Reduce Hellblazer cycling by 4 tics, feels nicer now.

PlayerGone actors should destroy themselves when the player respawns.
This commit is contained in:
Mari the Deer 2021-01-14 16:39:07 +01:00
commit 37d6d0c67e
3 changed files with 33 additions and 25 deletions

View file

@ -1,2 +1,2 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r749 \cu(Wed 13 Jan 22:31:06 CET 2021)";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r750 \cu(Thu 14 Jan 16:39:07 CET 2021)";

View file

@ -1842,79 +1842,79 @@ Class Hellblazer : SWWMWeapon
XZWM PQRSTUV 2;
Goto Ready_G; // state jump to cycling is done elsewhere
Cycle_1:
XZW2 A 3
XZW2 A 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%6;
A_GlassOverlay("Cycle_G1");
}
XZW3 E 3;
XZW3 E 2;
XZW3 FGHI 2;
XZW3 I 0;
XZW3 FE 3;
XZW3 FE 2;
Goto Ready_1;
Cycle_2:
XZW6 V 3
XZW6 V 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%3;
A_GlassOverlay("Cycle_G2");
}
XZW7 Z 3;
XZW7 Z 2;
XZW8 ABCDEFG 2;
XZW8 G 0;
XZW8 A 3;
XZW7 Z 3;
XZW8 A 2;
XZW7 Z 2;
Goto Ready_2;
Cycle_3:
XZWB T 3
XZWB T 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%3;
A_GlassOverlay("Cycle_G2");
}
XZWC X 3;
XZWC X 2;
XZWC YZ 2;
XZWD ABCDE 2;
XZWD E 0;
XZWC YX 3;
XZWC YX 2;
Goto Ready_3;
Cycle_4:
XZWG R 3
XZWG R 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%2;
A_GlassOverlay("Cycle_G3");
}
XZWH V 3;
XZWH V 2;
XZWH WXYZ 2;
XZWI ABCDEF 2;
XZWI F 0;
XZWH WV 3;
XZWH WV 2;
Goto Ready_4;
Cycle_G1:
XZWL S 3 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 3;
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 2;
XZWM X 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWM YZ 2;
XZWN A 2;
XZWN A 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM XW 3;
XZWM XW 2;
Goto Ready_G;
Cycle_G2:
XZWL S 3 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 3;
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 2;
XZWN B 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN CD 2;
XZWN E 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN FGH 2;
XZWN H 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWN B 3;
XZWM W 3;
XZWN B 2;
XZWM W 2;
Goto Ready_G;
Cycle_G3:
XZWL S 3 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 3;
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 2;
XZWN I 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN JK 2;
XZWN L 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
@ -1922,8 +1922,8 @@ Class Hellblazer : SWWMWeapon
XZWN O 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN PQR 2;
XZWN R 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWN I 3;
XZWM W 3;
XZWN I 2;
XZWM W 2;
Goto Ready_G;
Reload:
XZW2 A 2

View file

@ -53,6 +53,14 @@ Class PlayerGone : PlayerChunk
players[i].camera = c;
}
}
States
{
Spawn:
TNT1 A 0;
TNT1 A 1 A_CheckPlayerDone();
Wait;
}
}
Class DSparilHax : Sorcerer2