 1, {NULL}, 0, 0, S_BDIAG8}, // S_BDIAG7
|
||||
{SPR_BSPR, 1, 1, {NULL}, 0, 0, S_BDIAG1}, // S_BDIAG8
|
||||
|
||||
{SPR_RNDM, 0|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_RANDOMITEM2}, // S_RANDOMITEM1
|
||||
{SPR_RNDM, 1|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_RANDOMITEM3}, // S_RANDOMITEM2
|
||||
{SPR_RNDM, 2|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_RANDOMITEM4}, // S_RANDOMITEM3
|
||||
|
|
@ -3437,6 +3452,8 @@ state_t states[NUMSTATES] =
|
|||
{SPR_DRAF, 3, 1, {NULL}, 0, 0, S_DRAFTDUST5}, // S_DRAFTDUST4
|
||||
{SPR_DRAF, 4, 1, {NULL}, 0, 0, S_NULL}, // S_DRAFTDUST5
|
||||
|
||||
{SPR_GRES, FF_ANIMATE|FF_PAPERSPRITE, -1, {NULL}, 2, 4, S_NULL}, // S_TIREGREASE
|
||||
|
||||
#ifdef SEENAMES
|
||||
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
|
||||
#endif
|
||||
|
|
@ -4236,8 +4253,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
32, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
SKINCOLOR_TEA, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_XPLD1, // deathstate
|
||||
|
|
@ -4247,7 +4264,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
24*FRACUNIT, // radius
|
||||
40*FRACUNIT, // height
|
||||
0, // display offset
|
||||
13*FRACUNIT, // mass
|
||||
15*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags
|
||||
|
|
@ -4263,8 +4280,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
32, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
SKINCOLOR_YELLOW, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_XPLD1, // deathstate
|
||||
|
|
@ -4274,7 +4291,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
24*FRACUNIT, // radius
|
||||
40*FRACUNIT, // height
|
||||
0, // display offset
|
||||
26*FRACUNIT, // mass
|
||||
25*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags
|
||||
|
|
@ -4681,7 +4698,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_spring, // activesound
|
||||
sfx_s3kb1, // activesound
|
||||
MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING, // flags
|
||||
S_EGGMOBILE2_POGO5 // raisestate
|
||||
},
|
||||
|
|
@ -6058,54 +6075,27 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BLUESPRING
|
||||
552, // doomednum
|
||||
S_BLUESPRING, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_BLUESPRING2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
20*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
0, // display offset
|
||||
14*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_BLUESPRING2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_YELLOWSPRING
|
||||
550, // doomednum
|
||||
S_YELLOWSPRING, // spawnstate
|
||||
S_YELLOWSPRING1,// spawnstate
|
||||
1000, // spawnhealth
|
||||
S_YELLOWSPRING2,// seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
SKINCOLOR_YELLOW, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
20*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
48*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
26*FRACUNIT, // mass
|
||||
25*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
|
|
@ -6114,23 +6104,23 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
|
||||
{ // MT_REDSPRING
|
||||
551, // doomednum
|
||||
S_REDSPRING, // spawnstate
|
||||
S_REDSPRING1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_REDSPRING2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
SKINCOLOR_SALMON, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
20*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
48*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
40*FRACUNIT, // mass
|
||||
0, // damage
|
||||
|
|
@ -6139,8 +6129,62 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_REDSPRING2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BLUESPRING
|
||||
552, // doomednum
|
||||
S_BLUESPRING1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_BLUESPRING2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_PASTEL, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
64*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_BLUESPRING2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_GREYSPRING
|
||||
553, // doomednum
|
||||
S_GREYSPRING1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_GREYSPRING2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_POPCORN, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
15*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_GREYSPRING2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_YELLOWDIAG
|
||||
555, // doomednum
|
||||
554, // doomednum
|
||||
S_YDIAG1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_YDIAG2, // seestate
|
||||
|
|
@ -6148,26 +6192,26 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
SKINCOLOR_YELLOW, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
16*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
26*FRACUNIT, // mass
|
||||
26*FRACUNIT, // damage
|
||||
25*FRACUNIT, // mass
|
||||
25*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_YDIAG2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_REDDIAG
|
||||
556, // doomednum
|
||||
555, // doomednum
|
||||
S_RDIAG1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_RDIAG2, // seestate
|
||||
|
|
@ -6175,16 +6219,16 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
SKINCOLOR_SALMON, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
16*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
40*FRACUNIT, // mass
|
||||
40*FRACUNIT, // damage
|
||||
|
|
@ -6193,6 +6237,168 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_RDIAG2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BLUEDIAG
|
||||
556, // doomednum
|
||||
S_BDIAG1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_BDIAG2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_PASTEL, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
64*FRACUNIT, // mass
|
||||
64*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_BDIAG2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_GREYDIAG
|
||||
557, // doomednum
|
||||
S_GDIAG1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_GDIAG2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_POPCORN, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
15*FRACUNIT, // mass
|
||||
15*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_GDIAG2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_YELLOWHORIZ
|
||||
558, // doomednum
|
||||
S_YHORIZ1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_YHORIZ2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_YELLOW, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
45*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
|
||||
S_YHORIZ2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_REDHORIZ
|
||||
559, // doomednum
|
||||
S_RHORIZ1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_RHORIZ2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_SALMON, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
72*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
|
||||
S_RHORIZ2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BLUEHORIZ
|
||||
560, // doomednum
|
||||
S_BHORIZ1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_BHORIZ2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_PASTEL, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
115*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
|
||||
S_BHORIZ2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_GREYHORIZ
|
||||
561, // doomednum
|
||||
S_GHORIZ1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_GHORIZ2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
SKINCOLOR_POPCORN, // painchance
|
||||
sfx_s3kb1, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
48*FRACUNIT, // radius
|
||||
56*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
27*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
|
||||
S_GHORIZ2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BUBBLES
|
||||
500, // doomednum
|
||||
S_BUBBLES1, // spawnstate
|
||||
|
|
@ -14800,88 +15006,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
},
|
||||
|
||||
// SRB2kart MT's
|
||||
|
||||
{ // MT_GRAYSPRING
|
||||
553, // doomednum
|
||||
S_GRAYSPRING, // spawnstate
|
||||
100, // spawnhealth
|
||||
S_GRAYSPRING2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
20*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
0, // display offset
|
||||
6*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_GRAYSPRING2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_INVISSPRING
|
||||
554, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
100, // spawnhealth
|
||||
S_INVISSPRING, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
20*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
0, // display offset
|
||||
6*FRACUNIT, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING, // flags
|
||||
S_INVISSPRING // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BLUEDIAG
|
||||
557, // doomednum
|
||||
S_BDIAG1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_BDIAG2, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_spring, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
16*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
0, // display offset
|
||||
14*FRACUNIT, // mass
|
||||
14*FRACUNIT, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID|MF_SPRING|MF_DONTENCOREMAP, // flags
|
||||
S_BDIAG2 // raisestate
|
||||
},
|
||||
|
||||
{ // MT_RANDOMITEM
|
||||
2000, // doomednum
|
||||
S_RANDOMITEM1, // spawnstate
|
||||
|
|
@ -20149,6 +20273,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_TIREGREASE
|
||||
-1, // doomednum
|
||||
S_TIREGREASE, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
0, // speed
|
||||
8<<FRACBITS, // radius
|
||||
16<<FRACBITS, // height
|
||||
0, // display offset
|
||||
100, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
// ============================================================================================================================//
|
||||
|
||||
#ifdef SEENAMES
|
||||
|
|
|
|||
119
src/info.h
119
src/info.h
|
|
@ -459,11 +459,18 @@ typedef enum sprite
|
|||
SPR_RBRD, // Red Birdie in Bubble
|
||||
|
||||
// Springs
|
||||
SPR_SPRY, // yellow spring
|
||||
SPR_SPRR, // red spring
|
||||
SPR_SPRB, // Blue springs
|
||||
SPR_YSPR, // Yellow Diagonal Spring
|
||||
SPR_RSPR, // Red Diagonal Spring
|
||||
SPR_SPVY, // Yellow Vertical Spring
|
||||
SPR_SPVR, // Red Vertical Spring
|
||||
SPR_SPVB, // Blue Vertical Spring
|
||||
SPR_SPVG, // Grey Vertical Spring
|
||||
SPR_SPDY, // Yellow Diagonal Spring
|
||||
SPR_SPDR, // Red Diagonal Spring
|
||||
SPR_SPDB, // Blue Diagonal Spring
|
||||
SPR_SPDG, // Grey Diagonal Spring
|
||||
SPR_SPHY, // Yellow Horizontal Spring
|
||||
SPR_SPHR, // Red Horizontal Spring
|
||||
SPR_SPHB, // Blue Horizontal Spring
|
||||
SPR_SPHG, // Grey Horizontal Spring
|
||||
|
||||
// Environmental Effects
|
||||
SPR_RAIN, // Rain
|
||||
|
|
@ -587,9 +594,6 @@ typedef enum sprite
|
|||
SPR_SRBO,
|
||||
|
||||
// Springs
|
||||
SPR_SPRG, // Gray Spring
|
||||
SPR_BSPR, // Blue Diagonal Spring
|
||||
|
||||
SPR_RNDM, // Random Item Box
|
||||
SPR_RPOP, // Random Item Box Pop
|
||||
SPR_SGNS, // Signpost sparkle
|
||||
|
|
@ -778,6 +782,7 @@ typedef enum sprite
|
|||
SPR_MXCL,
|
||||
SPR_RGSP,
|
||||
SPR_DRAF,
|
||||
SPR_GRES,
|
||||
|
||||
// Xmas-specific sprites that don't fit aboxe
|
||||
SPR_XMS4,
|
||||
|
|
@ -2491,44 +2496,77 @@ typedef enum state
|
|||
S_RBIRD2,
|
||||
S_RBIRD3,
|
||||
|
||||
S_YELLOWSPRING,
|
||||
// Yellow Spring
|
||||
S_YELLOWSPRING1,
|
||||
S_YELLOWSPRING2,
|
||||
S_YELLOWSPRING3,
|
||||
S_YELLOWSPRING4,
|
||||
S_YELLOWSPRING5,
|
||||
|
||||
S_REDSPRING,
|
||||
// Red Spring
|
||||
S_REDSPRING1,
|
||||
S_REDSPRING2,
|
||||
S_REDSPRING3,
|
||||
S_REDSPRING4,
|
||||
S_REDSPRING5,
|
||||
|
||||
// Blue Springs
|
||||
S_BLUESPRING,
|
||||
// Blue Spring
|
||||
S_BLUESPRING1,
|
||||
S_BLUESPRING2,
|
||||
S_BLUESPRING3,
|
||||
S_BLUESPRING4,
|
||||
S_BLUESPRING5,
|
||||
|
||||
// Grey Spring
|
||||
S_GREYSPRING1,
|
||||
S_GREYSPRING2,
|
||||
S_GREYSPRING3,
|
||||
S_GREYSPRING4,
|
||||
|
||||
// Yellow Diagonal Spring
|
||||
S_YDIAG1,
|
||||
S_YDIAG2,
|
||||
S_YDIAG3,
|
||||
S_YDIAG4,
|
||||
S_YDIAG5,
|
||||
S_YDIAG6,
|
||||
S_YDIAG7,
|
||||
S_YDIAG8,
|
||||
|
||||
// Red Diagonal Spring
|
||||
S_RDIAG1,
|
||||
S_RDIAG2,
|
||||
S_RDIAG3,
|
||||
S_RDIAG4,
|
||||
S_RDIAG5,
|
||||
S_RDIAG6,
|
||||
S_RDIAG7,
|
||||
S_RDIAG8,
|
||||
|
||||
// Blue Diagonal Spring
|
||||
S_BDIAG1,
|
||||
S_BDIAG2,
|
||||
S_BDIAG3,
|
||||
S_BDIAG4,
|
||||
|
||||
// Grey Diagonal Spring
|
||||
S_GDIAG1,
|
||||
S_GDIAG2,
|
||||
S_GDIAG3,
|
||||
S_GDIAG4,
|
||||
|
||||
// Yellow Horizontal Spring
|
||||
S_YHORIZ1,
|
||||
S_YHORIZ2,
|
||||
S_YHORIZ3,
|
||||
S_YHORIZ4,
|
||||
|
||||
// Red Horizontal Spring
|
||||
S_RHORIZ1,
|
||||
S_RHORIZ2,
|
||||
S_RHORIZ3,
|
||||
S_RHORIZ4,
|
||||
|
||||
// Blue Horizontal Spring
|
||||
S_BHORIZ1,
|
||||
S_BHORIZ2,
|
||||
S_BHORIZ3,
|
||||
S_BHORIZ4,
|
||||
|
||||
// Grey Horizontal Spring
|
||||
S_GHORIZ1,
|
||||
S_GHORIZ2,
|
||||
S_GHORIZ3,
|
||||
S_GHORIZ4,
|
||||
|
||||
// Rain
|
||||
S_RAIN1,
|
||||
|
|
@ -3153,26 +3191,6 @@ typedef enum state
|
|||
S_SRB1_GENREX1,
|
||||
S_SRB1_GENREX2,
|
||||
|
||||
// Gray Springs
|
||||
S_GRAYSPRING,
|
||||
S_GRAYSPRING2,
|
||||
S_GRAYSPRING3,
|
||||
S_GRAYSPRING4,
|
||||
S_GRAYSPRING5,
|
||||
|
||||
// Invis-spring - this is used just for the sproing sound.
