Use Neptune shadow scales

Thanks Jon for the suggestion
This commit is contained in:
NepDisk 2025-05-18 14:12:40 -04:00
parent b9836e4925
commit 91c4e0e7f0

View file

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