Add Super Flicky states

Adds 3DFR sprite (previously freeslotted by followers.pk3)
This commit is contained in:
James R 2023-06-27 00:27:58 -07:00
parent 788b673584
commit fd0167a3b0
3 changed files with 70 additions and 0 deletions

View file

@ -4571,6 +4571,8 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_GACHABOM_EXPLOSION_4",
"S_GACHABOM_WAITING",
"S_GACHABOM_RETURNING",
"S_SUPER_FLICKY",
};
// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
@ -5697,6 +5699,9 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_LOOPENDPOINT",
"MT_LOOPCENTERPOINT",
"MT_SUPER_FLICKY",
"MT_SUPER_FLICKY_CONTROLLER",
};
const char *const MOBJFLAG_LIST[] = {

View file

@ -815,6 +815,8 @@ char sprnames[NUMSPRITES + 1][5] =
"GBOM",
"GCHX",
"3DFR",
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
"VIEW",
};
@ -5235,6 +5237,8 @@ state_t states[NUMSTATES] =
{SPR_GCHX, 6|FF_PAPERSPRITE|FF_ANIMATE|FF_REVERSEANIM, 14, {NULL}, 6, 2, S_GACHABOM_WAITING}, // S_GACHABOM_EXPLOSION_4
{SPR_GBOM, FF_INVERT, 8, {A_SetScale}, FRACUNIT, 0, S_GACHABOM_RETURNING}, // S_GACHABOM_WAITING
{SPR_GBOM, FF_INVERT, -1, {A_SetScale}, FRACUNIT/2, 1, S_NULL}, // S_GACHABOM_RETURNING
{SPR_3DFR, 1|FF_ANIMATE, -1, {NULL}, 2, 5, S_NULL}, // S_SUPER_FLICKY
};
mobjinfo_t mobjinfo[NUMMOBJTYPES] =
@ -29794,6 +29798,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_SUPER_FLICKY
-1, // doomednum
S_SUPER_FLICKY, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_SUPER_FLICKY_CONTROLLER
-1, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
};
skincolor_t skincolors[MAXSKINCOLORS] = {

View file

@ -1368,6 +1368,8 @@ typedef enum sprite
SPR_GBOM,
SPR_GCHX,
SPR_3DFR,
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
SPR_VIEW,
@ -5667,6 +5669,8 @@ typedef enum state
S_GACHABOM_WAITING,
S_GACHABOM_RETURNING,
S_SUPER_FLICKY,
S_FIRSTFREESLOT,
S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
NUMSTATES
@ -6812,6 +6816,9 @@ typedef enum mobj_type
MT_LOOPENDPOINT,
MT_LOOPCENTERPOINT,
MT_SUPER_FLICKY,
MT_SUPER_FLICKY_CONTROLLER,
MT_FIRSTFREESLOT,
MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
NUMMOBJTYPES