|
||||
S_INVISSPRING,
|
||||
|
||||
// Blue Diagonal Spring
|
||||
S_BDIAG1,
|
||||
S_BDIAG2,
|
||||
S_BDIAG3,
|
||||
S_BDIAG4,
|
||||
S_BDIAG5,
|
||||
S_BDIAG6,
|
||||
S_BDIAG7,
|
||||
S_BDIAG8,
|
||||
|
||||
//{ Random Item Box
|
||||
S_RANDOMITEM1,
|
||||
S_RANDOMITEM2,
|
||||
|
|
@ -4096,6 +4114,8 @@ typedef enum state
|
|||
S_DRAFTDUST4,
|
||||
S_DRAFTDUST5,
|
||||
|
||||
S_TIREGREASE,
|
||||
|
||||
#ifdef SEENAMES
|
||||
S_NAMECHECK,
|
||||
#endif
|
||||
|
|
@ -4242,11 +4262,18 @@ typedef enum mobj_type
|
|||
// Springs and others
|
||||
MT_FAN,
|
||||
MT_STEAM, // Steam riser
|
||||
MT_BLUESPRING,
|
||||
MT_YELLOWSPRING,
|
||||
MT_REDSPRING,
|
||||
MT_BLUESPRING,
|
||||
MT_GREYSPRING,
|
||||
MT_YELLOWDIAG, // Yellow Diagonal Spring
|
||||
MT_REDDIAG, // Red Diagonal Spring
|
||||
MT_BLUEDIAG, // Blue Diagonal Spring
|
||||
MT_GREYDIAG, // Grey Diagonal Spring
|
||||
MT_YELLOWHORIZ, // Yellow Horizontal Spring
|
||||
MT_REDHORIZ, // Red Horizontal Spring
|
||||
MT_BLUEHORIZ, // Blue Horizontal Spring
|
||||
MT_GREYHORIZ, // Grey Horizontal Spring
|
||||
|
||||
// Interactive Objects
|
||||
MT_BUBBLES, // Bubble source
|
||||
|
|
@ -4628,9 +4655,6 @@ typedef enum mobj_type
|
|||
MT_SRB1_GENREX,
|
||||
|
||||
// SRB2kart
|
||||
MT_GRAYSPRING,
|
||||
MT_INVISSPRING,
|
||||
MT_BLUEDIAG,
|
||||
MT_RANDOMITEM,
|
||||
MT_RANDOMITEMPOP,
|
||||
MT_FLOATINGITEM,
|
||||
|
|
@ -4901,6 +4925,7 @@ typedef enum mobj_type
|
|||
MT_KARMAFIREWORK,
|
||||
MT_RINGSPARKS,
|
||||
MT_DRAFTDUST,
|
||||
MT_TIREGREASE,
|
||||
|
||||
#ifdef SEENAMES
|
||||
MT_NAMECHECK,
|
||||
|
|
|
|||
99
src/k_kart.c
99
src/k_kart.c
|
|
@ -410,7 +410,7 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = {
|
|||
// 0.0722 to blue
|
||||
// (See this same define in hw_md2.c!)
|
||||
#define SETBRIGHTNESS(brightness,r,g,b) \
|
||||
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
|
||||
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
|
||||
|
||||
/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power
|
||||
|
||||
|
|
@ -1623,7 +1623,7 @@ static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t cur
|
|||
cury + (P_RandomRange(-12,12)*mapobjectscale),
|
||||
curz + (P_RandomRange(24,48)*mapobjectscale),
|
||||
MT_SIGNSPARKLE);
|
||||
P_SetMobjState(band, S_SIGNSPARK1 + (abs(leveltime+offset) % 11));
|
||||
P_SetMobjState(band, S_SIGNSPARK1 + (leveltime % 11));
|
||||
P_SetScale(band, (band->destscale = (3*player->mo->scale)/2));
|
||||
band->color = colors[c];
|
||||
band->colorized = true;
|
||||
|
|
@ -1637,7 +1637,7 @@ static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t cur
|
|||
curx += stepx;
|
||||
cury += stepy;
|
||||
curz += stepz;
|
||||
|
||||
|
||||
offset = abs(offset-1) % 3;
|
||||
n--;
|
||||
}
|
||||
|
|
@ -2320,6 +2320,9 @@ fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove
|
|||
|
||||
// ACCELCODE!!!1!11!
|
||||
oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
|
||||
// Don't calculate the acceleration as ever being above top speed
|
||||
if (oldspeed > p_speed)
|
||||
oldspeed = p_speed;
|
||||
newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), ORIG_FRICTION);
|
||||
|
||||
if (player->kartstuff[k_pogospring]) // Pogo Spring minimum/maximum thrust
|
||||
|
|
@ -3414,7 +3417,7 @@ void K_SpawnDraftDust(mobj_t *mo)
|
|||
|
||||
ang = mo->player->frameangle;
|
||||
|
||||
if (mo->player->kartstuff[k_drift] != 0)
|
||||
if (mo->player->kartstuff[k_drift] != 0)
|
||||
{
|
||||
drifting = true;
|
||||
ang += (mo->player->kartstuff[k_drift] * ((ANGLE_270 + ANGLE_22h) / 5)); // -112.5 doesn't work. I fucking HATE SRB2 angles
|
||||
|
|
@ -4526,6 +4529,15 @@ static void K_MoveHeldObjects(player_t *player)
|
|||
if (R_PointToDist2(cur->x, cur->y, targx, targy) > 768*FRACUNIT)
|
||||
P_TeleportMove(cur, targx, targy, cur->z);
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (P_IsObjectOnGround(cur))
|
||||
{
|
||||
// Slope values are set in the function, but we DON'T want to use its return value.
|
||||
P_CalculateShadowFloor(cur, cur->x, cur->y, cur->z,
|
||||
cur->radius, cur->height, (cur->eflags & MFE_VERTICALFLIP), false);
|
||||
}
|
||||
#endif
|
||||
|
||||
cur = cur->hnext;
|
||||
}
|
||||
}
|
||||
|
|
@ -4615,6 +4627,9 @@ static void K_MoveHeldObjects(player_t *player)
|
|||
|
||||
P_TeleportMove(cur, targx, targy, targz);
|
||||
K_FlipFromObject(cur, player->mo); // Update graviflip in real time thanks.
|
||||
#ifdef HWRENDER
|
||||
cur->modeltilt = player->mo->modeltilt;
|
||||
#endif
|
||||
num = (num+1) % 2;
|
||||
cur = cur->hnext;
|
||||
}
|
||||
|
|
@ -5058,6 +5073,29 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
|
|||
if (P_IsDisplayPlayer(player))
|
||||
debtflag->flags2 |= MF2_DONTDRAW;
|
||||
}
|
||||
|
||||
if (player->kartstuff[k_springstars] && (leveltime & 1))
|
||||
{
|
||||
fixed_t randx = P_RandomRange(-40, 40) * player->mo->scale;
|
||||
fixed_t randy = P_RandomRange(-40, 40) * player->mo->scale;
|
||||
fixed_t randz = P_RandomRange(0, player->mo->height >> FRACBITS) << FRACBITS;
|
||||
mobj_t *star = P_SpawnMobj(
|
||||
player->mo->x + randx,
|
||||
player->mo->y + randy,
|
||||
player->mo->z + randz,
|
||||
MT_KARMAFIREWORK);
|
||||
|
||||
star->color = player->kartstuff[k_springcolor];
|
||||
star->flags |= MF_NOGRAVITY;
|
||||
star->momx = player->mo->momx / 2;
|
||||
star->momy = player->mo->momy / 2;
|
||||
star->momz = player->mo->momz / 2;
|
||||
star->fuse = 12;
|
||||
star->scale = player->mo->scale;
|
||||
star->destscale = star->scale / 2;
|
||||
|
||||
player->kartstuff[k_springstars]--;
|
||||
}
|
||||
}
|
||||
|
||||
if (player->playerstate == PST_DEAD || player->kartstuff[k_respawn] > 1) // Ensure these are set correctly here
|
||||
|
|
@ -5260,6 +5298,9 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
|
|||
if (player->kartstuff[k_justbumped])
|
||||
player->kartstuff[k_justbumped]--;
|
||||
|
||||
if (player->kartstuff[k_tiregrease])
|
||||
player->kartstuff[k_tiregrease]--;
|
||||
|
||||
// This doesn't go in HUD update because it has potential gameplay ramifications
|
||||
if (player->karthud[khud_itemblink] && player->karthud[khud_itemblink]-- <= 0)
|
||||
{
|
||||
|
|
@ -5300,17 +5341,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
|
|||
}
|
||||
}
|
||||
|
||||
// ???
|
||||
/*
|
||||
if (player->kartstuff[k_jmp] > 1 && onground)
|
||||
{
|
||||
S_StartSound(player->mo, sfx_spring);
|
||||
P_DoJump(player, false);
|
||||
player->mo->momz *= player->kartstuff[k_jmp];
|
||||
player->kartstuff[k_jmp] = 0;
|
||||
}
|
||||
*/
|
||||
|
||||
if (player->kartstuff[k_comebacktimer])
|
||||
player->kartstuff[k_comebackmode] = 0;
|
||||
|
||||
|
|
@ -5440,15 +5470,16 @@ static INT16 K_GetKartDriftValue(player_t *player, fixed_t countersteer)
|
|||
return 0;
|
||||
|
||||
if (player->kartstuff[k_driftend] != 0)
|
||||
{
|
||||
return -266*player->kartstuff[k_drift]; // Drift has ended and we are tweaking their angle back a bit
|
||||
}
|
||||
|
||||
//basedrift = 90*player->kartstuff[k_drift]; // 450
|
||||
//basedrift = 93*player->kartstuff[k_drift] - driftweight*3*player->kartstuff[k_drift]/10; // 447 - 303
|
||||
basedrift = 83*player->kartstuff[k_drift] - (driftweight - 14)*player->kartstuff[k_drift]/5; // 415 - 303
|
||||
driftangle = abs((252 - driftweight)*player->kartstuff[k_drift]/5);
|
||||
|
||||
if (player->kartstuff[k_tiregrease] > 0) // Buff drift-steering while in greasemode
|
||||
basedrift += (basedrift / greasetics) * player->kartstuff[k_tiregrease];
|
||||
|
||||
return basedrift + FixedMul(driftangle, countersteer);
|
||||
}
|
||||
|
||||
|
|
@ -5922,7 +5953,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
&& NO_HYUDORO && !(HOLDING_ITEM
|
||||
|| player->kartstuff[k_itemamount]
|
||||
|| player->kartstuff[k_itemroulette]
|
||||
|| player->kartstuff[k_growshrinktimer] // Being disabled during Shrink was unintended but people seemed to be okay with it sooo...
