Further tweaks to Bubble Shield
* Guest star: fixed-point item bar * Bubble scaling and shards have been refined * No more passive protection against explosives and thunder * The bubble boost timer now protects you from mine explosion particles, not just flashtics, making it easier to pass through proxmines
This commit is contained in:
parent
1a3630c640
commit
b9022d9640
5 changed files with 84 additions and 143 deletions
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@ -343,7 +343,8 @@ boolean K_MineExplosionCollide(mobj_t *t1, mobj_t *t2)
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{
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if (t2->player)
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{
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if (t2->player->flashing > 0)
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// don't sideswipe anyone boosting with a bubble shield!
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if (t2->player->flashing > 0 || t2->player->bubbleboost > 0)
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return true;
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if (t1->state == &states[S_MINEEXPLOSION1])
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90
src/k_hud.c
90
src/k_hud.c
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@ -1306,6 +1306,22 @@ void K_getMinimapDrawinfo(drawinfo_t *out)
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out->flags = fflags;
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}
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static void K_DrawItemBar(INT32 fx, INT32 fy, INT32 fflags, fixed_t itembar, UINT8 colors[static 3])
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{
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const boolean fourp = r_splitscreen > 1;
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const INT32 barlength = (fourp ? 12 : 26)*FRACUNIT;
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const INT32 length = min(barlength, FixedMul(itembar, barlength));
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const INT32 height = (fourp ? 1 : 2)*FRACUNIT;
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const INT32 x = (fx + (fourp ? 17 : 11)) * FRACUNIT, y = (fy + (fourp ? 27 : 35)) * FRACUNIT;
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V_DrawSciencePatch(x, y, V_HUDTRANS|fflags, kp_itemtimer[fourp ? 1 : 0], FRACUNIT);
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V_DrawFixedFill(x+FRACUNIT, y+FRACUNIT, min(FRACUNIT, length), height, colors[2]|fflags); // the left edge
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V_DrawFixedFill(x+max(FRACUNIT, length), y+FRACUNIT, min(FRACUNIT, length), height, colors[2]|fflags); // the right edge
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if (!fourp)
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V_DrawFixedFill(x+2*FRACUNIT, y+2*FRACUNIT, max(0, length - 2*FRACUNIT), FRACUNIT, colors[1]|fflags); // the dulled underside
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V_DrawFixedFill(x+2*FRACUNIT, y+FRACUNIT, max(0, length - 2*FRACUNIT), FRACUNIT, colors[0]|fflags); // the shine
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}
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// see also MT_PLAYERARROW mobjthinker in p_mobj.c
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static void K_drawKartItem(void)
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{
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@ -1321,11 +1337,7 @@ static void K_drawKartItem(void)
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boolean dark = false;
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INT32 fx = 0, fy = 0, fflags = 0; // final coords for hud and flags...
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INT32 numberdisplaymin = 2;
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INT32 itembar = 0;
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INT32 maxl = 0; // itembar's normal highest value
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INT32 flamebar = 0;
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INT32 flamemaxl = 0; // flamebar's normal highest value
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const INT32 barlength = (r_splitscreen > 1 ? 12 : 26);
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fixed_t itembar = -1, flamebar = -1;
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UINT16 localcolor = SKINCOLOR_NONE;
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SINT8 colormode = TC_RAINBOW;
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UINT8 *colmap = NULL;
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@ -1386,8 +1398,7 @@ static void K_drawKartItem(void)
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}
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else if (stplyr->rocketsneakertimer > 1)
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{
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itembar = stplyr->rocketsneakertimer;
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maxl = (itemtime*3) - barlength;
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itembar = FixedDiv(stplyr->rocketsneakertimer, itemtime*3);
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if (leveltime & 1)
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localpatch = kp_rocketsneaker[offset];
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@ -1396,10 +1407,8 @@ static void K_drawKartItem(void)
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}
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else if (stplyr->flametimer > 1)
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{
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itembar = stplyr->flametimer;
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maxl = (itemtime*3) - barlength;
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flamebar = stplyr->flamestore;
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flamemaxl = FLAMESTOREMAX;
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itembar = FixedDiv(stplyr->flametimer, itemtime*3);
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flamebar = FixedDiv(stplyr->flamestore, FLAMESTOREMAX);
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localbg = kp_itembg[offset+1];
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dark = true;
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@ -1417,10 +1426,7 @@ static void K_drawKartItem(void)
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else if (stplyr->growshrinktimer > 0)
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{
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if (stplyr->growcancel > 0)
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{
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itembar = stplyr->growcancel;
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maxl = 26;
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}
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itembar = FixedDiv(stplyr->growcancel, 26);
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if (leveltime & 1)
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localpatch = kp_grow[offset];
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@ -1429,14 +1435,10 @@ static void K_drawKartItem(void)
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}
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else if ((stplyr->invincibilitytimer) && (K_GetKartInvinType() == KARTINVIN_ALTERN))
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{
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itembar = stplyr->invincibilitytimer;
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maxl = max(1, stplyr->maxinvincibilitytime);
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itembar = FixedDiv(stplyr->invincibilitytimer, max(1, stplyr->maxinvincibilitytime));
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if (stplyr->invincibilitycancel > 0)
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{
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flamebar = stplyr->invincibilitycancel;
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flamemaxl = 26;
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}
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flamebar = FixedDiv(stplyr->invincibilitycancel, 26);
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if (leveltime & 1)
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localpatch = localinv;
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@ -1454,8 +1456,7 @@ static void K_drawKartItem(void)
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localcolor = SKINCOLOR_WHITE;
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}
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itembar = stplyr->bubblehealth;
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maxl = MAXBUBBLEHEALTH;
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itembar = FixedDiv(stplyr->bubblehealth, MAXBUBBLEHEALTH);
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}
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else if (stplyr->sadtimer > 0)
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{
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@ -1588,45 +1589,12 @@ static void K_drawKartItem(void)
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//V_ClearClipRect();
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// Extensible meter, currently used by Invincibilty, Grow, Rocket Sneakers and Flame Shield
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if (itembar || K_GetShieldFromPlayer(stplyr) == KSHIELD_BUBBLE)
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{
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const INT32 fill = ((itembar*barlength)/maxl);
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const INT32 length = min(barlength, fill);
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const INT32 height = (offset ? 1 : 2);
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const INT32 x = (offset ? 17 : 11), y = (offset ? 27 : 35);
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// ...aren't you forgetting something?
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if (itembar != -1)
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K_DrawItemBar(fx, fy, fflags|V_HUDTRANS, itembar, (UINT8 []){0, 8, 12});
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V_DrawScaledPatch(fx+x, fy+y, V_HUDTRANS|fflags, kp_itemtimer[offset]);
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// The left dark "AA" edge
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V_DrawFill(fx+x+1, fy+y+1, (length == 2 ? 2 : 1), height, 12|fflags|V_HUDTRANS);
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// The bar itself
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if (length > 2)
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{
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V_DrawFill(fx+x+length, fy+y+1, 1, height, 12|fflags|V_HUDTRANS); // the right one
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if (height == 2)
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V_DrawFill(fx+x+2, fy+y+2, length-2, 1, 8|fflags|V_HUDTRANS); // the dulled underside
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V_DrawFill(fx+x+2, fy+y+1, length-2, 1, 0|fflags|V_HUDTRANS); // the shine
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}
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}
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if (flamebar)
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{
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const INT32 fill = ((flamebar*barlength)/flamemaxl);
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const INT32 length = min(barlength, fill);
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const INT32 height = (offset ? 1 : 2);
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const INT32 x = (offset ? 17 : 11), y = (offset ? 27 : 35);
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V_DrawScaledPatch(fx+x, fy+y-8, V_HUDTRANS|fflags, kp_itemtimer[offset]);
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// The left dark "AA" edge
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V_DrawFill(fx+x+1, fy+y+1-8, (length == 2 ? 2 : 1), height, 55|fflags|V_HUDTRANS);
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// The bar itself
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if (length > 2)
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{
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V_DrawFill(fx+x+length, fy+y+1-8, 1, height, 55|fflags|V_HUDTRANS); // the right one
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if (height == 2)
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V_DrawFill(fx+x+2, fy+y+2-8, length-2, 1, 36|fflags|V_HUDTRANS); // the dulled underside
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V_DrawFill(fx+x+2, fy+y+1-8, length-2, 1, 51|fflags|V_HUDTRANS); // the shine
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}
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}
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if (flamebar != -1)
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K_DrawItemBar(fx, fy - 8, fflags|V_HUDTRANS, flamebar, (UINT8 []){51, 36, 55});
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// Quick Eggman numbers
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if (stplyr->eggmanexplode > 1)
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65
src/k_kart.c
65
src/k_kart.c
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@ -5306,59 +5306,49 @@ static void K_BreakBubbleShield(player_t* player)
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if (K_GetShieldFromPlayer(player) != KSHIELD_BUBBLE)
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return;
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// TODO: Some more dramatic SFX and VFX (DSS3K59, bubble shield shards fly all over)
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mobj_t* shard;
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const INT32 flip = P_MobjFlip(player->mo);
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const fixed_t scalediff = player->shieldtracer->scale - mapobjectscale;
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const fixed_t shieldrad = player->shieldtracer->radius;
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fixed_t move_magnitude, shieldrad, shieldscale, scalediff;
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vector2_t mul_vec;
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vector3_t mom;
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fixed_t randang, randzang;
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INT32 flip = P_MobjFlip(player->mo);
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shieldscale = player->shieldtracer->scale;
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scalediff = shieldscale - mapobjectscale;
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shieldrad = FixedMul(player->shieldtracer->radius, shieldscale);
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mul_vec.x = FRACUNIT;
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mul_vec.y = 0;
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INT32 i;
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for (i = 0; i < MAXSHARDCOUNT; i++)
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for (INT32 i = 0; i < MAXSHARDCOUNT; i++)
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{
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mul_vec.x = FRACUNIT;
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mul_vec.y = 0;
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vector2_t mul_vec = { FRACUNIT, 0 };
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randang = (SHARDROT * (i + 1));
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randzang = (P_RandomRange(23, 157) * FRACUNIT);
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move_magnitude =
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fixed_t randang = SHARDROT * (i + 1);
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fixed_t randzang = P_RandomRange(10, 120) * FRACUNIT;
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fixed_t move_magnitude =
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FixedMul((P_RandomRange(4, 16) * FRACUNIT), mapobjectscale + (scalediff / 4));
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FV2_Rotate(&mul_vec, randzang);
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// Do shitty initial 3D rotations around the shield's radius.
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shard = P_SpawnMobj(
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mobj_t *shard = P_SpawnMobj(
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player->shieldtracer->x +
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FixedMul(FixedMul(mul_vec.x, shieldrad), FCOS(FixedAngle(randang))),
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FixedMul(FixedMul(mul_vec.x, shieldrad), FCOS(FixedAngle(randang))),
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player->shieldtracer->y +
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FixedMul(FixedMul(mul_vec.x, shieldrad), FSIN(FixedAngle(randang))),
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player->shieldtracer->z + FixedMul(mul_vec.y * flip, shieldrad),
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FixedMul(FixedMul(mul_vec.x, shieldrad), FSIN(FixedAngle(randang))),
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player->shieldtracer->z + ((player->shieldtracer->height + scalediff) / 4)
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+ FixedMul(mul_vec.y * flip, shieldrad),
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MT_BUBBLESHLD_DEBRIS);
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if (shard)
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if (!P_MobjWasRemoved(shard))
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{
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//CONS_Printf(M_GetText("randzang: %d, randang: %d\n"), randzang / FRACUNIT, randang / FRACUNIT);
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mul_vec.x = FixedMul(move_magnitude, mul_vec.x);
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mul_vec.y = FixedMul(move_magnitude, mul_vec.y * flip);
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mom.x = FixedMul(mul_vec.x, FCOS(FixedAngle(randang)));
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mom.y = FixedMul(mul_vec.x, FSIN(FixedAngle(randang)));
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mom.z = mul_vec.y;
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vector3_t mom = {
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.x = FixedMul(mul_vec.x, FCOS(FixedAngle(randang))),
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.y = FixedMul(mul_vec.x, FSIN(FixedAngle(randang))),
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.z = mul_vec.y,
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};
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shard->momx = mom.x + player->mo->momx;
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shard->momy = mom.y + player->mo->momy;
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shard->momz = mom.z + player->mo->momz;
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shard->extravalue1 = i % 5; // 20% chance to play the shard sound
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}
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}
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@ -5386,9 +5376,7 @@ void K_PopPlayerShield(player_t *player)
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player->itemamount = 0;
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break;
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case KSHIELD_BUBBLE:
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if (player->bubblehealth > 0)
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K_BreakBubbleShield(player); // Nice whiff; see ya!
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K_BreakBubbleShield(player);
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player->bubbleblowup = 0;
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player->bubblecool = 0;
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player->bubblehealth = 0;
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@ -5415,10 +5403,7 @@ void K_RemoveBubbleHealth(player_t *player, INT16 sub)
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player->bubblehealth = (UINT8)(max(0, (INT16)(player->bubblehealth) - sub));
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if (player->bubblehealth <= 0)
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{
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K_BreakBubbleShield(player);
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K_PopPlayerShield(player);
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}
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}
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mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 type, UINT8 amount)
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@ -10797,7 +10782,6 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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{
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// If you overcharge the Bubble Shield at
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// any point, it pops and gives you a boost.
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K_BreakBubbleShield(player);
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K_PopPlayerShield(player);
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if (onground)
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@ -10832,10 +10816,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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player->bubblecool--;
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if (player->bubblecool == 0 && player->bubblehealth <= 0)
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{
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K_BreakBubbleShield(player);
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K_PopPlayerShield(player);
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}
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}
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if (buttons & BT_ATTACK || player->bubblecool > 0)
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@ -2273,7 +2273,8 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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}
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// Bubble Shield protects you from spinout, but not knockback
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if (source != NULL && K_GetShieldFromPlayer(player) == KSHIELD_BUBBLE)
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if (K_GetShieldFromPlayer(player) == KSHIELD_BUBBLE
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&& explosioncombo == false && source != NULL && type != DMG_VOLTAGE)
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{
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K_PopPlayerShield(player);
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K_DoInstashield(player);
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66
src/p_mobj.c
66
src/p_mobj.c
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@ -69,18 +69,6 @@ mobj_t *boss3cap = NULL;
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mobj_t *mobjcache = NULL;
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// Bubble Shield overlay spritescales.
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static fixed_t bubbleoverlayscales[4][2] = {
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// All scales are raw 16.16 fixed-point numbers based on FRACUNIT.
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{65536, 65536}, // 1.0, 1.0
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{65536, 59667}, // 1.0, 0.9104477
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{90593, 61623}, // 1.382352, 0.940298
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{100231, 53798} // 1.529411, 0.820895
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};
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static statenum_t bubbledamagestates[5] = { S_INVISIBLE, S_BUBLSHLD_DMG_1, S_BUBLSHLD_DMG_2, S_BUBLSHLD_DMG_3, S_BUBLSHLD_DMG_4 };
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void P_InitCachedActions(void)
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{
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actioncachehead.prev = actioncachehead.next = &actioncachehead;
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@ -9176,8 +9164,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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case MT_BUBBLESHIELD:
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{
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fixed_t scale;
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statenum_t curstate, overlaystate;
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const player_t *player = P_MobjWasRemoved(mobj->target) ? NULL : mobj->target->player;
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if (player == NULL || player->mo->health == 0 || K_GetShieldFromPlayer(player) != KSHIELD_BUBBLE)
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@ -9186,22 +9172,14 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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return false;
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}
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scale = 5*player->mo->scale/4;
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curstate = mobj->tics == 1 ? mobj->state->nextstate : (statenum_t)(mobj->state - states);
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mobj->color = SKINCOLOR_BLUE;
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mobj->colorized = false;
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// Lookup for rescaling the "bubble damage" overlay
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UINT8 scale_idx = player->bubblecool > bubbletime ? player->bubblecool % 4 : 0;
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if (player->bubbleblowup > 0 && player->bubblecool < 8)
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scale_idx = player->bubblecool/2;
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fixed_t scale = 5*player->mo->scale/4;
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if (player->bubblecool)
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{
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INT32 blow = player->bubbleblowup + min(player->bubblecool, bubbletime)*10;
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scale += (blow * scale) / (bubbletime * 10);
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if (curstate != S_BUBBLESHIELDBLOWUP)
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if (mobj->state - states != S_BUBBLESHIELDBLOWUP)
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P_SetMobjState(mobj, S_BUBBLESHIELDBLOWUP);
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mobj->angle += ANGLE_22h;
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@ -9210,13 +9188,24 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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else
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mobj->renderflags &= ~RF_GHOSTLYMASK;
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mobj->frame = states[S_BUBBLESHIELDBLOWUP].frame + scale_idx;
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fixed_t stretch = 0;
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if (player->bubblecool > bubbletime)
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stretch = (player->bubblecool % 4) * FRACUNIT/5;
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else if (player->bubbleblowup > 0 && player->bubblecool < 4)
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stretch = player->bubblecool*FRACUNIT/6;
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else if (player->bubbleblowup >= 4 && player->bubblecool < 8)
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stretch = (8 - player->bubblecool)*FRACUNIT/6;
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else if (player->bubblehealth == 0 && player->bubbleblowup == 0)
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stretch = (player->bubblecool - bubbletime)*FRACUNIT/bubbletime;
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mobj->spritexscale = FRACUNIT + FTAN(FixedAngle(stretch*40) + ANGLE_90);
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mobj->spriteyscale = FRACUNIT - stretch/3 + abs(FSIN(FixedAngle(stretch*80)))/8;
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mobj->colorized = true;
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if (player->bubbleblowup > 0 && leveltime & 1)
|
||||
{
|
||||
mobj->color = SKINCOLOR_WHITE;
|
||||
mobj->colorized = true;
|
||||
}
|
||||
else
|
||||
mobj->color = SKINCOLOR_BLUE;
|
||||
|
||||
if (P_IsObjectOnGround(player->mo) && player->bubbleblowup > 0)
|
||||
{
|
||||
|
|
@ -9250,8 +9239,10 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
{
|
||||
mobj->angle = player->mo->angle;
|
||||
mobj->renderflags &= ~RF_GHOSTLYMASK;
|
||||
mobj->colorized = false;
|
||||
mobj->color = SKINCOLOR_BLUE;
|
||||
|
||||
if (curstate == S_BUBBLESHIELDBLOWUP)
|
||||
if (mobj->state - states == S_BUBBLESHIELDBLOWUP)
|
||||
P_SetMobjState(mobj, S_BUBBLESHIELD1);
|
||||
}
|
||||
|
||||
|
|
@ -9262,24 +9253,22 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
if (mobj->tracer->type == MT_OVERLAY)
|
||||
{
|
||||
fixed_t health_scalar;
|
||||
|
||||
|
||||
P_SetScale(mobj->tracer, mobj->destscale);
|
||||
|
||||
mobj->tracer->threshold |= OV_DONTXYSCALE;
|
||||
|
||||
mobj->tracer->spritexscale = FixedMul(mobj->spritexscale, bubbleoverlayscales[scale_idx][0]);
|
||||
mobj->tracer->spriteyscale = FixedMul(mobj->spriteyscale, bubbleoverlayscales[scale_idx][1]);
|
||||
mobj->tracer->spritexscale = mobj->spritexscale;
|
||||
mobj->tracer->spriteyscale = mobj->spriteyscale;
|
||||
|
||||
health_scalar = player->bubblehealth * FRACUNIT / MAXBUBBLEHEALTH;
|
||||
health_scalar = 5 - CLAMP(health_scalar / (FRACUNIT / 5), 1, 5);
|
||||
|
||||
overlaystate = ((mobj->tracer->tics == 1) ? (mobj->tracer->state->nextstate) : ((statenum_t)(mobj->tracer->state-states)));
|
||||
statenum_t damagestate = health_scalar == 0 ? S_INVISIBLE : S_BUBLSHLD_DMG_1 - 1 + health_scalar;
|
||||
|
||||
// Depending on the level of damage done to the shield, show some cracks.
|
||||
if (overlaystate != bubbledamagestates[health_scalar])
|
||||
{
|
||||
P_SetMobjState(mobj->tracer, bubbledamagestates[health_scalar]);
|
||||
}
|
||||
if (mobj->tracer->state - states != damagestate)
|
||||
P_SetMobjState(mobj->tracer, damagestate);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -9328,7 +9317,8 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
if (curstate != S_INVISIBLE)
|
||||
{
|
||||
// "Despawn" and play the glass landing sound.
|
||||
S_StartSoundAtVolume(mobj, mobj->info->activesound, 40);
|
||||
if (mobj->extravalue1 == 0)
|
||||
S_StartSoundAtVolume(mobj, mobj->info->activesound, 128);
|
||||
P_SetMobjState(mobj, S_INVISIBLE);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue