Use Neptune shadow scales
Thanks Jon for the suggestion
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1 changed files with 105 additions and 11 deletions
116
src/p_mobj.c
116
src/p_mobj.c
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@ -10596,11 +10596,10 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
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thing->whiteshadow = ((thing->frame & FF_BRIGHTMASK) == FF_FULLBRIGHT);
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thing->shadowcolor = 15;
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// Those have shadow by default
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switch (thing->type)
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{
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case MT_PLAYER:
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thing->shadowscale = FRACUNIT;
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break;
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case MT_SMALLMACE:
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case MT_BIGMACE:
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case MT_PUMA:
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@ -10617,12 +10616,16 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
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case MT_JAWZ_SHIELD:
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case MT_SSMINE:
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case MT_SSMINE_SHIELD:
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case MT_LANDMINE:
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case MT_BALLHOG:
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case MT_SINK:
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case MT_THUNDERSHIELD:
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case MT_ROCKETSNEAKER:
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case MT_SPB:
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thing->shadowscale = 3*FRACUNIT/2;
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case MT_ADVENTURESPIKEA:
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case MT_ADVENTURESPIKEB:
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case MT_ADVENTURESPIKEC:
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case MT_CDUFO:
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thing->shadowscale = 4*FRACUNIT/3;
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break;
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case MT_BANANA_SHIELD:
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thing->shadowscale = 12*FRACUNIT/5;
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@ -10639,17 +10642,108 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
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thing->shadowscale = 3*FRACUNIT/2;
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thing->whiteshadow = false;
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break;
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case MT_THUNDERSHIELD:
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case MT_BUBBLESHIELD:
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case MT_BUBBLESHIELDTRAP:
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case MT_FLAMESHIELD:
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case MT_FLOATINGITEM:
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thing->shadowscale = FRACUNIT/2;
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break;
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case MT_BLUEFRUIT:
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case MT_ORANGEFRUIT:
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case MT_REDFRUIT:
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case MT_PINKFRUIT:
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case MT_RANDOMAUDIENCE:
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case MT_DOOD_BOX:
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case MT_DOOD_BALLOON:
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case MT_BLUECRAWLA:
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case MT_REDCRAWLA:
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case MT_GFZFISH: // Greenflower Fish
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case MT_GOLDBUZZ:
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case MT_REDBUZZ:
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case MT_AQUABUZZ: // AquaBuzz for ATZ
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case MT_JETTBOMBER: // Jetty-Syn Bomber
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case MT_JETTGUNNER: // Jetty-Syn Gunner
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case MT_CRAWLACOMMANDER: // Crawla Commander
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case MT_DETON: // Deton
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case MT_SKIM: // Skim mine dropper
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case MT_TURRET:
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case MT_POPUPTURRET:
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case MT_SHARP: // Sharp
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case MT_JETJAW: // Jet Jaw
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case MT_SNAILER: // Snailer
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case MT_VULTURE: // Vulture
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case MT_POINTY: // Pointy
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case MT_POINTYBALL: // Pointy Ball
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case MT_ROBOHOOD: // Robo-Hood
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case MT_FACESTABBER: // CastleBot FaceStabber
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case MT_EGGGUARD: // Egg Guard
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case MT_EGGSHIELD: // Egg Shield for Egg Guard
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case MT_GSNAPPER: // Green Snapper
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case MT_MINUS: // Minus
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case MT_SPRINGSHELL: // Spring Shell
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case MT_YELLOWSHELL: // Spring Shell (yellow)
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case MT_UNIDUS: // Unidus
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case MT_UNIBALL: // Unidus Ball
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case MT_GOOMBA:
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case MT_BLUEGOOMBA:
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case MT_KOOPA:
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case MT_MONOKUMA:
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case MT_ARIDTOAD:
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case MT_SRB1_CRAWLA:
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case MT_SRB1_BAT:
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case MT_SRB1_ROBOFISH:
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case MT_SRB1_VOLCANOGUY:
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case MT_SRB1_HOPPY:
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case MT_SRB1_HOPPYWATER:
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case MT_SRB1_HOPPYSKYLAB:
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case MT_SRB1_MMZFLYING:
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case MT_SRB1_UFO:
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case MT_SRB1_GRAYBOT:
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case MT_SRB1_ROBOTOPOLIS:
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case MT_SRB1_RBZBUZZ:
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case MT_SRB1_RBZSPIKES:
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case MT_SRB1_METALSONIC:
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case MT_SRB1_GOLDBOT:
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case MT_SRB1_GENREX:
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case MT_BOWLINGPIN:
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case MT_EXPLODINGBARREL:
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case MT_FROGGER:
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case MT_ROBRA:
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case MT_CHOMPER:
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case MT_BUZZBOMBER:
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case MT_GARGOYLE:
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case MT_GBA_BOO:
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case MT_FLYINGGARG:
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thing->shadowscale = FRACUNIT;
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break;
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case MT_RING:
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case MT_FLINGRING:
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case MT_FLOATINGITEM:
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case MT_BLUEBALL:
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case MT_ITEMCAPSULE:
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case MT_COIN:
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case MT_FLINGCOIN:
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case MT_REDTEAMRING:
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case MT_BLUETEAMRING:
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case MT_REDFLAG:
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case MT_BLUEFLAG:
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case MT_BOUNCERING:
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case MT_AUTOMATICRING:
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case MT_INFINITYRING:
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case MT_RAILRING:
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case MT_EXPLOSIONRING:
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case MT_SCATTERRING:
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case MT_GRENADERING:
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case MT_BOUNCEPICKUP:
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case MT_RAILPICKUP:
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case MT_AUTOPICKUP:
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case MT_EXPLODEPICKUP:
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case MT_SCATTERPICKUP:
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case MT_GRENADEPICKUP:
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case MT_REDRING:
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case MT_THROWNBOUNCE:
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case MT_THROWNINFINITY:
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case MT_THROWNAUTOMATIC:
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case MT_THROWNSCATTER:
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case MT_THROWNEXPLOSION:
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case MT_THROWNGRENADE:
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case MT_EMBLEM:
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thing->shadowscale = 2*FRACUNIT/3;
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break;
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default:
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if (thing->flags & (MF_ENEMY|MF_BOSS))
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thing->shadowscale = FRACUNIT;
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