|
||||
|| player->kartstuff[k_growshrinktimer] > 0
|
||||
|| player->kartstuff[k_rocketsneakertimer]
|
||||
|| player->kartstuff[k_eggmanexplode]))
|
||||
player->kartstuff[k_userings] = 1;
|
||||
|
|
@ -6490,6 +6521,12 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
|
||||
if (onground)
|
||||
{
|
||||
fixed_t prevfriction = player->mo->friction;
|
||||
|
||||
// Reduce friction after hitting a horizontal spring
|
||||
if (player->kartstuff[k_tiregrease])
|
||||
player->mo->friction += ((FRACUNIT - prevfriction) / greasetics) * player->kartstuff[k_tiregrease];
|
||||
|
||||
// Friction
|
||||
if (!player->kartstuff[k_offroad])
|
||||
{
|
||||
|
|
@ -6502,9 +6539,20 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
|
||||
// Karma ice physics
|
||||
if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0)
|
||||
{
|
||||
player->mo->friction += 1228;
|
||||
|
||||
// Wipeout slowdown
|
||||
if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow])
|
||||
{
|
||||
if (player->kartstuff[k_offroad])
|
||||
player->mo->friction -= 4912;
|
||||
if (player->kartstuff[k_wipeoutslow] == 1)
|
||||
player->mo->friction -= 9824;
|
||||
}
|
||||
|
||||
// Friction was changed, so we must recalculate a bunch of stuff
|
||||
if (player->mo->friction != prevfriction)
|
||||
{
|
||||
if (player->mo->friction > FRACUNIT)
|
||||
player->mo->friction = FRACUNIT;
|
||||
if (player->mo->friction < 0)
|
||||
|
|
@ -6515,20 +6563,11 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
if (player->mo->movefactor < FRACUNIT)
|
||||
player->mo->movefactor = 19*player->mo->movefactor - 18*FRACUNIT;
|
||||
else
|
||||
player->mo->movefactor = FRACUNIT; //player->mo->movefactor = ((player->mo->friction - 0xDB34)*(0xA))/0x80;
|
||||
player->mo->movefactor = FRACUNIT;
|
||||
|
||||
if (player->mo->movefactor < 32)
|
||||
player->mo->movefactor = 32;
|
||||
}
|
||||
|
||||
// Wipeout slowdown
|
||||
if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow])
|
||||
{
|
||||
if (player->kartstuff[k_offroad])
|
||||
player->mo->friction -= 4912;
|
||||
if (player->kartstuff[k_wipeoutslow] == 1)
|
||||
player->mo->friction -= 9824;
|
||||
}
|
||||
}
|
||||
|
||||
K_KartDrift(player, onground);
|
||||
|
|
@ -9560,7 +9599,7 @@ void K_drawKartFreePlay(UINT32 flashtime)
|
|||
return;
|
||||
|
||||
V_DrawKartString((BASEVIDWIDTH - (LAPS_X+1)) - (12*9), // mirror the laps thingy
|
||||
LAPS_Y+3, V_SNAPTOBOTTOM|V_SNAPTORIGHT, "FREE PLAY");
|
||||
LAPS_Y+3, V_HUDTRANS|V_SNAPTOBOTTOM|V_SNAPTORIGHT, "FREE PLAY");
|
||||
}
|
||||
|
||||
static void K_drawDistributionDebugger(void)
|
||||
|
|
|
|||
|
|
@ -1405,15 +1405,15 @@ static int lib_pIsFlagAtBase(lua_State *L)
|
|||
|
||||
static int lib_pSetupLevelSky(lua_State *L)
|
||||
{
|
||||
INT32 skynum = (INT32)luaL_checkinteger(L, 1);
|
||||
const char *skytexname = luaL_checkstring(L, 1);
|
||||
player_t *user = NULL;
|
||||
NOHUD
|
||||
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup sky for only the player, otherwise setup sky for all players
|
||||
user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
|
||||
if (!user) // global
|
||||
P_SetupLevelSky(skynum, true);
|
||||
P_SetupLevelSky(skytexname, true);
|
||||
else if (P_IsLocalPlayer(user))
|
||||
P_SetupLevelSky(skynum, false);
|
||||
P_SetupLevelSky(skytexname, false);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1487,8 +1487,8 @@ static int mapheaderinfo_get(lua_State *L)
|
|||
lua_pushstring(L, header->forcecharacter);
|
||||
else if (fastcmp(field,"weather"))
|
||||
lua_pushinteger(L, header->weather);
|
||||
else if (fastcmp(field,"skynum"))
|
||||
lua_pushinteger(L, header->skynum);
|
||||
else if (fastcmp(field,"skytexture"))
|
||||
lua_pushstring(L, header->skytexture);
|
||||
else if (fastcmp(field,"skybox_scalex"))
|
||||
lua_pushinteger(L, header->skybox_scalex);
|
||||
else if (fastcmp(field,"skybox_scaley"))
|
||||
|
|
|
|||
|
|
@ -422,7 +422,7 @@ static void GIF_headwrite(void)
|
|||
WRITEUINT16(p, rheight);
|
||||
|
||||
// colors, aspect, etc
|
||||
WRITEUINT8(p, 0xF7);
|
||||
WRITEUINT8(p, 0xFF); // TRANSPARENTPIXEL
|
||||
WRITEUINT8(p, 0x00);
|
||||
WRITEUINT8(p, 0x00);
|
||||
|
||||
|
|
|
|||
|
|
@ -577,14 +577,14 @@ void Command_Skynum_f(void)
|
|||
|
||||
if (COM_Argc() != 2)
|
||||
{
|
||||
CONS_Printf(M_GetText("skynum <sky#>: change the sky\n"));
|
||||
CONS_Printf(M_GetText("Current sky is %d\n"), levelskynum);
|
||||
CONS_Printf(M_GetText("skynum <texture name>: change the sky\n"));
|
||||
CONS_Printf(M_GetText("Current sky is %s\n"), levelskytexture);
|
||||
return;
|
||||
}
|
||||
|
||||
CONS_Printf(M_GetText("Previewing sky %s...\n"), COM_Argv(1));
|
||||
|
||||
P_SetupLevelSky(atoi(COM_Argv(1)), false);
|
||||
P_SetupLevelSky(COM_Argv(1), false);
|
||||
}
|
||||
|
||||
void Command_Weather_f(void)
|
||||
|
|
|
|||
|
|
@ -522,7 +522,7 @@ static menuitem_t PlaybackMenu[] =
|
|||
|
||||
{IT_CALL | IT_STRING, "M_PREW", "Rewind", M_PlaybackRewind, 20},
|
||||
{IT_CALL | IT_STRING, "M_PPAUSE", "Pause", M_PlaybackPause, 36},
|
||||
{IT_CALL | IT_STRING, "M_PFFWD", "Fast-Foward", M_PlaybackFastForward, 52},
|
||||
{IT_CALL | IT_STRING, "M_PFFWD", "Fast-Forward", M_PlaybackFastForward, 52},
|
||||
{IT_CALL | IT_STRING, "M_PSTEPB", "Backup Frame", M_PlaybackRewind, 20},
|
||||
{IT_CALL | IT_STRING, "M_PRESUM", "Resume", M_PlaybackPause, 36},
|
||||
{IT_CALL | IT_STRING, "M_PFADV", "Advance Frame", M_PlaybackAdvance, 52},
|
||||
|
|
@ -8433,7 +8433,11 @@ static void M_ConnectMenu(INT32 choice)
|
|||
// first page of servers
|
||||
serverlistpage = 0;
|
||||
if (ms_RoomId < 0)
|
||||
{
|
||||
M_RoomMenu(0); // Select a room instead of staring at an empty list
|
||||
// This prevents us from returning to the modified game alert.
|
||||
currentMenu->prevMenu = &MP_MainDef;
|
||||
}
|
||||
else
|
||||
M_SetupNextMenu(&MP_ConnectDef);
|
||||
itemOn = 0;
|
||||
|
|
|
|||
63
src/mserv.c
63
src/mserv.c
|
|
@ -661,19 +661,11 @@ FUNCMATH static const char *int2str(INT32 n)
|
|||
#ifndef NONET
|
||||
static INT32 ConnectionFailed(void)
|
||||
{
|
||||
time(&MSLastPing);
|
||||
con_state = MSCS_FAILED;
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Connection to Master Server failed\n"));
|
||||
CloseConnection();
|
||||
return MS_CONNECT_ERROR;
|
||||
}
|
||||
|
||||
static INT32 ConnectionFailedwerrno(int no)
|
||||
{
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server socket error: %s\n"),
|
||||
strerror(no));
|
||||
return ConnectionFailed();
|
||||
}
|
||||
#endif
|
||||
|
||||
/** Tries to register the local game server on the master server.
|
||||
|
|
@ -690,43 +682,57 @@ static INT32 AddToMasterServer(boolean firstadd)
|
|||
msg_server_t *info = (msg_server_t *)msg.buffer;
|
||||
INT32 room = -1;
|
||||
fd_set tset;
|
||||
time_t timestamp = time(NULL);
|
||||
UINT32 signature, tmp;
|
||||
const char *insname;
|
||||
|
||||
if (socket_fd == (SOCKET_TYPE)ERRSOCKET)/* Woah, our socket was closed! */
|
||||
{
|
||||
if (MS_Connect(GetMasterServerIP(), GetMasterServerPort(), 0))
|
||||
return ConnectionFailedwerrno(errno);
|
||||
}
|
||||
|
||||
M_Memcpy(&tset, &wset, sizeof (tset));
|
||||
res = select(255, NULL, &tset, NULL, &select_timeout);
|
||||
if (res == ERRSOCKET)
|
||||
return ConnectionFailedwerrno(errno);
|
||||
if (res == 0)/* nothing selected */
|
||||
if (res != ERRSOCKET && !res)
|
||||
{
|
||||
/*
|
||||
Timeout next call because SendPingToMasterServer
|
||||
(our calling function) already calls this once
|
||||
every two minutes.
|
||||
*/
|
||||
if (retry++ == 1)
|
||||
if (retry++ > 30) // an about 30 second timeout
|
||||
{
|
||||
retry = 0;
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server timed out\n"));
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
return MS_CONNECT_ERROR;
|
||||
}
|
||||
retry = 0;
|
||||
/*
|
||||
Somehow we can still select our old socket despite it being closed(?).
|
||||
Atleast, that's what I THINK is happening. Anyway, we have to check that we
|
||||
haven't open a socket, and actually open it!
|
||||
*/
|
||||
/*if (res == ERRSOCKET)*//* wtf? no! */
|
||||
if (socket_fd == (SOCKET_TYPE)ERRSOCKET)
|
||||
{
|
||||
if (MS_Connect(GetMasterServerIP(), GetMasterServerPort(), 0))
|
||||
{
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server socket error #%u: %s\n"), errno, strerror(errno));
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
}
|
||||
|
||||
// so, the socket is writable, but what does that mean, that the connection is
|
||||
// ok, or bad... let see that!
|
||||
j = (socklen_t)sizeof (i);
|
||||
if (getsockopt(socket_fd, SOL_SOCKET, SO_ERROR, (char *)&i, &j) == ERRSOCKET)
|
||||
return ConnectionFailedwerrno(errno);
|
||||
getsockopt(socket_fd, SOL_SOCKET, SO_ERROR, (char *)&i, &j);
|
||||
/*
|
||||
This is also wrong. If getsockopt fails, i doesn't have to be set. Plus, if
|
||||
it is set (which it appearantly is on linux), we check errno anyway. And in
|
||||
the case that i is returned as normal, we don't even report the correct
|
||||
value! So we accomplish NOTHING, except returning due to dumb luck.
|
||||
If you care, fix this--I don't. -James (R.)
|
||||
*/
|
||||
if (i) // it was bad
|
||||
return ConnectionFailedwerrno(i);
|
||||
{
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server socket error #%u: %s\n"), errno, strerror(errno));
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
|
||||
#ifdef PARANOIA
|
||||
if (ms_RoomId <= 0)
|
||||
|
|
@ -759,12 +765,15 @@ static INT32 AddToMasterServer(boolean firstadd)
|
|||
msg.length = (UINT32)sizeof (msg_server_t);
|
||||
msg.room = 0;
|
||||
if (MS_Write(&msg) < 0)
|
||||
{
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
|
||||
if(con_state != MSCS_REGISTERED)
|
||||
CONS_Printf(M_GetText("Master Server update successful.\n"));
|
||||
|
||||
time(&MSLastPing);
|
||||
MSLastPing = timestamp;
|
||||
con_state = MSCS_REGISTERED;
|
||||
CloseConnection();
|
||||
#endif
|
||||
|
|
|
|||
106
src/p_enemy.c
106
src/p_enemy.c
|
|
@ -3558,6 +3558,8 @@ void A_BubbleCheck(mobj_t *actor)
|
|||
//
|
||||
void A_AttractChase(mobj_t *actor)
|
||||
{
|
||||
fixed_t z;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_AttractChase", actor))
|
||||
return;
|
||||
|
|
@ -3601,7 +3603,12 @@ void A_AttractChase(mobj_t *actor)
|
|||
{
|
||||
fixed_t offz = FixedMul(80*actor->target->scale, FINESINE(FixedAngle((90 - (9 * abs(10 - actor->extravalue1))) << FRACBITS) >> ANGLETOFINESHIFT));
|
||||
//P_SetScale(actor, (actor->destscale = actor->target->scale));
|
||||
P_TeleportMove(actor, actor->target->x, actor->target->y, actor->target->z + actor->target->height + offz);
|
||||
z = actor->target->z;
|
||||
if (( actor->eflags & MFE_VERTICALFLIP ))
|
||||
z -= actor->height + offz;
|
||||
else
|
||||
z += actor->target->height + offz;
|
||||
P_TeleportMove(actor, actor->target->x, actor->target->y, z);
|
||||
actor->extravalue1++;
|
||||
}
|
||||
}
|
||||
|
|
@ -3628,10 +3635,15 @@ void A_AttractChase(mobj_t *actor)
|
|||
fixed_t dist = (actor->target->radius/4) * (16 - actor->extravalue1);
|
||||
|
||||
P_SetScale(actor, (actor->destscale = actor->target->scale - ((actor->target->scale/14) * actor->extravalue1)));
|
||||
z = actor->target->z;
|
||||
if (( actor->eflags & MFE_VERTICALFLIP ))
|
||||
z += actor->target->height - actor->height - 24 * actor->target->scale;
|
||||
else
|
||||
z += 24 * actor->target->scale;
|
||||
P_TeleportMove(actor,
|
||||
actor->target->x + FixedMul(dist, FINECOSINE(actor->angle >> ANGLETOFINESHIFT)),
|
||||
actor->target->y + FixedMul(dist, FINESINE(actor->angle >> ANGLETOFINESHIFT)),
|
||||
actor->target->z + (24 * actor->target->scale));
|
||||
z);
|
||||
|
||||
actor->angle += ANG30;
|
||||
actor->extravalue1++;
|
||||
|
|
@ -8309,7 +8321,11 @@ void A_ItemPop(mobj_t *actor)
|
|||
|
||||
void A_JawzChase(mobj_t *actor)
|
||||
{
|
||||
const fixed_t currentspeed = R_PointToDist2(0, 0, actor->momx, actor->momy);
|
||||
player_t *player;
|
||||
fixed_t thrustamount = 0;
|
||||
fixed_t frictionsafety = (actor->friction == 0) ? 1 : actor->friction;
|
||||
fixed_t topspeed = actor->movefactor;
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_JawzChase", actor))
|
||||
return;
|
||||
|
|
@ -8322,20 +8338,100 @@ void A_JawzChase(mobj_t *actor)
|
|||
|
||||
if (actor->tracer->health)
|
||||
{
|
||||
const angle_t targetangle = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y);
|
||||
mobj_t *ret;
|
||||
angle_t angledelta = actor->angle - targetangle;
|
||||
boolean turnclockwise = true;
|
||||
|
||||
if (G_RaceGametype())
|
||||
{
|
||||
const fixed_t distbarrier = FixedMul(512*mapobjectscale, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
|
||||
const fixed_t distaway = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y);
|
||||
if (distaway < distbarrier)
|
||||
{
|
||||
if (actor->tracer->player)
|
||||
{
|
||||
fixed_t speeddifference = abs(topspeed - min(actor->tracer->player->speed, K_GetKartSpeed(actor->tracer->player, false)));
|
||||
topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (angledelta != 0)
|
||||
{
|
||||
angle_t MAX_JAWZ_TURN = ANGLE_90/15; // We can turn a maximum of 6 degrees per frame at regular max speed
|
||||
// MAX_JAWZ_TURN gets stronger the slower the top speed of jawz
|
||||
if (topspeed < actor->movefactor)
|
||||
{
|
||||
if (topspeed == 0)
|
||||
{
|
||||
MAX_JAWZ_TURN = ANGLE_180;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t anglemultiplier = FixedDiv(actor->movefactor, topspeed);
|
||||
MAX_JAWZ_TURN += FixedAngle(FixedMul(AngleFixed(MAX_JAWZ_TURN), anglemultiplier));
|
||||
}
|
||||
}
|
||||
|
||||
if (angledelta > ANGLE_180)
|
||||
{
|
||||
angledelta = InvAngle(angledelta);
|
||||
turnclockwise = false;
|
||||
}
|
||||
|
||||
if (angledelta > MAX_JAWZ_TURN)
|
||||
{
|
||||
angledelta = MAX_JAWZ_TURN;
|
||||
}
|
||||
|
||||
if (turnclockwise)
|
||||
{
|
||||
actor->angle -= angledelta;
|
||||
}
|
||||
else
|
||||
{
|
||||
actor->angle += angledelta;
|
||||
}
|
||||
}
|
||||
|
||||
ret = P_SpawnMobj(actor->tracer->x, actor->tracer->y, actor->tracer->z, MT_PLAYERRETICULE);
|
||||
P_SetTarget(&ret->target, actor->tracer);
|
||||
ret->frame |= ((leveltime % 10) / 2) + 5;
|
||||
ret->color = actor->cvmem;
|
||||
|
||||
P_Thrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), (7*actor->movefactor)/64);
|
||||
return;
|
||||
}
|
||||
else
|
||||
P_SetTarget(&actor->tracer, NULL);
|
||||
}
|
||||
|
||||
if (!P_IsObjectOnGround(actor))
|
||||
{
|
||||
// No friction in the air
|
||||
frictionsafety = FRACUNIT;
|
||||
}
|
||||
|
||||
if (currentspeed >= topspeed)
|
||||
{
|
||||
// Thrust as if you were at top speed, slow down naturally
|
||||
thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
|
||||
// Thrust to immediately get to top speed
|
||||
thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
|
||||
}
|
||||
|
||||
if (!actor->tracer)
|
||||
{
|
||||
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
|
||||
}
|
||||
|
||||
P_Thrust(actor, actor->angle, thrustamount);
|
||||
|
||||
if ((actor->tracer != NULL) && (actor->tracer->health > 0))
|
||||
return;
|
||||
|
||||
if (actor->extravalue1) // Disable looking by setting this
|
||||
return;
|
||||
|
||||
|
|
|
|||
|
|
@ -3306,12 +3306,12 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
|
|||
|
||||
// 20 is the ring cap in kart
|
||||
if (num_rings > 20)
|
||||
num_rings = 20;
|
||||
num_rings = 20;
|
||||
else if (num_rings <= 0)
|
||||
return;
|
||||
|
||||
// Cap the maximum loss automatically to 2 in ring debt
|
||||
if (player->kartstuff[k_rings] <= 0 && num_rings > 2)
|
||||
if (player->kartstuff[k_rings] <= 0 && num_rings > 2)
|
||||
num_rings = 2;
|
||||
|
||||
P_GivePlayerRings(player, -num_rings);
|
||||
|
|
|
|||
|
|
@ -227,6 +227,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
|
|||
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
|
||||
//void P_RunShields(void);
|
||||
void P_RunOverlays(void);
|
||||
fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player);
|
||||
void P_RunShadows(void);
|
||||
void P_MobjThinker(mobj_t *mobj);
|
||||
boolean P_RailThinker(mobj_t *mobj);
|
||||
|
|
|
|||
153
src/p_map.c
153
src/p_map.c
|
|
@ -113,14 +113,18 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
|
|||
// MOVEMENT ITERATOR FUNCTIONS
|
||||
// =========================================================================
|
||||
|
||||
//#define TELEPORTJANK
|
||||
|
||||
boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
||||
{
|
||||
//INT32 pflags;
|
||||
const fixed_t hscale = mapobjectscale + (mapobjectscale - object->scale);
|
||||
const fixed_t vscale = mapobjectscale + (object->scale - mapobjectscale);
|
||||
fixed_t offx, offy;
|
||||
fixed_t vertispeed = spring->info->mass;
|
||||
fixed_t horizspeed = spring->info->damage;
|
||||
UINT8 starcolor = (spring->info->painchance % MAXTRANSLATIONS);
|
||||
fixed_t savemomx = 0;
|
||||
fixed_t savemomy = 0;
|
||||
|
||||
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
|
||||
return false;
|
||||
|
|
@ -142,29 +146,36 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
object->eflags |= MFE_SPRUNG; // apply this flag asap!
|
||||
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
|
||||
|
||||
#ifdef TELEPORTJANK
|
||||
if (horizspeed && vertispeed) // Mimic SA
|
||||
{
|
||||
object->momx = object->momy = 0;
|
||||
P_TryMove(object, spring->x, spring->y, true);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (spring->eflags & MFE_VERTICALFLIP)
|
||||
vertispeed *= -1;
|
||||
|
||||
// Vertical springs teleport you on TOP of them.
|
||||
if (vertispeed > 0)
|
||||
object->z = spring->z + spring->height + 1;
|
||||
else if (vertispeed < 0)
|
||||
object->z = spring->z - object->height - 1;
|
||||
else
|
||||
{
|
||||
fixed_t offx, offy;
|
||||
|
||||
// Horizontal springs teleport you in FRONT of them.
|
||||
savemomx = object->momx;
|
||||
savemomy = object->momy;
|
||||
object->momx = object->momy = 0;
|
||||
|
||||
// Overestimate the distance to position you at
|
||||
offx = P_ReturnThrustX(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
|
||||
offy = P_ReturnThrustY(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
|
||||
|
||||
// Make it square by clipping
|
||||
// Then clip it down to a square, so it matches the hitbox size.
|
||||
if (offx > (spring->radius + object->radius + 1))
|
||||
offx = spring->radius + object->radius + 1;
|
||||
else if (offx < -(spring->radius + object->radius + 1))
|
||||
|
|
@ -175,27 +186,94 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
else if (offy < -(spring->radius + object->radius + 1))
|
||||
offy = -(spring->radius + object->radius + 1);
|
||||
|
||||
// Set position!
|
||||
P_TryMove(object, spring->x + offx, spring->y + offy, true);
|
||||
}
|
||||
|
||||
if (vertispeed)
|
||||
object->momz = FixedMul(vertispeed,FixedSqrt(FixedMul(vscale, spring->scale)));
|
||||
object->momz = FixedMul(vertispeed, FixedSqrt(FixedMul(vscale, spring->scale)));
|
||||
|
||||
if (horizspeed)
|
||||
{
|
||||
if (!object->player)
|
||||
P_InstaThrustEvenIn2D(object, spring->angle, FixedMul(horizspeed,FixedSqrt(FixedMul(hscale, spring->scale))));
|
||||
angle_t finalAngle = spring->angle;
|
||||
fixed_t finalSpeed = horizspeed;
|
||||
fixed_t objectSpeed;
|
||||
|
||||
if (object->player)
|
||||
objectSpeed = object->player->speed;
|
||||
else
|
||||
objectSpeed = R_PointToDist2(0, 0, savemomx, savemomy);
|
||||
|
||||
if (!vertispeed)
|
||||
{
|
||||
fixed_t finalSpeed = FixedDiv(horizspeed, hscale);
|
||||
fixed_t pSpeed = object->player->speed;
|
||||
// Scale to gamespeed
|
||||
finalSpeed = FixedMul(finalSpeed, K_GetKartGameSpeedScalar(gamespeed));
|
||||
|
||||
if (pSpeed > finalSpeed)
|
||||
finalSpeed = pSpeed;
|
||||
// Reflect your momentum angle against the surface of horizontal springs.
|
||||
// This makes it a bit more interesting & unique than just being a speed boost in a pre-defined direction
|
||||
if (savemomx || savemomy)
|
||||
{
|
||||
angle_t momang;
|
||||
INT32 angoffset;
|
||||
boolean subtract = false;
|
||||
|
||||
P_InstaThrustEvenIn2D(object, spring->angle, FixedMul(finalSpeed,FixedSqrt(FixedMul(hscale, spring->scale))));
|
||||
momang = R_PointToAngle2(0, 0, savemomx, savemomy);
|
||||
|
||||
angoffset = momang;
|
||||
angoffset -= spring->angle; // Subtract
|
||||
|
||||
// Flip on wrong side
|
||||
if ((angle_t)angoffset > ANGLE_180)
|
||||
{
|
||||
angoffset = InvAngle((angle_t)angoffset);
|
||||
subtract = !subtract;
|
||||
}
|
||||
|
||||
// Fix going directly against the spring's angle sending you the wrong way
|
||||
if ((spring->angle - momang) > ANGLE_90)
|
||||
angoffset = ANGLE_180 - angoffset;
|
||||
|
||||
// Offset is reduced to cap it (90 / 2 = max of 45 degrees)
|
||||
angoffset /= 2;
|
||||
|
||||
// Reduce further based on how slow your speed is compared to the spring's speed
|
||||
if (finalSpeed > objectSpeed)
|
||||
angoffset = FixedDiv(angoffset, FixedDiv(finalSpeed, objectSpeed));
|
||||
|
||||
if (subtract)
|
||||
angoffset = (signed)(spring->angle) - angoffset;
|
||||
else
|
||||
angoffset = (signed)(spring->angle) + angoffset;
|
||||
|
||||
finalAngle = angoffset;
|
||||
}
|
||||
}
|
||||
|
||||
if (object->player)
|
||||
{
|
||||
// Less friction when hitting horizontal springs
|
||||
if (!vertispeed)
|
||||
{
|
||||
if (!object->player->kartstuff[k_tiregrease])
|
||||
{
|
||||
UINT8 i;
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
mobj_t *grease;
|
||||
grease = P_SpawnMobj(object->x, object->y, object->z, MT_TIREGREASE);
|
||||
P_SetTarget(&grease->target, object);
|
||||
grease->angle = R_PointToAngle2(0, 0, object->momx, object->momy);
|
||||
grease->extravalue1 = i;
|
||||
}
|
||||
}
|
||||
|
||||
object->player->kartstuff[k_tiregrease] = greasetics; //FixedMul(greasetics << FRACBITS, finalSpeed/72) >> FRACBITS
|
||||
}
|
||||
}
|
||||
|
||||
// Horizontal speed is used as a minimum thrust, not a direct replacement
|
||||
finalSpeed = max(objectSpeed, finalSpeed);
|
||||
|
||||
P_InstaThrustEvenIn2D(object, finalAngle, FixedMul(finalSpeed, FixedSqrt(FixedMul(hscale, spring->scale))));
|
||||
}
|
||||
|
||||
// Re-solidify
|
||||
|
|
@ -208,46 +286,12 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
if (spring->flags & MF_ENEMY) // Spring shells
|
||||
P_SetTarget(&spring->target, object);
|
||||
|
||||
if (horizspeed && object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
|
||||
{
|
||||
object->angle = spring->angle;
|
||||
|
||||
if (!demo.playback || P_AnalogMove(object->player))
|
||||
{
|
||||
if (object->player == &players[consoleplayer])
|
||||
localangle[0] = spring->angle;
|
||||
else if (object->player == &players[displayplayers[1]])
|
||||
localangle[1] = spring->angle;
|
||||
else if (object->player == &players[displayplayers[2]])
|
||||
localangle[2] = spring->angle;
|
||||
else if (object->player == &players[displayplayers[3]])
|
||||
localangle[3] = spring->angle;
|
||||
}
|
||||
}
|
||||
|
||||
//pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these.
|
||||
P_ResetPlayer(object->player);
|
||||
|
||||
/* // SRB2kart - Springs don't need to change player state in kart.
|
||||
if (P_MobjFlip(object)*vertispeed > 0)
|
||||
P_SetPlayerMobjState(object, S_PLAY_SPRING);
|
||||
else if (P_MobjFlip(object)*vertispeed < 0)
|
||||
P_SetPlayerMobjState(object, S_PLAY_FALL1);
|
||||
else // horizontal spring
|
||||
{
|
||||
if (pflags & (PF_JUMPED|PF_SPINNING) && object->player->panim == PA_ROLL)
|
||||
object->player->pflags = pflags;
|
||||
else
|
||||
P_SetPlayerMobjState(object, S_PLAY_RUN1);
|
||||
}
|
||||
|
||||
if (spring->info->painchance)
|
||||
{
|
||||
object->player->pflags |= PF_JUMPED;
|
||||
P_SetPlayerMobjState(object, S_PLAY_ATK1);
|
||||
}
|
||||
*/
|
||||
object->player->kartstuff[k_springstars] = max(vertispeed, horizspeed) / FRACUNIT / 2;
|
||||
object->player->kartstuff[k_springcolor] = starcolor;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -1163,6 +1207,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
//else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down
|
||||
return true;
|
||||
}
|
||||
|
||||
// missiles can hit other things
|
||||
if (tmthing->flags & MF_MISSILE || tmthing->type == MT_SHELL)
|
||||
{
|
||||
|
|
@ -2892,14 +2937,24 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|||
P_HandleSlopeLanding(thing, tmfloorslope);
|
||||
|
||||
if (thing->momz <= 0)
|
||||
{
|
||||
thing->standingslope = tmfloorslope;
|
||||
#ifdef HWRENDER
|
||||
thing->modeltilt = thing->standingslope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else if (thing->z+thing->height >= tmceilingz && (thing->eflags & MFE_VERTICALFLIP)) {
|
||||
if (!startingonground && tmceilingslope)
|
||||
P_HandleSlopeLanding(thing, tmceilingslope);
|
||||
|
||||
if (thing->momz >= 0)
|
||||
{
|
||||
thing->standingslope = tmceilingslope;
|
||||
#ifdef HWRENDER
|
||||
thing->modeltilt = thing->standingslope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
else // don't set standingslope if you're not going to clip against it
|
||||
|
|
@ -4702,7 +4757,7 @@ fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
|||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if ((!(rover->flags & FF_SOLID || rover->flags & FF_QUICKSAND) || (rover->flags & FF_SWIMMABLE)))
|
||||
if (!((rover->flags & FF_SOLID) || (rover->flags & FF_QUICKSAND)) || (rover->flags & FF_SWIMMABLE))
|
||||
continue;
|
||||
|
||||
topheight = *rover->topheight;
|
||||
|
|
|
|||
369
src/p_mobj.c
369
src/p_mobj.c
|
|
@ -1848,6 +1848,9 @@ void P_XYMovement(mobj_t *mo)
|
|||
// Now compare the Zs of the different quantizations
|
||||
if (oldangle-newangle > ANG30 && oldangle-newangle < ANGLE_180) { // Allow for a bit of sticking - this value can be adjusted later
|
||||
mo->standingslope = oldslope;
|
||||
#ifdef HWRENDER
|
||||
mo->modeltilt = mo->standingslope;
|
||||
#endif
|
||||
P_SlopeLaunch(mo);
|
||||
|
||||
//CONS_Printf("launched off of slope - ");
|
||||
|
|
@ -1937,7 +1940,7 @@ void P_XYMovement(mobj_t *mo)
|
|||
#endif
|
||||
|
||||
//{ SRB2kart stuff
|
||||
if (mo->type == MT_ORBINAUT || mo->type == MT_JAWZ_DUD || mo->type == MT_JAWZ || mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
|
||||
if (mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
|
||||
return;
|
||||
|
||||
if (mo->player && (mo->player->kartstuff[k_spinouttimer] && !mo->player->kartstuff[k_wipeoutslow]) && mo->player->speed <= K_GetKartSpeed(mo->player, false)/2)
|
||||
|
|
@ -2421,6 +2424,9 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
|
||||
{
|
||||
mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
|
||||
#ifdef HWRENDER
|
||||
mo->modeltilt = mo->standingslope;
|
||||
#endif
|
||||
P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
|
||||
}
|
||||
#endif
|
||||
|
|
@ -6199,13 +6205,178 @@ static void P_RemoveOverlay(mobj_t *thing)
|
|||
}
|
||||
}
|
||||
|
||||
// Simplified version of a code bit in P_MobjFloorZ
|
||||
static fixed_t P_ShadowSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling)
|
||||
{
|
||||
fixed_t testx, testy;
|
||||
|
||||
if (slope->d.x < 0)
|
||||
testx = radius;
|
||||
else
|
||||
testx = -radius;
|
||||
|
||||
if (slope->d.y < 0)
|
||||
testy = radius;
|
||||
else
|
||||
testy = -radius;
|
||||
|
||||
if ((slope->zdelta > 0) ^ !!(ceiling))
|
||||
{
|
||||
testx = -testx;
|
||||
testy = -testy;
|
||||
}
|
||||
|
||||
testx += x;
|
||||
testy += y;
|
||||
|
||||
return P_GetZAt(slope, testx, testy);
|
||||
}
|
||||
|
||||
// Sets standingslope/modeltilt, returns z position for shadows; used also for stuff like bananas
|
||||
// (I would've preferred to be able to return both the slope & z, but I'll take what I can get...)
