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Add Super Flicky states
Adds 3DFR sprite (previously freeslotted by followers.pk3)
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3 changed files with 70 additions and 0 deletions
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@ -4571,6 +4571,8 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_GACHABOM_EXPLOSION_4",
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"S_GACHABOM_WAITING",
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"S_GACHABOM_RETURNING",
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"S_SUPER_FLICKY",
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};
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// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
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@ -5697,6 +5699,9 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_LOOPENDPOINT",
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"MT_LOOPCENTERPOINT",
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"MT_SUPER_FLICKY",
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"MT_SUPER_FLICKY_CONTROLLER",
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};
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const char *const MOBJFLAG_LIST[] = {
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58
src/info.c
58
src/info.c
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@ -815,6 +815,8 @@ char sprnames[NUMSPRITES + 1][5] =
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"GBOM",
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"GCHX",
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"3DFR",
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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"VIEW",
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};
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@ -5235,6 +5237,8 @@ state_t states[NUMSTATES] =
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{SPR_GCHX, 6|FF_PAPERSPRITE|FF_ANIMATE|FF_REVERSEANIM, 14, {NULL}, 6, 2, S_GACHABOM_WAITING}, // S_GACHABOM_EXPLOSION_4
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{SPR_GBOM, FF_INVERT, 8, {A_SetScale}, FRACUNIT, 0, S_GACHABOM_RETURNING}, // S_GACHABOM_WAITING
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{SPR_GBOM, FF_INVERT, -1, {A_SetScale}, FRACUNIT/2, 1, S_NULL}, // S_GACHABOM_RETURNING
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{SPR_3DFR, 1|FF_ANIMATE, -1, {NULL}, 2, 5, S_NULL}, // S_SUPER_FLICKY
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};
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mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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@ -29794,6 +29798,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_SUPER_FLICKY
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-1, // doomednum
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S_SUPER_FLICKY, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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16*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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{ // MT_SUPER_FLICKY_CONTROLLER
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-1, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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16*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
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S_NULL // raisestate
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},
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};
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skincolor_t skincolors[MAXSKINCOLORS] = {
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@ -1368,6 +1368,8 @@ typedef enum sprite
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SPR_GBOM,
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SPR_GCHX,
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SPR_3DFR,
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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SPR_VIEW,
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@ -5667,6 +5669,8 @@ typedef enum state
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S_GACHABOM_WAITING,
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S_GACHABOM_RETURNING,
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S_SUPER_FLICKY,
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S_FIRSTFREESLOT,
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S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
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NUMSTATES
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@ -6812,6 +6816,9 @@ typedef enum mobj_type
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MT_LOOPENDPOINT,
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MT_LOOPCENTERPOINT,
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MT_SUPER_FLICKY,
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MT_SUPER_FLICKY_CONTROLLER,
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MT_FIRSTFREESLOT,
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MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
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NUMMOBJTYPES
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