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- // SRB2109FLAME - Resource file for Mobj objects, states, and sounds.
- // By Flame, based off the JTESHUFFLE source [Whoops!]
- #include "../d_englsh.h"
- #include "../g_game.h"
- #include "../m_menu.h"
- #include "../m_random.h"
- #include "../p_local.h"
- #include "../p_mobj.h"
- #include "../r_main.h"
- #include "../s_sound.h"
- #include "FL_Info.h"
- #ifdef HWRENDER
- #include "../hardware/hw_light.h"
- #endif
- #ifdef SMASH // Resources for Super Smash Brothers: Sonic Showdown
- void SMASH_Init(void)
- {
- size_t thing;
- //****** Mobj types ******//
- thing = MT_FIST; // 'Fist' object. This is more or less a type of hitbox for punching
- mobjinfo[thing] = mobjinfo[MT_DISS];
- mobjinfo[thing].radius = 25*FRACUNIT;
- mobjinfo[thing].height = 55*FRACUNIT;
- mobjinfo[thing].speed = 8;
- mobjinfo[thing].flags = MF_FLOAT|MF_NOGRAVITY|MF_MISSILE;
- thing = MT_STAR; // Starman
- mobjinfo[thing] = mobjinfo[MT_DISS];
- mobjinfo[thing].spawnstate = S_STAR;
- mobjinfo[thing].reactiontime = TICRATE;
- mobjinfo[thing].radius = 16*FRACUNIT;
- mobjinfo[thing].height = 32*FRACUNIT;
- mobjinfo[thing].mass = 100;
- mobjinfo[thing].flags = MF_SPECIAL|MF_BOUNCE;
- thing = MT_HEARTCONTAINER; // Heart Container
- mobjinfo[thing] = mobjinfo[MT_STAR];
- mobjinfo[thing].spawnstate = S_HEART;
- mobjinfo[thing].flags = MF_SHOOTABLE|MF_NOCLIPTHING|MF_PUSHABLE|MF_SLIDEME;
- thing = MT_SMASHBALL; // Smash ball. 'HIT IT!'
- mobjinfo[thing] = mobjinfo[MT_STAR];
- mobjinfo[thing].spawnstate = S_SMSHBALLUP;
- mobjinfo[thing].spawnhealth = 3;
- mobjinfo[thing].reactiontime = TICRATE/2;
- mobjinfo[thing].painstate = S_SMSHBALLUP;
- mobjinfo[thing].painsound = sfx_dmpain;
- mobjinfo[thing].flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT;
- thing = MT_SMASHBALLFLAME;
- mobjinfo[thing] = mobjinfo[MT_REDORB];
- mobjinfo[thing].spawnstate = S_SMASHFLAME1;
- mobjinfo[thing].speed = pw_finalsmash;
- thing = MT_SUPERFLICKY;
- mobjinfo[thing] = mobjinfo[MT_BIRD];
- mobjinfo[thing].doomednum = -1;
- mobjinfo[thing].spawnstate = S_SFLICK1;
- mobjinfo[thing].speed = 30*FRACUNIT;
- mobjinfo[thing].flags |= MF_TRANSLATION;
- thing = MT_SHIELD;
- mobjinfo[thing] = mobjinfo[MT_THOK];
- mobjinfo[thing].doomednum = -1;
- mobjinfo[thing].spawnstate = S_SHLD1;
- mobjinfo[thing].height = 56*FRACUNIT;
- #ifdef CHAOSBLAST_OLD
- thing = MT_CBLASTORB;
- mobjinfo[thing] = mobjinfo[MT_THOK];
- mobjinfo[thing].doomednum = -1;
- mobjinfo[thing].spawnstate = S_CBLASTORB;
- #endif
- #ifdef SMASHCAM // Who knows? Someone might want to disable the SMASHCAM define.
