Rename MT_DLZ_SEASAW_VISUAL to MT_SEASAW_VISUAL, reorganize seasaw states

In preparation for Gust Planet seasaws, I'm grouping these
separately from the rest of Dead Line states.

Because the visual object does no think for itself, rather
by proxy of the main seasaw object: I removed the DLZ tag,
since this object will be reused for Gust Planet.
This commit is contained in:
James R 2023-11-19 04:48:37 -08:00
parent b8c18ce39f
commit ff3826466b
4 changed files with 91 additions and 89 deletions

View file

@ -5971,9 +5971,6 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_DLZ_HOVER",
"MT_DLZ_ROCKET",
"MT_DLZ_SEASAW_SPAWN",
"MT_DLZ_SEASAW_HITBOX",
"MT_DLZ_SEASAW_VISUAL",
"MT_DLZ_RINGVACCUM",
"MT_DLZ_SUCKEDRING",
@ -5999,6 +5996,10 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_BLENDEYE_PUYO_DUST",
"MT_BLENDEYE_PUYO_DUST_COFFEE",
"MT_MEGABARRIER",
"MT_SEASAW_VISUAL",
"MT_DLZ_SEASAW_SPAWN",
"MT_DLZ_SEASAW_HITBOX",
};
const char *const MOBJFLAG_LIST[] = {

View file

@ -31124,87 +31124,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_DLZ_SEASAW_SPAWN,
3432, // 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
32*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
0, // flags
S_NULL // raisestate
},
{ // MT_DLZ_SEASAW_HITBOX,
-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
8*FRACUNIT, // radius
40*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_DLZ_SEASAW_VISUAL,
-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
40*FRACUNIT, // radius
64*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_DLZ_RINGVACCUM,
3433, // doomednum
S_INVISIBLE, // spawnstate
@ -31770,7 +31689,88 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOSQUISH, // flags
S_NULL // raisestate
}
},
{ // MT_SEASAW_VISUAL,
-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
40*FRACUNIT, // radius
64*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_DLZ_SEASAW_SPAWN,
3432, // 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
32*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
0, // flags
S_NULL // raisestate
},
{ // MT_DLZ_SEASAW_HITBOX,
-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
8*FRACUNIT, // radius
40*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SOLID, // flags
S_NULL // raisestate
},
};

View file

@ -7242,9 +7242,6 @@ typedef enum mobj_type
MT_DLZ_HOVER,
MT_DLZ_ROCKET,
MT_DLZ_SEASAW_SPAWN,
MT_DLZ_SEASAW_HITBOX,
MT_DLZ_SEASAW_VISUAL,
MT_DLZ_RINGVACCUM,
MT_DLZ_SUCKEDRING,
@ -7272,6 +7269,10 @@ typedef enum mobj_type
MT_MEGABARRIER,
MT_SEASAW_VISUAL,
MT_DLZ_SEASAW_SPAWN,
MT_DLZ_SEASAW_HITBOX,
MT_FIRSTFREESLOT,
MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
NUMMOBJTYPES

View file

@ -151,7 +151,7 @@ void Obj_DLZSeasawSpawn(mobj_t *mo)
{
// right now we don't care if the objects are positionned properly.
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_DLZ_SEASAW_VISUAL);
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
vis->sprite = SPR_DLZS;
vis->frame = (j+1)|FF_PAPERSPRITE;
vis->tics = -1;