From ff3826466be7f9141521bf22c414674fda72007f Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 19 Nov 2023 04:48:37 -0800 Subject: [PATCH] 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. --- src/deh_tables.c | 7 +- src/info.c | 164 ++++++++++++++++++++-------------------- src/info.h | 7 +- src/objects/dlzseasaw.c | 2 +- 4 files changed, 91 insertions(+), 89 deletions(-) diff --git a/src/deh_tables.c b/src/deh_tables.c index 7fbf62af3..dd1463caa 100644 --- a/src/deh_tables.c +++ b/src/deh_tables.c @@ -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[] = { diff --git a/src/info.c b/src/info.c index 49ca2f610..66ddd21a8 100644 --- a/src/info.c +++ b/src/info.c @@ -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 + }, }; diff --git a/src/info.h b/src/info.h index 90f80efcf..6a138ba17 100644 --- a/src/info.h +++ b/src/info.h @@ -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 diff --git a/src/objects/dlzseasaw.c b/src/objects/dlzseasaw.c index 14550eddb..8f887fb5d 100644 --- a/src/objects/dlzseasaw.c +++ b/src/objects/dlzseasaw.c @@ -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;