- thing = MT_CAMMAX; // [Outer/Right] Camera Boundary
- mobjinfo[thing] = mobjinfo[MT_DISS];
- mobjinfo[thing].doomednum = 400;
- mobjinfo[thing].spawnstate = S_TNT1;
- thing = MT_CAMMIN; // [Inner/Left] Camera Boundary
- mobjinfo[thing] = mobjinfo[MT_CAMMAX];
- mobjinfo[thing].doomednum = 401;
- #endif
- //****** States ******//
- // Extra Player frames
- // First Punch
- thing = S_PLAY_PUNCH1;
- states[thing].sprite = SPR_PLAY;
- states[thing].frame = 34;
- states[thing].tics = 4;
- states[thing].nextstate = S_PLAY_PUNCH2;
- thing = S_PLAY_PUNCH2;
- states[thing] = states[S_PLAY_PUNCH1];
- states[thing].frame = 35;
- states[thing].nextstate = S_PLAY_PUNCH3;
- thing = S_PLAY_PUNCH3;
- states[thing] = states[S_PLAY_PUNCH1];
- states[thing].frame = 36;
- states[thing].nextstate = S_PLAY_STND;
- // Second Punch
- thing = S_PLAY_PUNCH4;
- states[thing] = states[S_PLAY_PUNCH1];
- states[thing].frame = 37;
- states[thing].nextstate = S_PLAY_PUNCH5;
- thing = S_PLAY_PUNCH5;
- states[thing] = states[S_PLAY_PUNCH1];
- states[thing].frame = 38;
- states[thing].nextstate = S_PLAY_PUNCH6;
- thing = S_PLAY_PUNCH6;
- states[thing] = states[S_PLAY_PUNCH3];
- states[thing].frame = 39;
- // Kicks
- thing = S_PLAY_KICK1;
- states[thing].sprite = SPR_PLAY;
- states[thing].frame = 40;
- states[thing].tics = 6;
- states[thing].nextstate = S_PLAY_KICK2;
- thing = S_PLAY_KICK2;
- states[thing] = states[S_PLAY_KICK1];
- states[thing].frame = 41;
- states[thing].nextstate = S_PLAY_KICK3;
- thing = S_PLAY_KICK3;
- states[thing] = states[S_PLAY_KICK1];
- states[thing].frame = 42;
- states[thing].nextstate = S_PLAY_KICK4;
- thing = S_PLAY_KICK4;
- states[thing] = states[S_PLAY_PUNCH1]; // This is just so I can get the tics
- states[thing].frame = 43;
- states[thing].nextstate = S_PLAY_KICK4;
- thing = S_PLAY_KICK5;
- states[thing] = states[S_PLAY_PUNCH1];
- states[thing].frame = 44;
- states[thing].nextstate = S_PLAY_KICK6;
- thing = S_PLAY_KICK6;
- states[thing] = states[S_PLAY_PUNCH1];
- states[thing].frame = 45;
- states[thing].nextstate = S_PLAY_STND;
- /* // Aaand.. Here's that 'fist' state for that 'fist' object.
- thing = S_FIST;
- states[thing] = states[S_DISS];
- states[thing].tics = 10;
- */
- thing = S_STAR; // Starman
- states[thing] = states[S_DISS];
- states[thing].sprite = SPR_STAR;
- states[thing].nextstate = S_STAR;
- thing = S_HEART; // Heart Container
- states[thing] = states[S_DISS];
- states[thing].sprite = SPR_HART;
- states[thing].nextstate = S_HEART;
- thing = S_SMSHBALLUP; // Smashball (Moving up?)
- states[thing] = states[S_DISS];
- states[thing].sprite = SPR_FSMH;
- states[thing].nextstate = S_SMSHBALLDOWN;
- thing = S_SMSHBALLDOWN; // Smashball (Moving down?)
- states[thing] = states[S_SMSHBALLUP];
- states[thing].nextstate = S_SMSHBALLUP;
- // Final Smash Fire Aura animation
- thing = S_SMASHFLAME1;
- states[thing] = states[S_DISS];
- states[thing].sprite = SPR_SFIR;
- states[thing].frame = 0;
- states[thing].tics = 1;
- states[thing].nextstate = S_SMASHFLAME2;
- thing = S_SMASHFLAME2;
- states[thing] = states[S_SMASHFLAME1];
- states[thing].frame = 1;
- states[thing].nextstate = S_SMASHFLAME3;
- thing = S_SMASHFLAME3;
- states[thing] = states[S_SMASHFLAME1];
- states[thing].frame = 2;
- states[thing].nextstate = S_SMASHFLAME4;
- thing = S_SMASHFLAME4;
- states[thing] = states[S_SMASHFLAME1];
- states[thing].frame = 3;
- states[thing].nextstate = S_SMASHFLAME5;
- thing = S_SMASHFLAME5;
- states[thing] = states[S_SMASHFLAME1];
- states[thing].frame = 4;
- states[thing].nextstate = S_SMASHFLAME6;
- thing = S_SMASHFLAME6;
- states[thing] = states[S_SMASHFLAME1];
- states[thing].frame = 5;
- states[thing].nextstate = S_SMASHFLAME7;
- thing = S_SMASHFLAME7;
- states[thing] = states[S_SMASHFLAME1];
- states[thing].frame = 6;
- states[thing].nextstate = S_SMASHFLAME1;
- // Flicky animations [TAILS ONLY]
- thing = S_SFLICK1;
- states[thing] = states[S_BIRD1];
- states[thing].nextstate = S_SFLICK2;
- thing = S_SFLICK2;
- states[thing] = states[S_BIRD1];
- states[thing].frame = 1;
- states[thing].nextstate = S_SFLICK1;
- thing = S_SHLD1; // SSB:SS Shield.
- states[thing] = states[S_DISS];
- states[thing].sprite = SPR_SHLD;
- states[thing].tics = -1;
- // Shadow doing a Chaos Blast blast animation
- thing = S_SHADBLST1;
- states[thing] = states[S_DISS];
- states[thing].sprite = SPR_SHCB;
- states[thing].frame = 0;
- states[thing].tics = 4;
- states[thing].nextstate = S_SHADBLST2;
- thing = S_SHADBLST2;
- states[thing] = states[S_SHADBLST1];
- states[thing].frame = 1;
- states[thing].nextstate = S_SHADBLST3;
- thing = S_SHADBLST3;
- states[thing] = states[S_SHADBLST1];
- states[thing].frame = 32770; // 32770 = 2nd frame, with.. lighting effects?
- states[thing].nextstate = S_SHADBLST4;
- thing = S_SHADBLST4;
- states[thing] = states[S_SHADBLST1];
- states[thing].frame = 3;
- states[thing].tics = 3;
- states[thing].nextstate = S_SHADBLST5;
- thing = S_SHADBLST5;
- states[thing] = states[S_SHADBLST4];
- states[thing].frame = 4;
- states[thing].nextstate = S_SHADBLST6;
- thing = S_SHADBLST6;
- states[thing] = states[S_SHADBLST4];
- states[thing].frame = 5;
- states[thing].nextstate = S_SHADBLST7;
- thing = S_SHADBLST7;
- states[thing] = states[S_SHADBLST1];
- states[thing].frame = 6;
- states[thing].tics = 224;
- states[thing].nextstate = S_NIGHTSDRONE1;
- #ifdef CHAOSBLAST_OLD
- thing = S_CBLASTORB;
- states[thing] = states[S_THOK1];
- states[thing].tics = -1;
- #endif
- //***** Sprite files? *****//
- thing = SPR_STAR; // Starman
- strcpy(sprnames[thing],"STAR");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_HART; // Heart Container
- strcpy(sprnames[thing],"HART");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_FSMH; // Final Smash
- strcpy(sprnames[thing],"FSMH");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_SFIR; // Final Smash Fire Aura
- strcpy(sprnames[thing],"SFIR");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_TARG; // Target
- strcpy(sprnames[thing],"TARG");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_SHLD; // Shield
- strcpy(sprnames[thing],"SHLD");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_SHCB; // Shadow Chaos Blast sprite set
- strcpy(sprnames[thing],"SHCB");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- //***** Sound files *****//
- // SSB Item sounds
- thing = sfx_sbounce;
- S_sfx[thing] = S_sfx[sfx_None];
- S_sfx[thing].name = "sbounce";
- S_sfx[thing].singularity = true;
- S_sfx[thing].priority = 96;
- // S_sfx[thing].pitch = SF_NOINTERRUPT|SF_X4AWAYSOUND; // Refrence
- thing = sfx_itemspwn;
- S_sfx[thing] = S_sfx[sfx_sbounce];
- S_sfx[thing].name = "itemspwn";
- // Announcer Sound files
- thing = sfx_ssbsay1; // "ONE!"
- S_sfx[thing] = S_sfx[sfx_None];
- S_sfx[thing].name = "ssbsay1";
- S_sfx[thing].singularity = false;
- S_sfx[thing].priority = 127;
- thing = sfx_ssbsay2; // "TWO!"
- S_sfx[thing] = S_sfx[sfx_ssbsay1];
- S_sfx[thing].name = "ssbsay2";
- thing = sfx_ssbsay3; // "THREE!"
- S_sfx[thing] = S_sfx[sfx_ssbsay1];
- S_sfx[thing].name = "ssbsay3";
- thing = sfx_ssbsaygo; // "GO!!"
- S_sfx[thing] = S_sfx[sfx_ssbsay1];
- S_sfx[thing].name = "ssbsaygo";
- thing = sfx_ssbgames; // "GAME SET!"
- S_sfx[thing] = S_sfx[sfx_ssbsay1];
- S_sfx[thing].name = "ssbgames";
- }
- #endif
- #ifdef BOMB // Resources for Super Bomberman Blast (2 ?)
- void BOMB_Init(void)
- {
- size_t thing;
- //****** Mobj types ******//
- thing = MT_BOMB;
- mobjinfo[thing] = mobjinfo[MT_DISS];
- mobjinfo[thing].spawnstate = S_BOMB;
- mobjinfo[thing].seestate = S_BOMB;
- mobjinfo[thing].radius = 10*FRACUNIT;
- mobjinfo[thing].height = 26*FRACUNIT;
- mobjinfo[thing].mass = 16;
- mobjinfo[thing].speed = 8;
- mobjinfo[thing].flags = MF_SHOOTABLE|MF_NOCLIP;
- /*thing = MT_BOMBBOOM;
- mobjinfo[thing] = mobjinfo[MT_DISS];
- mobjinfo[thing].spawnstate = S_BOMBBOOM;
- mobjinfo[thing].seesound = sfx_rlaunc;
- mobjinfo[thing].radius = 50*FRACUNIT;
- mobjinfo[thing].height = 50*FRACUNIT;
- mobjinfo[thing].mass = 100;
- mobjinfo[thing].damage = 20;
- mobjinfo[thing].flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY;*/
- thing = MT_BOMBUP;
- mobjinfo[thing] = mobjinfo[MT_DISS];
- mobjinfo[thing].doomednum = 7000;
- mobjinfo[thing].spawnstate = S_BOMBUP;
- mobjinfo[thing].spawnhealth = 1000;
- mobjinfo[thing].seestate = S_BOMBUP;
- // mobjinfo[thing].deathstate = S_IVSP1;
- mobjinfo[thing].speed = 0;
- mobjinfo[thing].radius = 15*FRACUNIT;
- mobjinfo[thing].height = 28*FRACUNIT;
- mobjinfo[thing].mass = 16;
- mobjinfo[thing].flags = MF_SPECIAL|MF_FLOAT|MF_NOGRAVITY;
- thing = MT_FIREUP;
- mobjinfo[thing] = mobjinfo[MT_BOMBUP];
- mobjinfo[thing].doomednum = 7001;
- mobjinfo[thing].spawnstate = S_FIREUP;
- mobjinfo[thing].seestate = S_FIREUP;
- thing = MT_SPEEDUP;
- mobjinfo[thing] = mobjinfo[MT_BOMBUP];
- mobjinfo[thing].doomednum = 7002;
- mobjinfo[thing].spawnstate = S_SPEEDUP;
- mobjinfo[thing].seestate = S_SPEEDUP;
- thing = MT_FULLFIRE;
- mobjinfo[thing] = mobjinfo[MT_BOMBUP];
- mobjinfo[thing].doomednum = 7003;
- mobjinfo[thing].spawnstate = S_FULLFIRE;
- mobjinfo[thing].seestate = S_FULLFIRE;
- thing = MT_BOMBPLODEGFX;
- mobjinfo[thing] = mobjinfo[MT_BOMBUP];
- mobjinfo[thing].doomednum = -1;
- mobjinfo[thing].spawnstate = S_EXPL1;
- mobjinfo[thing].seestate = S_EXPL1;
- mobjinfo[thing].radius = 10*FRACUNIT;
- mobjinfo[thing].height = 22*FRACUNIT;
- mobjinfo[thing].flags |= MF_FIRE;
- thing = MT_BOSSTHROWNBOMB;
- mobjinfo[thing] = mobjinfo[MT_THROWNEXPLOSION];
- mobjinfo[thing].speed = 30*FRACUNIT;
- //****** States ******//
- // EGGMAN *BOMBERMAN* MODIFIER //
- thing = S_EGGMOBILE_STND;
- states[thing].sprite = SPR_EGGM;
- states[thing].frame = 0;
- states[thing].tics = 70;
- states[thing].action.acp1 = (actionf_p1)A_MoveRelative;
- states[thing].var1 = 180;
- states[thing].var2 = 10;
- states[thing].nextstate = S_EGGMOBILE_FLYUP;
- thing = S_EGGMOBILE_ATK1;
- states[thing].sprite = SPR_EGGM;
- states[thing].frame = 1;
- states[thing].tics = 35;
- states[thing].action.acp1 = (actionf_p1)A_FaceTarget;
- // states[thing].var1 = 0;
- // states[thing].var2 = 0;
- states[thing].nextstate = S_EGGMOBILE_ATK2;
- thing = S_EGGMOBILE_ATK2;
- states[thing].sprite = SPR_EGGM;
- states[thing].frame = 2;
- states[thing].tics = 35;
- states[thing].action.acp1 = (actionf_p1)A_FireShot;
- states[thing].var1 = MT_BOSSTHROWNBOMB;
- states[thing].nextstate = S_EGGMOBILE_ATK3;
- thing = S_EGGMOBILE_ATK3;
- states[thing] = states[S_EGGMOBILE_ATK2];
- states[thing].frame = 4;
- states[thing].nextstate = S_EGGMOBILE_ATK4;
- thing = S_EGGMOBILE_ATK4;
- states[thing] = states[S_EGGMOBILE_ATK2];
- states[thing].frame = 2;
- states[thing].nextstate = S_EGGMOBILE_PANIC1;
- thing = S_EGGMOBILE_PANIC1;
- states[thing].sprite = SPR_EGGM;
- states[thing].frame = 1;
- states[thing].tics = 35;
- states[thing].action.acp1 = (actionf_p1)A_FaceTarget;
- states[thing].nextstate = S_EGGMOBILE_PANIC2;
- thing = S_EGGMOBILE_PANIC2;
- states[thing].sprite = SPR_EGGM;
- states[thing].frame = 1;
- states[thing].tics = 35;
- states[thing].action.acp1 = (actionf_p1)A_MoveRelative;
- states[thing].var2 = 10;
- states[thing].nextstate = S_EGGMOBILE_FLYDOWN;
- thing = S_EGGMOBILE_PAIN;
- states[thing].sprite = SPR_EGGM;
- states[thing].frame = 5;
- states[thing].tics = 24;
- states[thing].action.acp1 = (actionf_p1)A_Pain;
- states[thing].nextstate = S_EGGMOBILE_FLYUP;
- thing = S_EGGMOBILE_FLYUP;
- states[thing].sprite = SPR_EGGM;
- states[thing].frame = 0;
- states[thing].tics = 35;
- states[thing].action.acp1 = (actionf_p1)A_BossFlyUp;
- states[thing].nextstate = S_EGGMOBILE_ATK1;
- thing = S_EGGMOBILE_FLYDOWN;
- states[thing] = states[S_EGGMOBILE_FLYUP];
- states[thing].tics = 70;
- states[thing].action.acp1 = (actionf_p1)A_BossFlyDown;
- states[thing].nextstate = S_EGGMOBILE_STND;
- // END EGGMAN *BOMBERMAN* MODIFIER //
- thing = S_BOMB; // Bomb
- states[thing].sprite = SPR_BOMB;
- states[thing].frame = 0;
- states[thing].tics = 2;
- states[thing].nextstate = S_BOMB2;
- thing = S_BOMB2;
- states[thing].sprite = SPR_BOMB;
- states[thing].frame = 1;
- states[thing].tics = 2;
- states[thing].nextstate = S_BOMB;
- thing = S_BOMBPLS; // Bomb Pulse
- states[thing].sprite = SPR_BOMB;
- states[thing].frame = 2;
- states[thing].tics = 5;
- states[thing].nextstate = S_BOMBPLS2;
- thing = S_BOMBPLS2; // Bomb Pulse (About to explode)
- states[thing].sprite = SPR_BOMB;
- states[thing].frame = 3;
- states[thing].tics = -1;
- thing = S_BOMBBOOM; // Bomb explosion
- states[thing] = states[S_DISS];
- states[thing].tics = 1;
- states[thing].nextstate = S_FLAME1;
- thing = S_BOMBBOOM3D; // Bomb explosion (In non-2D maps)
- states[thing] = states[S_RINGEXPLODE];
- states[thing].nextstate = S_DISS;
- thing = S_BOMBUP; // Bombs +1
- states[thing].sprite = SPR_BOMU;
- states[thing].frame = 0;
- states[thing].tics = -1;
- thing = S_FIREUP; // Fire power +1
- states[thing] = states[S_BOMBUP];
- states[thing].sprite = SPR_FIRU;
- thing = S_SPEEDUP; // Speed up +1
- states[thing] = states[S_BOMBUP];
- states[thing].sprite = SPR_SPDU;
- thing = S_FULLFIRE; // Full Fire (Maxes Fire power)
- states[thing] = states[S_BOMBUP];
- states[thing].sprite = SPR_FFIR;
- // Exploding GFX
- thing = S_EXPL1;
- states[thing].sprite = SPR_EXPL;
- states[thing].frame = 0;
- states[thing].tics = 3;
- states[thing].nextstate = S_EXPL2;
- thing = S_EXPL2;
- states[thing] = states[S_EXPL1];
- states[thing].frame = 1;
- states[thing].nextstate = S_EXPL3;
- thing = S_EXPL3;
- states[thing] = states[S_EXPL1];
- states[thing].frame = 2;
- states[thing].nextstate = S_EXPL4;
- thing = S_EXPL4;
- states[thing] = states[S_EXPL1];
- states[thing].frame = 3;
- states[thing].nextstate = S_EXPL5;
- thing = S_EXPL5;
- states[thing] = states[S_EXPL1];
- states[thing].frame = 4;
- states[thing].nextstate = S_DISS;
- //***** Sprite files? *****//
- thing = SPR_BOMB;
- strcpy(sprnames[thing],"BOMB");
- thing = SPR_BOMU;
- strcpy(sprnames[thing],"BOMU");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_FIRU;
- strcpy(sprnames[thing],"FIRU");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_SPDU;
- strcpy(sprnames[thing],"SPDU");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_FFIR;
- strcpy(sprnames[thing],"FFIR");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- thing = SPR_EXPL;
- strcpy(sprnames[thing],"EXPL");
- #ifdef HWRENDER
- t_lspr[thing] = &lspr[NOLIGHT];
- #endif
- //***** Sound files *****//
- thing = sfx_fuse;
- S_sfx[thing] = S_sfx[sfx_None];
- S_sfx[thing].name = "fuse";
- S_sfx[thing].singularity = false;
- S_sfx[thing].priority = 129;
- // S_sfx[thing].pitch = SF_NOINTERRUPT|SF_X4AWAYSOUND; // Refrence
- thing = sfx_boom;
- S_sfx[thing] = S_sfx[sfx_None];
- S_sfx[thing].name = "boom";
- S_sfx[thing].singularity = true;
- S_sfx[thing].priority = 130;
- S_sfx[thing].pitch = 24;
- thing = sfx_getitem;
- S_sfx[thing] = S_sfx[sfx_fuse];
- S_sfx[thing].name = "getitem";
- }
- #endif
- #ifdef FLAME
- void FLAME_Init(void)
- {
- size_t thing;
- #ifdef FLAMEBOSS
- // Runaway Eggmobile
- thing = MT_EGGMOBILE3;
- mobjinfo[thing] = mobjinfo[MT_EGGMOBILE];
- mobjinfo[thing].doomednum = 7070;
- #ifdef BOMB
- mobjinfo[thing].spawnhealth = 8;
- mobjinfo[thing].meleestate = S_EGGMOBILE_ATK3;
- mobjinfo[thing].missilestate = S_EGGMOBILE_ATK1;
- mobjinfo[thing].raisestate = S_EGGMOBILE_PANIC1;
- #else
- mobjinfo[thing].speed = 20*FRACUNIT; // SKULLSPEED
- #endif
- #endif // FLAMEBOSS
- }
- #endif // FLAME
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