|
||||
fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player)
|
||||
{
|
||||
fixed_t newz;
|
||||
sector_t *sec;
|
||||
#ifdef ESLOPE
|
||||
pslope_t *slope = NULL;
|
||||
#endif
|
||||
|
||||
sec = R_PointInSubsector(x, y)->sector;
|
||||
|
||||
if (flip)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
if (sec->c_slope)
|
||||
{
|
||||
slope = sec->c_slope;
|
||||
newz = P_ShadowSlopeZ(slope, x, y, radius, true);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
newz = sec->ceilingheight;
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
if (sec->f_slope)
|
||||
{
|
||||
slope = sec->f_slope;
|
||||
newz = P_ShadowSlopeZ(slope, x, y, radius, false);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
newz = sec->floorheight;
|
||||
}
|
||||
|
||||
// Check FOFs for a better suited slope
|
||||
if (sec->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t top, bottom;
|
||||
fixed_t d1, d2;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if ((!(((rover->flags & FF_BLOCKPLAYER && player)
|
||||
|| (rover->flags & FF_BLOCKOTHERS && !player))
|
||||
|| (rover->flags & FF_QUICKSAND))
|
||||
|| (rover->flags & FF_SWIMMABLE)))
|
||||
continue;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
top = P_ShadowSlopeZ(*rover->t_slope, x, y, radius, false);
|
||||
else
|
||||
#endif
|
||||
top = *rover->topheight;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->b_slope)
|
||||
bottom = P_ShadowSlopeZ(*rover->b_slope, x, y, radius, true);
|
||||
else
|
||||
#endif
|
||||
bottom = *rover->bottomheight;
|
||||
|
||||
if (flip)
|
||||
{
|
||||
if (rover->flags & FF_QUICKSAND)
|
||||
{
|
||||
if (z < top && (z + height) > bottom)
|
||||
{
|
||||
if (newz > (z + height))
|
||||
{
|
||||
newz = (z + height);
|
||||
slope = NULL;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
d1 = (z + height) - (top + ((bottom - top)/2));
|
||||
d2 = z - (top + ((bottom - top)/2));
|
||||
|
||||
if (bottom < newz && abs(d1) < abs(d2))
|
||||
{
|
||||
newz = bottom;
|
||||
#ifdef ESLOPE
|
||||
if (*rover->b_slope)
|
||||
slope = *rover->b_slope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rover->flags & FF_QUICKSAND)
|
||||
{
|
||||
if (z < top && (z + height) > bottom)
|
||||
{
|
||||
if (newz < z)
|
||||
{
|
||||
newz = z;
|
||||
slope = NULL;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
d1 = z - (bottom + ((top - bottom)/2));
|
||||
d2 = (z + height) - (bottom + ((top - bottom)/2));
|
||||
|
||||
if (top > newz && abs(d1) < abs(d2))
|
||||
{
|
||||
newz = top;
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
slope = *rover->t_slope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
mobj->standingslope = slope;
|
||||
#endif
|
||||
#ifdef HWRENDER
|
||||
mobj->modeltilt = slope;
|
||||
#endif
|
||||
|
||||
return newz;
|
||||
}
|
||||
|
||||
void P_RunShadows(void)
|
||||
{
|
||||
mobj_t *mobj, *next, *dest;
|
||||
|
||||
for (mobj = shadowcap; mobj; mobj = next)
|
||||
{
|
||||
fixed_t floorz;
|
||||
boolean flip;
|
||||
fixed_t newz;
|
||||
|
||||
next = mobj->hnext;
|
||||
P_SetTarget(&mobj->hnext, NULL);
|
||||
|
|
@ -6216,16 +6387,22 @@ void P_RunShadows(void)
|
|||
continue; // shouldn't you already be dead?
|
||||
}
|
||||
|
||||
if (mobj->target->player)
|
||||
floorz = mobj->target->floorz;
|
||||
else // FOR SOME REASON, plain floorz is not reliable for normal objects, only players?!
|
||||
floorz = P_FloorzAtPos(mobj->target->x, mobj->target->y, mobj->target->z, mobj->target->height);
|
||||
|
||||
K_MatchGenericExtraFlags(mobj, mobj->target);
|
||||
flip = (mobj->eflags & MFE_VERTICALFLIP);
|
||||
|
||||
if (((mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z+mobj->target->height > mobj->target->ceilingz)
|
||||
|| (!(mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z < floorz))
|
||||
mobj->flags2 |= MF2_DONTDRAW;
|
||||
newz = P_CalculateShadowFloor(mobj, mobj->target->x, mobj->target->y, mobj->target->z,
|
||||
mobj->target->radius, mobj->target->height, flip, (mobj->target->player != NULL));
|
||||
|
||||
if (flip)
|
||||
{
|
||||
if ((mobj->target->z + mobj->target->height) > newz)
|
||||
mobj->flags2 |= MF2_DONTDRAW;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mobj->target->z < newz)
|
||||
mobj->flags2 |= MF2_DONTDRAW;
|
||||
}
|
||||
|
||||
// First scale to the same radius
|
||||
P_SetScale(mobj, FixedDiv(mobj->target->radius, mobj->info->radius));
|
||||
|
|
@ -6237,13 +6414,12 @@ void P_RunShadows(void)
|
|||
|
||||
P_TeleportMove(mobj, dest->x, dest->y, mobj->target->z);
|
||||
|
||||
if (((mobj->eflags & MFE_VERTICALFLIP) && (mobj->ceilingz > mobj->z+mobj->height))
|
||||
|| (!(mobj->eflags & MFE_VERTICALFLIP) && (floorz < mobj->z)))
|
||||
if ((flip && newz > (mobj->z + mobj->height)) || (!flip && newz < mobj->z))
|
||||
{
|
||||
INT32 i;
|
||||
fixed_t prevz;
|
||||
|
||||
mobj->z = (mobj->eflags & MFE_VERTICALFLIP ? mobj->ceilingz : floorz);
|
||||
mobj->z = newz;
|
||||
|
||||
for (i = 0; i < MAXFFLOORS; i++)
|
||||
{
|
||||
|
|
@ -6255,7 +6431,7 @@ void P_RunShadows(void)
|
|||
// Check new position to see if you should still be on that ledge
|
||||
P_TeleportMove(mobj, dest->x, dest->y, mobj->z);
|
||||
|
||||
mobj->z = (mobj->eflags & MFE_VERTICALFLIP ? mobj->ceilingz : floorz);
|
||||
mobj->z = newz;
|
||||
|
||||
if (mobj->z == prevz)
|
||||
break;
|
||||
|
|
@ -7935,9 +8111,18 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
else
|
||||
{
|
||||
fixed_t finalspeed = mobj->movefactor;
|
||||
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
|
||||
fixed_t thrustamount = 0;
|
||||
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
|
||||
mobj_t *ghost = P_SpawnGhostMobj(mobj);
|
||||
ghost->colorized = true; // already has color!
|
||||
|
||||
if (!grounded)
|
||||
{
|
||||
// No friction in the air
|
||||
frictionsafety = FRACUNIT;
|
||||
}
|
||||
|
||||
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
|
||||
if (mobj->health <= 5)
|
||||
{
|
||||
|
|
@ -7946,7 +8131,19 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
|
||||
}
|
||||
|
||||
P_InstaThrust(mobj, mobj->angle, finalspeed);
|
||||
if (currentspeed >= finalspeed)
|
||||
{
|
||||
// Thrust as if you were at top speed, slow down naturally
|
||||
thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
|
||||
// Thrust to immediately get to top speed
|
||||
thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
|
||||
}
|
||||
|
||||
P_Thrust(mobj, mobj->angle, thrustamount);
|
||||
|
||||
if (grounded)
|
||||
{
|
||||
|
|
@ -7968,9 +8165,6 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
case MT_JAWZ:
|
||||
{
|
||||
sector_t *sec2;
|
||||
fixed_t topspeed = mobj->movefactor;
|
||||
fixed_t distbarrier = 512*mapobjectscale;
|
||||
fixed_t distaway;
|
||||
mobj_t *ghost = P_SpawnGhostMobj(mobj);
|
||||
|
||||
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
|
||||
|
|
@ -7984,37 +8178,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
if (leveltime % TICRATE == 0)
|
||||
S_StartSound(mobj, mobj->info->activesound);
|
||||
|
||||
distbarrier = FixedMul(distbarrier, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
|
||||
|
||||
if (G_RaceGametype() && mobj->tracer)
|
||||
{
|
||||
distaway = P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y);
|
||||
if (distaway < distbarrier)
|
||||
{
|
||||
if (mobj->tracer->player)
|
||||
{
|
||||
fixed_t speeddifference = abs(topspeed - min(mobj->tracer->player->speed, K_GetKartSpeed(mobj->tracer->player, false)));
|
||||
topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (G_BattleGametype())
|
||||
{
|
||||
mobj->friction -= 1228;
|
||||
if (mobj->friction > FRACUNIT)
|
||||
mobj->friction = FRACUNIT;
|
||||
if (mobj->friction < 0)
|
||||
mobj->friction = 0;
|
||||
}
|
||||
|
||||
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
|
||||
P_InstaThrust(mobj, mobj->angle, topspeed);
|
||||
|
||||
if (mobj->tracer)
|
||||
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
|
||||
else
|
||||
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
|
||||
// Movement handling has ALL been moved to A_JawzChase
|
||||
|
||||
K_DriftDustHandling(mobj);
|
||||
|
||||
|
|
@ -8042,6 +8206,9 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
else
|
||||
{
|
||||
mobj_t *ghost = P_SpawnGhostMobj(mobj);
|
||||
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
|
||||
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
|
||||
fixed_t thrustamount = 0;
|
||||
|
||||
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
|
||||
{
|
||||
|
|
@ -8049,8 +8216,26 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
ghost->colorized = true;
|
||||
}
|
||||
|
||||
if (!grounded)
|
||||
{
|
||||
// No friction in the air
|
||||
frictionsafety = FRACUNIT;
|
||||
}
|
||||
|
||||
if (currentspeed >= mobj->movefactor)
|
||||
{
|
||||
// Thrust as if you were at top speed, slow down naturally
|
||||
thrustamount = FixedDiv(mobj->movefactor, frictionsafety) - mobj->movefactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
|
||||
// Thrust to immediately get to top speed
|
||||
thrustamount = beatfriction + FixedDiv(mobj->movefactor - currentspeed, frictionsafety);
|
||||
}
|
||||
|
||||
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
|
||||
P_InstaThrust(mobj, mobj->angle, mobj->movefactor);
|
||||
P_Thrust(mobj, mobj->angle, thrustamount);
|
||||
|
||||
if (grounded)
|
||||
{
|
||||
|
|
@ -8207,6 +8392,9 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
P_TeleportMove(mobj, mobj->target->x + P_ReturnThrustX(mobj, mobj->angle+ANGLE_180, mobj->target->radius),
|
||||
mobj->target->y + P_ReturnThrustY(mobj, mobj->angle+ANGLE_180, mobj->target->radius), mobj->target->z);
|
||||
P_SetScale(mobj, mobj->target->scale);
|
||||
#ifdef HWRENDER
|
||||
mobj->modeltilt = mobj->target->modeltilt;
|
||||
#endif
|
||||
|
||||
{
|
||||
player_t *p = NULL;
|
||||
|
|
@ -8347,9 +8535,67 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
}
|
||||
|
||||
K_MatchGenericExtraFlags(mobj, mobj->target);
|
||||
P_TeleportMove(mobj, mobj->target->x + FINECOSINE(mobj->angle >> ANGLETOFINESHIFT),
|
||||
mobj->target->y + FINESINE(mobj->angle >> ANGLETOFINESHIFT),
|
||||
mobj->target->z + mobj->target->height);
|
||||
{
|
||||
fixed_t z;
|
||||
z = mobj->target->z;
|
||||
if (( mobj->eflags & MFE_VERTICALFLIP ))
|
||||
z -= mobj->height;
|
||||
else
|
||||
z += mobj->target->height;
|
||||
P_TeleportMove(mobj, mobj->target->x + FINECOSINE(mobj->angle >> ANGLETOFINESHIFT),
|
||||
mobj->target->y + FINESINE(mobj->angle >> ANGLETOFINESHIFT),
|
||||
z);
|
||||
}
|
||||
break;
|
||||
case MT_TIREGREASE:
|
||||
if (!mobj->target || P_MobjWasRemoved(mobj->target) || !mobj->target->player
|
||||
|| !mobj->target->player->kartstuff[k_tiregrease])
|
||||
{
|
||||
P_RemoveMobj(mobj);
|
||||
return;
|
||||
}
|
||||
|
||||
K_MatchGenericExtraFlags(mobj, mobj->target);
|
||||
|
||||
{
|
||||
const angle_t off = FixedAngle(40*FRACUNIT);
|
||||
angle_t ang = mobj->target->angle;
|
||||
fixed_t z;
|
||||
UINT8 trans = (mobj->target->player->kartstuff[k_tiregrease] * (NUMTRANSMAPS+1)) / greasetics;
|
||||
|
||||
if (trans > NUMTRANSMAPS)
|
||||
trans = NUMTRANSMAPS;
|
||||
|
||||
trans = NUMTRANSMAPS - trans;
|
||||
|
||||
z = mobj->target->z;
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
z += mobj->target->height;
|
||||
|
||||
if (mobj->target->momx || mobj->target->momy)
|
||||
ang = R_PointToAngle2(0, 0, mobj->target->momx, mobj->target->momy);
|
||||
|
||||
if (mobj->extravalue1)
|
||||
ang = (signed)(ang - off);
|
||||
else
|
||||
ang = (signed)(ang + off);
|
||||
|
||||
P_TeleportMove(mobj,
|
||||
mobj->target->x - FixedMul(mobj->target->radius, FINECOSINE(ang >> ANGLETOFINESHIFT)),
|
||||
mobj->target->y - FixedMul(mobj->target->radius, FINESINE(ang >> ANGLETOFINESHIFT)),
|
||||
z);
|
||||
mobj->angle = ang;
|
||||
|
||||
if (leveltime & 1)
|
||||
mobj->flags2 |= MF2_DONTDRAW;
|
||||
|
||||
if (trans >= NUMTRANSMAPS)
|
||||
mobj->flags2 |= MF2_DONTDRAW;
|
||||
else if (trans == 0)
|
||||
mobj->frame = (mobj->frame & ~FF_TRANSMASK);
|
||||
else
|
||||
mobj->frame = (mobj->frame & ~FF_TRANSMASK)|(trans << FF_TRANSSHIFT);
|
||||
}
|
||||
break;
|
||||
case MT_THUNDERSHIELD:
|
||||
{
|
||||
|
|
@ -9053,6 +9299,9 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
case MT_KARMAFIREWORK:
|
||||
if (mobj->flags & MF_NOGRAVITY)
|
||||
break;
|
||||
|
||||
if (mobj->momz == 0)
|
||||
{
|
||||
P_RemoveMobj(mobj);
|
||||
|
|
@ -9439,7 +9688,9 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
|
|||
|| mobj->type == MT_BIGTUMBLEWEED
|
||||
|| mobj->type == MT_LITTLETUMBLEWEED
|
||||
|| mobj->type == MT_CANNONBALLDECOR
|
||||
|| mobj->type == MT_FALLINGROCK) {
|
||||
|| mobj->type == MT_FALLINGROCK
|
||||
|| mobj->type == MT_ORBINAUT
|
||||
|| mobj->type == MT_JAWZ || mobj->type == MT_JAWZ_DUD) {
|
||||
P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
|
||||
//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
|
||||
P_ButteredSlope(mobj);
|
||||
|
|
@ -10770,8 +11021,16 @@ void P_RespawnSpecials(void)
|
|||
if (pcount == 1) // No respawn when alone
|
||||
return;
|
||||
else if (pcount > 1)
|
||||
{
|
||||
time = (180 - (pcount * 10))*TICRATE;
|
||||
|
||||
// If the map is longer or shorter than 3 laps, then adjust ring respawn to account for this.
|
||||
// 5 lap courses would have more retreaded ground, while 2 lap courses would have less.
|
||||
if ((mapheaderinfo[gamemap-1]->numlaps != 3)
|
||||
&& !(mapheaderinfo[gamemap-1]->levelflags & LF_SECTIONRACE))
|
||||
time = (time * 3) / max(1, mapheaderinfo[gamemap-1]->numlaps);
|
||||
}
|
||||
|
||||
// only respawn items when cv_itemrespawn is on
|
||||
//if (!cv_itemrespawn.value) // TODO: remove this cvar
|
||||
//return;
|
||||
|
|
@ -11992,7 +12251,7 @@ ML_NOCLIMB : Direction not controllable
|
|||
{
|
||||
if (mthing->options & MTF_AMBUSH)
|
||||
{
|
||||
if (i == MT_YELLOWDIAG || i == MT_REDDIAG)
|
||||
if (mobj->flags & MF_SPRING && mobj->info->damage)
|
||||
mobj->angle += ANGLE_22h;
|
||||
|
||||
if (mobj->flags & MF_NIGHTSITEM)
|
||||
|
|
|
|||
|
|
@ -370,6 +370,9 @@ typedef struct mobj_s
|
|||
|
||||
#ifdef ESLOPE
|
||||
struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
|
||||
#ifdef HWRENDER
|
||||
struct pslope_s *modeltilt; // Slope used for model tilting. Also is not synched, this is totally visual.
|
||||
#endif
|
||||
#endif
|
||||
|
||||
boolean colorized; // Whether the mobj uses the rainbow colormap
|
||||
|
|
|
|||
|
|
@ -2144,7 +2144,12 @@ static void LoadMobjThinker(actionf_p1 thinker)
|
|||
mobj->hprev = (mobj_t *)(size_t)READUINT32(save_p);
|
||||
#ifdef ESLOPE
|
||||
if (diff2 & MD2_SLOPE)
|
||||
{
|
||||
mobj->standingslope = P_SlopeById(READUINT16(save_p));
|
||||
#ifdef HWRENDER
|
||||
mobj->modeltilt = mobj->standingslope;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
if (diff2 & MD2_COLORIZED)
|
||||
mobj->colorized = READUINT8(save_p);
|
||||
|
|
@ -3091,7 +3096,7 @@ static inline void P_NetArchiveSpecials(void)
|
|||
WRITEUINT32(save_p, 0xffffffff);
|
||||
|
||||
// Sky number
|
||||
WRITEINT32(save_p, globallevelskynum);
|
||||
WRITESTRINGN(save_p, globallevelskytexture, 9);
|
||||
|
||||
// Current global weather type
|
||||
WRITEUINT8(save_p, globalweather);
|
||||
|
|
@ -3110,8 +3115,8 @@ static inline void P_NetArchiveSpecials(void)
|
|||
//
|
||||
static void P_NetUnArchiveSpecials(void)
|
||||
{
|
||||
char skytex[9];
|
||||
size_t i;
|
||||
INT32 j;
|
||||
|
||||
if (READUINT32(save_p) != ARCHIVEBLOCK_SPECIALS)
|
||||
I_Error("Bad $$$.sav at archive block Specials");
|
||||
|
|
@ -3124,9 +3129,9 @@ static void P_NetUnArchiveSpecials(void)
|
|||
itemrespawntime[iquehead++] = READINT32(save_p);
|
||||
}
|
||||
|
||||
j = READINT32(save_p);
|
||||
if (j != globallevelskynum)
|
||||
P_SetupLevelSky(j, true);
|
||||
READSTRINGN(save_p, skytex, sizeof(skytex));
|
||||
if (strcmp(skytex, globallevelskytexture))
|
||||
P_SetupLevelSky(skytex, true);
|
||||
|
||||
globalweather = READUINT8(save_p);
|
||||
|
||||
|
|
|
|||
|
|
@ -207,8 +207,9 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
|
|||
mapheaderinfo[num]->forcecharacter[0] = '\0';
|
||||
DEH_WriteUndoline("WEATHER", va("%d", mapheaderinfo[num]->weather), UNDO_NONE);
|
||||
mapheaderinfo[num]->weather = 0;
|
||||
DEH_WriteUndoline("SKYNUM", va("%d", mapheaderinfo[num]->skynum), UNDO_NONE);
|
||||
mapheaderinfo[num]->skynum = 1;
|
||||
DEH_WriteUndoline("SKYTEXTURE", va("%d", mapheaderinfo[num]->skytexture), UNDO_NONE);
|
||||
snprintf(mapheaderinfo[num]->skytexture, 9, "SKY1");
|
||||
mapheaderinfo[num]->skytexture[8] = 0;
|
||||
DEH_WriteUndoline("SKYBOXSCALEX", va("%d", mapheaderinfo[num]->skybox_scalex), UNDO_NONE);
|
||||
mapheaderinfo[num]->skybox_scalex = 16;
|
||||
DEH_WriteUndoline("SKYBOXSCALEY", va("%d", mapheaderinfo[num]->skybox_scaley), UNDO_NONE);
|
||||
|
|
@ -2255,17 +2256,18 @@ static inline boolean P_CheckLevel(lumpnum_t lumpnum)
|
|||
/** Sets up a sky texture to use for the level.
|
||||
* The sky texture is used instead of F_SKY1.
|
||||
*/
|
||||
void P_SetupLevelSky(INT32 skynum, boolean global)
|
||||
void P_SetupLevelSky(const char *skytexname, boolean global)
|
||||
{
|
||||
char skytexname[12];
|
||||
char tex[9];
|
||||
strncpy(tex, skytexname, 9);
|
||||
tex[8] = 0;
|
||||
|
||||
sprintf(skytexname, "SKY%d", skynum);
|
||||
skytexture = R_TextureNumForName(skytexname);
|
||||
levelskynum = skynum;
|
||||
skytexture = R_TextureNumForName(tex);
|
||||
strncpy(levelskytexture, tex, 9);
|
||||
|
||||
// Global change
|
||||
if (global)
|
||||
globallevelskynum = levelskynum;
|
||||
strncpy(globallevelskytexture, tex, 9);
|
||||
|
||||
// Don't go beyond for dedicated servers
|
||||
if (dedicated)
|
||||
|
|
@ -2973,7 +2975,7 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
CON_SetupBackColormap();
|
||||
|
||||
// SRB2 determines the sky texture to be used depending on the map header.
|
||||
P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);
|
||||
P_SetupLevelSky(mapheaderinfo[gamemap-1]->skytexture, true);
|
||||
|
||||
P_MakeMapMD5(lastloadedmaplumpnum, &mapmd5);
|
||||
|
||||
|
|
|
|||
|
|
@ -54,7 +54,7 @@ INT32 P_CheckLevelFlat(const char *flatname);
|
|||
extern size_t nummapthings;
|
||||
extern mapthing_t *mapthings;
|
||||
|
||||
void P_SetupLevelSky(INT32 skynum, boolean global);
|
||||
void P_SetupLevelSky(const char *skytexname, boolean global);
|
||||
#ifdef SCANTHINGS
|
||||
void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum);
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -625,8 +625,7 @@ void P_ResetDynamicSlopes(void) {
|
|||
slopelist = NULL;
|
||||
slopecount = 0;
|
||||
|
||||
// We'll handle copy slopes later, after all the tag lists have been made.
|
||||
// Yes, this means copied slopes won't affect things' spawning heights. Too bad for you.
|
||||
/// Generates line special-defined slopes.
|
||||
for (i = 0; i < numlines; i++)
|
||||
{
|
||||
switch (lines[i].special)
|
||||
|
|
@ -725,11 +724,21 @@ void P_ResetDynamicSlopes(void) {
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// Copies slopes from tagged sectors via line specials.
|
||||
/// \note Doesn't actually copy, but instead they share the same pointers.
|
||||
for (i = 0; i < numlines; i++)
|
||||
switch (lines[i].special)
|
||||
{
|
||||
case 720:
|
||||
case 721:
|
||||
case 722:
|
||||
P_CopySectorSlope(&lines[i]);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// ============================================================================
|
||||
//
|
||||
// Various utilities related to slopes
|
||||
|
|
@ -827,6 +836,9 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
|
|||
if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
|
||||
thing->momz = -P_MobjFlip(thing);
|
||||
thing->standingslope = slope;
|
||||
#ifdef HWRENDER
|
||||
thing->modeltilt = thing->standingslope;
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
@ -843,6 +855,9 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
|
|||
thing->momz = -P_MobjFlip(thing);
|
||||
|
||||
thing->standingslope = slope;
|
||||
#ifdef HWRENDER
|
||||
thing->modeltilt = thing->standingslope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -862,33 +877,31 @@ void P_ButteredSlope(mobj_t *mo)
|
|||
return; // don't slide down slopes if you can't touch them or you're not affected by gravity
|
||||
|
||||
if (mo->player) {
|
||||
if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING))
|
||||
// Changed in kart to only not apply physics on very slight slopes (I think about 4 degree angles)
|
||||
if (abs(mo->standingslope->zdelta) < FRACUNIT/21 && !(mo->player->pflags & PF_SPINNING))
|
||||
return; // Don't slide on non-steep slopes unless spinning
|
||||
|
||||
// This only means you can be stopped on slopes that aren't steeper than 45 degrees
|
||||
if (abs(mo->standingslope->zdelta) < FRACUNIT/2 && !(mo->player->rmomx || mo->player->rmomy))
|
||||
return; // Allow the player to stand still on slopes below a certain steepness
|
||||
}
|
||||
|
||||
thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 15 / 16 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
|
||||
thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 4 / 5 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
|
||||
|
||||
if (mo->player && (mo->player->pflags & PF_SPINNING)) {
|
||||
fixed_t mult = 0;
|
||||
if (mo->player) {
|
||||
fixed_t mult = FRACUNIT;
|
||||
if (mo->momx || mo->momy) {
|
||||
angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
|
||||
|
||||
if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
|
||||
angle ^= ANGLE_180;
|
||||
|
||||
mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
|
||||
mult = FRACUNIT + (FRACUNIT + FINECOSINE(angle>>ANGLETOFINESHIFT))*3/2;
|
||||
}
|
||||
|
||||
thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
|
||||
thrust = FixedMul(thrust, mult);
|
||||
}
|
||||
|
||||
if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed
|
||||
thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16);
|
||||
// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
|
||||
|
||||
// Let's get the gravity strength for the object...
|
||||
thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));
|
||||
|
||||
|
|
|
|||
10
src/p_spec.c
10
src/p_spec.c
|
|
@ -2802,7 +2802,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
|
||||
case 423: // Change Sky
|
||||
if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || (line->flags & ML_NOCLIMB))
|
||||
P_SetupLevelSky(sides[line->sidenum[0]].textureoffset>>FRACBITS, (line->flags & ML_NOCLIMB));
|
||||
P_SetupLevelSky(sides[line->sidenum[0]].text, (line->flags & ML_NOCLIMB));
|
||||
break;
|
||||
|
||||
case 424: // Change Weather
|
||||
|
|
@ -6693,14 +6693,6 @@ void P_SpawnSpecials(INT32 fromnetsave)
|
|||
sectors[s].midmap = lines[i].frontsector->midmap;
|
||||
break;
|
||||
|
||||
#ifdef ESLOPE // Slope copy specials. Handled here for sanity.
|
||||
case 720:
|
||||
case 721:
|
||||
case 722:
|
||||
P_CopySectorSlope(&lines[i]);
|
||||
break;
|
||||
#endif
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
42
src/p_user.c
42
src/p_user.c
|
|
@ -1645,12 +1645,16 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
|
|||
ghost->frame |= tr_trans50<<FF_TRANSSHIFT;
|
||||
ghost->fuse = ghost->info->damage;
|
||||
ghost->skin = mobj->skin;
|
||||
ghost->standingslope = mobj->standingslope;
|
||||
#ifdef HWRENDER
|
||||
ghost->modeltilt = mobj->modeltilt;
|
||||
#endif
|
||||
|
||||
if (mobj->flags2 & MF2_OBJECTFLIP)
|
||||
ghost->flags |= MF2_OBJECTFLIP;
|
||||
|
||||
if (!(mobj->flags & MF_DONTENCOREMAP))
|
||||
mobj->flags &= ~MF_DONTENCOREMAP;
|
||||
ghost->flags &= ~MF_DONTENCOREMAP;
|
||||
|
||||
return ghost;
|
||||
}
|
||||
|
|
@ -4186,27 +4190,33 @@ static void P_3dMovement(player_t *player)
|
|||
// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
|
||||
// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
|
||||
// -Shadow Hog
|
||||
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
|
||||
if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
|
||||
// Only do this forced cap of speed when in midair, the kart acceleration code takes into account friction, and
|
||||
// doesn't let you accelerate past top speed, so this is unnecessary on the ground, but in the air is needed to
|
||||
// allow for being able to change direction on spring jumps without being accelerated into the void - Sryder
|
||||
if (!P_IsObjectOnGround(player->mo))
|
||||
{
|
||||
fixed_t tempmomx, tempmomy;
|
||||
if (oldMagnitude > K_GetKartSpeed(player, true))
|
||||
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
|
||||
if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
|
||||
{
|
||||
if (newMagnitude > oldMagnitude)
|
||||
fixed_t tempmomx, tempmomy;
|
||||
if (oldMagnitude > K_GetKartSpeed(player, true))
|
||||
{
|
||||
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
|
||||
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
|
||||
if (newMagnitude > oldMagnitude)
|
||||
{
|
||||
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
|
||||
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
|
||||
player->mo->momx = tempmomx + player->cmomx;
|
||||
player->mo->momy = tempmomy + player->cmomy;
|
||||
}
|
||||
// else do nothing
|
||||
}
|
||||
else
|
||||
{
|
||||
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
|
||||
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
|
||||
player->mo->momx = tempmomx + player->cmomx;
|
||||
player->mo->momy = tempmomy + player->cmomy;
|
||||
}
|
||||
// else do nothing
|
||||
}
|
||||
else
|
||||
{
|
||||
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
|
||||
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
|
||||
player->mo->momx = tempmomx + player->cmomx;
|
||||
player->mo->momy = tempmomy + player->cmomy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -267,7 +267,7 @@ static UINT8 *R_GenerateTexture(size_t texnum)
|
|||
texturememory += blocksize;
|
||||
block = Z_Malloc(blocksize+1, PU_STATIC, &texturecache[texnum]);
|
||||
|
||||
memset(block, 0xF7, blocksize+1); // Transparency hack
|
||||
memset(block, 0xFF, blocksize+1); // TRANSPARENTPIXEL
|
||||
|
||||
// columns lookup table
|
||||
colofs = (UINT32 *)(void *)block;
|
||||
|
|
@ -1631,7 +1631,7 @@ void R_PrecacheLevel(void)
|
|||
|
||||
// Sky texture is always present.
|
||||
// Note that F_SKY1 is the name used to indicate a sky floor/ceiling as a flat,
|
||||
// while the sky texture is stored like a wall texture, with a skynum dependent name.
|
||||
// while the sky texture is stored like a wall texture, with a texture name set by the map.
|
||||
texturepresent[skytexture] = 1;
|
||||
|
||||
texturememory = 0;
|
||||
|
|
|
|||
|
|
@ -734,7 +734,7 @@ void R_DrawPlanes(void)
|
|||
dc_x = x;
|
||||
dc_source =
|
||||
R_GetColumn(texturetranslation[skytexture],
|
||||
angle);
|
||||
-angle); // Negative because skies were being drawn horizontally flipped
|
||||
wallcolfunc();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -47,8 +47,8 @@ fixed_t skyscale;
|
|||
|
||||
/** \brief used for keeping track of the current sky
|
||||
*/
|
||||
INT32 levelskynum;
|
||||
INT32 globallevelskynum;
|
||||
char levelskytexture[9];
|
||||
char globallevelskytexture[9];
|
||||
|
||||
/** \brief The R_SetupSkyDraw function
|
||||
|
||||
|
|
|
|||
|
|
@ -30,8 +30,8 @@ extern INT32 skytexture, skytexturemid;
|
|||
extern fixed_t skyscale;
|
||||
|
||||
extern INT32 skyflatnum;
|
||||
extern INT32 levelskynum;
|
||||
extern INT32 globallevelskynum;
|
||||
extern char levelskytexture[9];
|
||||
extern char globallevelskytexture[9];
|
||||
|
||||
// call after skytexture is set to adapt for old/new skies
|
||||
void R_SetupSkyDraw(void);
|
||||
|
|
|
|||
10
src/screen.c
10
src/screen.c
|
|
@ -427,13 +427,13 @@ void SCR_DisplayTicRate(void)
|
|||
ticcntcolor|V_NOSCALESTART, va("%02d/%02u", totaltics, TICRATE));*/
|
||||
|
||||
// draw "FPS"
|
||||
V_DrawFixedPatch(306<<FRACBITS, 183<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT, framecounter, R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_YELLOW, GTC_CACHE));
|
||||
V_DrawFixedPatch(306<<FRACBITS, 183<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, framecounter, R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_YELLOW, GTC_CACHE));
|
||||
// draw total frame:
|
||||
V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT, TICRATE, ticcntcolor);
|
||||
V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, TICRATE, ticcntcolor);
|
||||
// draw "/"
|
||||
V_DrawFixedPatch(306<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT, frameslash, ticcntcolor);
|
||||
V_DrawFixedPatch(306<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, frameslash, ticcntcolor);
|
||||
// draw our actual framerate
|
||||
V_DrawPingNum(306, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT, totaltics, ticcntcolor);
|
||||
V_DrawPingNum(306, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, totaltics, ticcntcolor);
|
||||
|
||||
|
||||
lasttic = ontic;
|
||||
|
|
@ -448,6 +448,6 @@ void SCR_DisplayLocalPing(void)
|
|||
if (cv_showping.value == 1 || (cv_showping.value == 2 && ping > servermaxping)) // only show 2 (warning) if our ping is at a bad level
|
||||
{
|
||||
INT32 dispy = cv_ticrate.value ? 160 : 181;
|
||||
HU_drawPing(307, dispy, ping, V_SNAPTORIGHT | V_SNAPTOBOTTOM);
|
||||
HU_drawPing(307, dispy, ping, V_SNAPTORIGHT | V_SNAPTOBOTTOM | V_HUDTRANS);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1377,11 +1377,14 @@ void I_FinishUpdate(void)
|
|||
if (I_SkipFrame())
|
||||
return;
|
||||
|
||||
if (cv_ticrate.value)
|
||||
SCR_DisplayTicRate();
|
||||
if (st_overlay)
|
||||
{
|
||||
if (cv_ticrate.value)
|
||||
SCR_DisplayTicRate();
|
||||
|
||||
if (cv_showping.value && netgame && consoleplayer != serverplayer)
|
||||
SCR_DisplayLocalPing();
|
||||
if (cv_showping.value && netgame && consoleplayer != serverplayer)
|
||||
SCR_DisplayLocalPing();
|
||||
}
|
||||
|
||||
if (rendermode == render_soft && screens[0])
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue