Merge branch 'blankart-dev' into newinput
This commit is contained in:
commit
793bd45ebb
5 changed files with 64 additions and 7 deletions
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@ -914,10 +914,13 @@ static const char *blancredits[] = {
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"\"WumboSpasm\"",
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"",
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"\1External Programming",
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"\"Hanicef\"",
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"\"Lactozilla\"",
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"\"xyzzy\"",
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"\"SuperJustinBros\"",
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"",
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"\1Ring Racers Programming",
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"\"JugadorXEI\"",
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"Kart Krew Dev",
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"",
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"\1New Graphics Creation",
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@ -809,6 +809,7 @@ boolean K_KitchenSinkCollide(mobj_t *t1, mobj_t *t2)
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K_StatPlayerSink(t1->player, P_MobjWasRemoved(t2->target) ? NULL : t2->target->player);
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S_StartSound(NULL, sfx_bsnipe); //let all players hear it.
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S_StartSound(NULL, sfx_cgot); //let all players hear it.
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HU_SetCEchoFlags(0);
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@ -816,6 +817,7 @@ boolean K_KitchenSinkCollide(mobj_t *t1, mobj_t *t2)
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HU_DoCEcho(va("%s\\was hit by a kitchen sink.\\\\\\\\", player_names[t2->player-players]));
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I_OutputMsg("%s was hit by a kitchen sink.\n", player_names[t2->player-players]);
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P_PlayerRingBurst(t2->player, t2->player->rings);
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P_DamageMobj(t2, t1, t1->target, 1, DMG_INSTAKILL);
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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}
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@ -3746,7 +3746,7 @@ void K_ApplyTripWire(player_t *player, tripwirestate_t state)
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INT32 K_ExplodePlayer(player_t *player, mobj_t *inflictor, mobj_t *source) // A bit of a hack, we just throw the player up higher here and extend their spinout timer
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{
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INT32 ringburst = 10;
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INT32 ringburst = 5;
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(void)source;
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@ -3766,7 +3766,7 @@ INT32 K_ExplodePlayer(player_t *player, mobj_t *inflictor, mobj_t *source) // A
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{
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player->spinouttimer = ((5*player->spinouttimer)/2)+1;
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player->mo->momz *= 2;
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ringburst = 20;
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ringburst = 10;
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}
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}
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@ -5363,7 +5363,6 @@ void K_DropHnextList(player_t *player, boolean keepshields)
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break;
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case KSHIELD_FLAME:
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S_StartSound(player->mo, sfx_s3k47);
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player->flametimer = 0;
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break;
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}
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@ -3643,7 +3643,7 @@ void A_AttractChase(mobj_t *actor)
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actor->threshold--;
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// Rings flicker before disappearing
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if (actor->fuse && actor->fuse < 5*TICRATE && (leveltime & 1))
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if (actor->fuse && actor->fuse < 2*TICRATE && (leveltime & 1))
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actor->renderflags |= RF_DONTDRAW;
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else
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actor->renderflags &= ~RF_DONTDRAW;
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@ -2161,7 +2161,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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{
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const UINT8 type = (damagetype & DMG_TYPEMASK);
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const boolean explosioncombo = (type == DMG_EXPLODE); // This damage type can do evil stuff like ALWAYS combo
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INT16 ringburst = 5;
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// Check if the player is allowed to be damaged!
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// If not, then spawn the instashield effect instead.
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@ -2241,21 +2240,75 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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player->sneakertimer = 0;
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player->driftboost = 0;
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player->bubblepop = 0;
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player->flametimer = 0;
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//player->flamestore = 0
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//player->flamedash = 0;
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player->ringboost = 0;
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player->glanceDir = 0;
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player->pflags &= ~PF_GAINAX;
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INT16 ringburst = 3;
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// Handle ringloss based on hittype.
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if (inflictor)
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{
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switch(inflictor->type)
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{
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case MT_BANANA:
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if (inflictor->health > 1)
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{
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// Sniped!
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ringburst = 10;
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}
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else
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// FALLTHRU
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case MT_BALLHOG:
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case MT_BANANA_SHIELD:
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ringburst = 3;
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break;
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case MT_ORBINAUT:
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case MT_ORBINAUT_SHIELD:
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case MT_JAWZ:
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case MT_JAWZ_DUD:
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case MT_JAWZ_SHIELD:
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ringburst = 5;
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break;
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case MT_PLAYER:
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if (inflictor->player)
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{
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if (inflictor->player->invincibilitytimer)
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{
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// Hit by invincibility
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ringburst = 5;
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}
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}
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break;
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default:
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ringburst = 3;
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break;
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}
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}
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switch (type)
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{
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case DMG_EXPLODE:
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case DMG_KARMA:
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// 10 on SPB hit, 5 on normal explosion
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ringburst = K_ExplodePlayer(player, inflictor, source);
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LUA_HookPlayerExplode(target, inflictor, source, damage, damagetype);
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break;
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case DMG_SQUISH:
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if (inflictor)
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{
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// Squished by player or object
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ringburst = 5;
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}
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K_SquishPlayer(player, inflictor, source);
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LUA_HookPlayerSquish(target, inflictor, source, damage, damagetype);
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ringburst = 5;
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break;
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case DMG_WIPEOUT:
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if (P_IsDisplayPlayer(player))
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@ -2422,6 +2475,6 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
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for (i = 0; i < num_fling_rings; i++)
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{
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P_FlingBurst(player, fa, MT_FLINGRING, 60*TICRATE, FRACUNIT, i);
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P_FlingBurst(player, fa, MT_FLINGRING, 20*TICRATE, FRACUNIT, i);
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}
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}
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