PWAD pÉ//I/O maybe addHook("PlayerSpawn", function(player) if player.botswapnext == nil and io and player == consoleplayer local file = io.openlocal("client/BuddyExConfig.dat") if file local button = file:read("*l") if button != nil COM_BufInsertText(consoleplayer, "nextbot "..button.." 0") end local button = file:read("*l") if button != nil COM_BufInsertText(consoleplayer, "prevbot "..button) end file:close() end end end) local buttonconv = { ["weaponnext"] = BT_WEAPONNEXT, ["weaponprev"] = BT_WEAPONPREV, ["fire"] = BT_ATTACK, ["firenormal"] = BT_FIRENORMAL, ["tossflag"] = BT_TOSSFLAG, ["custom1"] = BT_CUSTOM1, ["custom2"] = BT_CUSTOM2, ["custom3"] = BT_CUSTOM3, } local buttonconv2 = { [BT_WEAPONNEXT] = "weaponnext", [BT_WEAPONPREV] = "weaponprev", [BT_ATTACK] = "fire", [BT_FIRENORMAL] = "firenormal", [BT_TOSSFLAG] = "tossflag", [BT_CUSTOM1] = "custom1", [BT_CUSTOM2] = "custom2", [BT_CUSTOM3] = "custom3", } local function SaveBuddyConfig(player, save) if io and player == consoleplayer and save != "0" local file = io.openlocal("client/BuddyExConfig.dat", "w+") if file file:write(buttonconv2[player.botswapnext].."\n"..buttonconv2[player.botswapprev]) file:close() end end end //botswapnext command COM_AddCommand("nextbot", function(player, arg, save) if not (player.mo and player.mo.valid) then CONS_Printf(player, "This can only be used in a level!") return end if arg if buttonconv[arg] player.botswapnext = buttonconv[arg] SaveBuddyConfig(player, save) else CONS_Printf(player, "nextbot [weaponnext/weaponprev/fire/firenormal/tossflag/custom1/custom2/custom3]") CONS_Printf(player, "Changes what button swapping to the next bot is. Currently "..buttonconv2[player.botswapnext]..".") end else CONS_Printf(player, "nextbot [weaponnext/weaponprev/fire/firenormal/tossflag/custom1/custom2/custom3]") CONS_Printf(player, "Changes what button swapping to the next bot is. Currently "..buttonconv2[player.botswapnext]..".") end end, 0) //botswapprev command COM_AddCommand("prevbot", function(player, arg) if not (player.mo and player.mo.valid) then CONS_Printf(player, "This can only be used in a level!") return end if arg if buttonconv[arg] player.botswapprev = buttonconv[arg] SaveBuddyConfig(player, save) else CONS_Printf(player, "prevbot [weaponnext/weaponprev/fire/firenormal/tossflag/custom1/custom2/custom3]") CONS_Printf(player, "Changes what button swapping to the previous bot is. Currently "..buttonconv2[player.botswapprev]..".") end else CONS_Printf(player, "prevbot [weaponnext/weaponprev/fire/firenormal/tossflag/custom1/custom2/custom3]") CONS_Printf(player, "Changes what button swapping to the previous bot is. Currently "..buttonconv2[player.botswapprev]..".") end end, 0)local CV_BuddyDebug = CV_RegisterVar{ name = 'buddy_debug', defaultvalue = 'Off', flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = CV_OnOff } local CV_BuddySeekDist = CV_RegisterVar{ name = 'buddy_seekdist', defaultvalue = '512', flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = {MIN = 0, MAX = 9999} } local CV_BuddyAttack = CV_RegisterVar{ name = 'buddy_attack', defaultvalue = 'On', flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = CV_OnOff } rawset(_G, "P_BuddyExFollow", function(bot,cmd) //**** //VARS local aggressive = CV_BuddyAttack.value local bmo = bot.mo local pmo = bot.mo.target local player = pmo.player local pcmd = player.cmd //Elements local water = 0 if bot.mo.eflags&MFE_UNDERWATER then water = 1 end local flip = 1 if (bot.mo.flags2 & MF2_OBJECTFLIP) or (bot.mo.eflags & MFE_VERTICALFLIP) then flip = -1 end local _2d = (bot.mo.flags2 & MF2_TWOD or twodlevel) local scale = bot.mo.scale //Measurements local pmom = FixedHypot(pmo.momx,pmo.momy) local bmom = FixedHypot(bot.mo.momx,bot.mo.momy) local dist = R_PointToDist2(bot.mo.x,bot.mo.y,pmo.x,pmo.y) local zdist = FixedMul(pmo.z-bot.mo.z,scale*flip) local pfac = 1 //Steps ahead to predict movement local xpredict = bot.mo.momx*pfac+bot.mo.x local ypredict = bot.mo.momy*pfac+bot.mo.y local zpredict = bot.mo.momz*pfac+bot.mo.z local predictfloor = P_FloorzAtPos(xpredict,ypredict,zpredict,bot.mo.height) local ang = R_PointToAngle2(bot.mo.x-bot.mo.momx,bot.mo.y-bot.mo.momy,pmo.x,pmo.y) local followmax = 128*8*scale //Max follow distance before AI begins to enter "panic" state local followthres = 92*scale //Distance that AI will try to reach local followmin = 32*scale local comfortheight = 96*scale local touchdist = 24*scale local bmofloor = P_FloorzAtPos(bot.mo.x,bot.mo.y,bot.mo.z,bot.mo.height) local pmofloor = P_FloorzAtPos(pmo.x,pmo.y,pmo.z,pmo.height) local jumpheight = FixedMul(bot.jumpfactor*10,10*scale) local ability = bot.charability local ability2 = bot.charability2 local enemydist = 0 local enemyang = 0 local falling = (bot.mo.momz*flip < 0) local predictgap = 0 //Predicts a gap which needs to be jumped local isjump = min(bot.pflags&(PF_JUMPED),1) //Currently jumping local isabil = min(bot.pflags&(PF_THOKKED|PF_GLIDING|PF_BOUNCING),1) //Currently using ability local isspin = min(bot.pflags&(PF_SPINNING),1) //Currently spinning local isdash = min(bot.pflags&(PF_STARTDASH),1) //Currently charging spindash local bmogrounded = (P_IsObjectOnGround(bot.mo) and not(bot.pflags&PF_BOUNCING)) // Bot ground state local pmogrounded = P_IsObjectOnGround(pmo) // Player ground state local dojump = 0 //Signals whether to input for jump local doabil = 0 //Signals whether to input for jump ability. Set -1 to cancel. local dospin = 0 //Signals whether to input for spinning local dodash = 0 //Signals whether to input for spindashing local targetfloor = nil local stalled = (bmom/*+abs(bmo.momz)*/ < scale and bot.move_last) //AI is having trouble catching up local targetdist = CV_BuddySeekDist.value*FRACUNIT //Distance to seek enemy targets //Gun cooldown for Fang if bot.fight == 0 then bot.attackoverheat = 0 bot.attackwait = 0 end if bot.panim == PA_ABILITY2 and ability2 == CA2_GUNSLINGER then bot.attackoverheat = $+1 if bot.attackoverheat > 60 then bot.attackwait = 1 end elseif bot.attackoverheat > 0 bot.attackoverheat = $-1 else bot.attackwait = 0 end //Check line of sight to player if P_CheckSight(bmo,pmo) then bot.playernosight = 0 else bot.playernosight = $+1 end //Predict platforming if abs(predictfloor-bmofloor) > 24*scale then predictgap = 1 end bot.helpmode = 0 //Non-Tails bots are more aggressive -- if ability != CA_FLY then aggressive = 1 end if stalled then bot.stalltics = $+1 else bot.stalltics = 0 end //Find targets if aggressive or bot.bored then searchBlockmap("objects",function (bmo,mo) if mo == nil then return end if (mo.flags&MF_BOSS or mo.flags&MF_ENEMY) and mo.health and P_CheckSight(bmo,mo) local dist = R_PointToDist2(bmo.x,bmo.y,mo.x,mo.y) if (dist < targetdist) and (abs(mo.z - bmo.z) < FRACUNIT*280) and (bot.target == nil or not(bot.target.valid) or (bot.target.info.spawnhealth > 1) or R_PointToDist2(bmo.x,bmo.y,bot.target.x,bot.target.y) > dist ) then bot.target = mo return true end end end,bmo,bmo.x-targetdist,bmo.x+targetdist,bmo.y-targetdist,bmo.y+targetdist) -- searchBlockmap("objects",function(bmo,fn) print(fn.type) end, bmo) end if bot.target and bot.target.valid then targetfloor = P_FloorzAtPos(bot.target.x,bot.target.y,bot.target.z,bot.target.height) end //Determine whether to bot.fight if bot.panic|bot.spinmode|bot.flymode //If bot.panicking or (pmom >= player.runspeed) or not((aggressive|bot.bored|bot.fight) and bot.target and bot.target.valid) //Not ready to bot.fight; target invalid or not(bot.target.flags&MF_BOSS or bot.target.flags&MF_ENEMY) //Not a boss/enemy or not(bot.target.health) //No health or (bot.target.flags2&MF2_FRET or bot.target.flags2&MF2_BOSSFLEE or bot.target.flags2&MF2_BOSSDEAD) //flashing/escape/dead state or (abs(targetfloor-bot.mo.z) > FixedMul(bot.jumpfactor,100*scale) and not (ability2 == CA2_GUNSLINGER)) //Unsafe to attack then bot.target = nil bot.fight = 0 else enemydist = R_PointToDist2(bot.mo.x,bot.mo.y,bot.target.x,bot.target.y) if enemydist > targetdist then // Too far bot.target = nil bot.fight = 0 elseif not P_CheckSight(bot.mo,bot.target) then //Can't see bot.targetnosight = $+1 if bot.targetnosight >= 70 then bot.target = nil bot.fight = 0 end else enemyang = R_PointToAngle2(bot.mo.x-bot.mo.momx*pfac,bot.mo.y-bot.mo.momy*pfac,bot.target.x,bot.target.y) bot.fight = 1 bot.targetnosight = 0 end end //Check water bot.drowning = 0 if (water) then followmin = 48*scale followthres = 48*scale followmax = $/2 if bot.powers[pw_underwater] < 35*16 then bot.drowning = 1 bot.thinkfly = 0 if bot.powers[pw_underwater] < 35*8 then bot.drowning = 2 end end end //Check bot.anxiety if bot.spinmode or bot.bored or bot.fight then bot.anxiety = 0 bot.panic = 0 elseif dist > followmax //Too far away or zdist > comfortheight //Too high/low -- or stalled //Something in my way! then bot.anxiety = min($+2,70) if bot.anxiety >= 70 then bot.panic = 1 end elseif not(bot.pflags&PF_JUMPED) or dist < followmin then bot.anxiety = max($-1,0) bot.panic = 0 end //Over a pit / In danger if bmofloor < pmofloor-comfortheight*2*flip and dist > followthres*2 then bot.panic = 1 bot.anxiety = 70 bot.fight = 0 end //Orientation if (bot.pflags&PF_SPINNING or bot.pflags&PF_STARTDASH or bot.flymode == 2) then bot.mo.angle = pmo.angle elseif not(bot.climbing) and (dist > followthres or not(bot.pflags&PF_GLIDING)) then bot.mo.angle = ang end //Does the player need help? if ability2 == CA2_MELEE and bot.revitem == MT_LHRT and not(player.powers[pw_shield]&SH_NOSTACK) and player.revitem != MT_LHRT and player.spinitem != MT_LHRT and player.thokitem != MT_LHRT and not(bot.spinmode|bot.anxiety|bot.panic|bot.fight) and dist < followmax then bot.helpmode = 1 else bot.helpmode = 0 end //Check bot.boredom if (pcmd.buttons == 0 and pcmd.forwardmove == 0 and pcmd.sidemove == 0) and not(bot.drowning|bot.panic|bot.fight|bot.helpmode) and bmogrounded then bot.idlecount = $+1 else bot.idlecount = 0 end if bot.idlecount > 35*8 or (aggressive and bot.idlecount > 35*3) then bot.bored = 1 else bot.bored = 0 end //******** //HELP MODE if bot.helpmode cmd.forwardmove = 25 bot.mo.angle = ang if dist < scale*64 then dospin = 1 dodash = 1 end end bot.flyangle = nil //******** //FLY MODE if ability == CA_FLY then //Update carry state if bot.flymode then bot.pflags = $ | PF_CANCARRY else bot.pflags = $ & ~PF_CANCARRY end //bot.spinmode check if bot.spinmode == 1 then bot.thinkfly = 0 else //Activate co-op flight if bot.thinkfly == 1 and player.pflags&PF_JUMPED then dojump = 1 doabil = 1 bot.flymode = 1 bot.thinkfly = 0 end //Check positioning //Thinker for co-op fly if not(bot.bored) and not(bot.drowning) and dist < touchdist and P_IsObjectOnGround(pmo) and P_IsObjectOnGround(bot.mo) and not(player.pflags&PF_STASIS) and pcmd.forwardmove == 0 and pcmd.sidemove == 0 and player.dashspeed == 0 and pmom == 0 and bmom == 0 then bot.thinkfly = 1 else bot.thinkfly = 0 end //Set carried state if pmo.tracer == bot.mo and player.powers[pw_carry] then bot.flymode = 2 end //Ready for takeoff if bot.flymode == 1 then bot.thinkfly = 0 if zdist < -64*scale or bot.mo.momz*flip > scale then // Make sure we're not too high up doabil = -1 else doabil = 1 end //Abort if player moves away or spins if dist > followthres or player.dashspeed > 0 bot.flymode = 0 end //Carrying; Read player inputs elseif bot.flymode == 2 then bot.flyangle = pcmd.angleturn<<16 if pcmd.forwardmove or pcmd.sidemove bot.mo.angle = pcmd.angleturn<<16 + R_PointToAngle2(0, 0, pcmd.forwardmove*FRACUNIT, -pcmd.sidemove*FRACUNIT) else bot.mo.angle = player.drawangle end cmd.forwardmove = pcmd.forwardmove cmd.sidemove = pcmd.sidemove if pcmd.buttons&BT_USE then doabil = -1 else doabil = 1 end //End bot.flymode if not(player.powers[pw_carry]) then bot.flymode = 0 end end end if bot.flymode > 0 and bmogrounded and not(pcmd.buttons&BT_JUMP) then bot.flymode = 0 end else bot.flymode = 0 bot.thinkfly = 0 end //******** //SPINNING if ability2 == CA2_SPINDASH then if (bot.panic or bot.flymode or bot.fight) or not(player.pflags&PF_SPINNING) or player.pflags&PF_JUMPED then bot.spinmode = 0 else if not(_2d) //Spindash if (player.dashspeed) if dist < followthres and dist > touchdist then //Do positioning bot.mo.angle = ang cmd.forwardmove = 50 bot.spinmode = 1 elseif dist < touchdist then bot.mo.angle = pmo.angle dodash = 1 bot.spinmode = 1 else bot.spinmode = 0 end //Spin elseif (player.pflags&PF_SPINNING and not(player.pflags&PF_STARTDASH)) then dospin = 1 dodash = 0 bot.mo.angle = ang cmd.forwardmove = 50 bot.spinmode = 1 else bot.spinmode = 0 end //2D mode else if ((player.dashspeed and bmom == 0) or (player.dashspeed == bot.dashspeed and player.pflags&PF_SPINNING)) then dospin = 1 dodash = 1 bot.spinmode = 1 end end end else bot.spinmode = 0 end //****** //FOLLOW if not(bot.flymode or bot.spinmode or bot.fight or bot.helpmode or bot.climbing) then //bot.bored if bot.bored then local b1 = 256|128|64 local b2 = 128|64 local b3 = 64 if bot.idlecount&b1 == b1 then cmd.forwardmove = 35 bot.mo.angle = ang + ANGLE_270 elseif bot.idlecount&b2 == b2 then cmd.forwardmove = 25 bot.mo.angle = ang + ANGLE_67h elseif bot.idlecount&b3 == b3 then cmd.forwardmove = 15 bot.mo.angle = ang + ANGLE_337h else bot.mo.angle = bot.idlecount*(ANG1/2) end //Too far elseif bot.panic or dist > followthres then if not(_2d) then cmd.forwardmove = 50 elseif pmo.x > bot.mo.x then cmd.sidemove = 50 else cmd.sidemove = -50 end //Within threshold elseif not(bot.panic) and dist > followmin and abs(zdist) < 192*scale then if not(_2d) then cmd.forwardmove = FixedHypot(pcmd.forwardmove,pcmd.sidemove) else cmd.sidemove = pcmd.sidemove end //Below min elseif dist < followmin then if not(bot.drowning) then //Copy inputs bot.mo.angle = pmo.angle bot.drawangle = ang cmd.forwardmove = pcmd.forwardmove*8/10 cmd.sidemove = pcmd.sidemove*8/10 else //Water bot.panic? bot.mo.angle = ang+ANGLE_45 cmd.forwardmove = 50 end end end //********* //JUMP if not(bot.flymode|bot.spinmode|bot.fight) then //Flying catch-up code if isabil and ability == CA_FLY then cmd.forwardmove = min(50,dist/scale/8) if zdist < -64*scale and(bot.drowning!=2) then doabil = -1 elseif zdist > 0 then doabil = 1 dojump = 1 end end //Start jump if ( (zdist > 32*scale and player.pflags & PF_JUMPED) //Following or (zdist > 64*scale and bot.panic) //Vertical catch-up or (bot.stalltics > 25 and (not bot.powers[pw_carry])) //Not in carry state or(isspin) //Spinning ) then dojump = 1 -- print("start jump") //Hold jump elseif isjump and (zdist > 0 or bot.panic) then dojump = 1 -- print("hold jump") end //******** //ABILITIES if not(bot.fight) then //Thok if (ability == CA_THOK or ability == CA_HOMINGTHOK or ability == CA_JUMPTHOK or bot.mo.skin == "milne") and (bot.panic or dist > followmax) then dojump = 1 doabil = 1 //Fly elseif ability == CA_FLY and (bot.drowning == 2 or bot.panic) then dojump = 1 doabil = 1 //Glide and climb / Float elseif (ability == CA_GLIDEANDCLIMB or ability == CA_FLOAT or ability == CA_SLOWFALL or ability == CA_DOUBLEJUMP or ability == CA_FALLSWITCH) and ( (zdist > 16*scale and dist > followthres) or ( (bot.panic //bot.panic behavior and (bmofloor*flip < pmofloor or dist > followmax or bot.playernosight) ) or (isabil //Using ability and ( (abs(zdist) > 0 and dist > followmax) //Far away or (zdist > 0) //Below player ) and not(bmogrounded) ) ) ) then dojump = 1 doabil = 1 //if (dist < followmin and ability == CA_GLIDEANDCLIMB) then // bot.mo.angle = pmo.angle //Match up angles for better wall linking //end //Pogo Bounce elseif (ability == CA_BOUNCE) and ( (bot.panic and (bmofloor*flip < pmofloor or dist > followthres)) or (isabil //Using ability and ( (abs(zdist) > 0 and dist > followmax) //Far away or (zdist > 0) //Below player ) and not(bmogrounded) ) ) then dojump = 1 doabil = 1 end end end //Climb controls if bot.climbing if not(bot.fight) and zdist > 0 then cmd.forwardmove = 50 end if (bot.stalltics > 30) then doabil = -1 end end if bot.anxiety and bot.playernosight > 64 then if leveltime&(64|32) == 64|32 then cmd.sidemove = 50 elseif leveltime&32 then cmd.sidemove = -50 end end //******* //bot.fight if bot.fight then bot.mo.angle = enemyang local dist = 128*scale //Distance to catch up to. local mindist = 64*scale //Distance to attack from. Gunslingers avoid getting this close local attkey = BT_JUMP local attack = 0 //Standard bot.fight behavior if ability2 == CA2_GUNSLINGER then //Gunslingers shoot from a distance mindist = abs(bot.target.z-bot.mo.z)*3/2 dist = max($+mindist,512*scale) if bot.skin == "derp" if bot.ear and bot.ear.valid dojump = 1 cmd.forwardmove = 50 else attkey = BT_USE end else attkey = BT_USE end elseif ability2 == CA2_MELEE then mindist = 96*scale attkey = BT_USE elseif bot.charflags&SF_NOJUMPDAMAGE and not (bot.charflags&SF_STOMPDAMAGE) then mindist = 128*scale attkey = BT_USE if bot.skin == "milne" mindist = $*3 dist = $*3 end elseif bot.charflags&SF_NOJUMPDAMAGE //Jump attack should be timed relative to movespeed mindist = bmom*20+ 24*scale else mindist = bmom*10+ 24*scale end if enemydist < mindist then //We're close now if ability2 == CA2_GUNSLINGER then //Can't shoot too close cmd.forwardmove = -50 else attack = 1 cmd.forwardmove = 20 end elseif enemydist > dist then //Too far cmd.forwardmove = 50 else //Midrange if ability2 == CA2_GUNSLINGER then if not(bot.attackwait) attack = 1 //Make Fang find another angle after shots else dojump = 1 if predictfloor-bmofloor > -32*scale then -- bmo.angle = leveltime*FRACUNIT if leveltime&128 then cmd.sidemove = 30 else cmd.sidemove = -30 end end end else cmd.forwardmove = 30 //Moderate speed so we don't overshoot the target end end //Attack if attack then if (attkey == BT_JUMP and (bot.target.z-bot.mo.z)*flip >= 0) then dojump = 1 elseif (attkey == BT_USE) then dospin = 1 dodash = 1 end end //Platforming during combat if (ability2 != CA2_GUNSLINGER and enemydist < followthres and bot.target.z > bot.mo.z+32*scale) //Target above us or (bot.stalltics > 25) //Stalled or (predictgap)//Jumping a gap then dojump = 1 end end //********** //DO INPUTS //Jump action if (dojump) then if ((isjump and bot.jump_last and not falling) //Already jumping or (bmogrounded and not bot.jump_last)) //Not jumping yet and not(isabil or bot.climbing) //Not using abilities then cmd.buttons = $|BT_JUMP elseif bot.climbing then //Climb up to position cmd.forwardmove = 50 end end //Ability if (doabil == 1) then if ((isjump and not bot.jump_last) //Jump, released input or (isabil)) //Already using ability and not(bot.climbing) //Not climbing and not(ability == CA_FLY and bot.jump_last) //Flight input check then cmd.buttons = $|BT_JUMP elseif bot.climbing then //Climb up to position cmd.forwardmove = 50 end //"Force cancel" ability elseif (doabil == -1) and ((ability == CA_FLY and isabil) //If flying, descend or bot.climbing) //If climbing, let go then if not bot.spin_last then cmd.buttons = $|BT_USE end cmd.buttons = $&~BT_JUMP end //Spin while moving if (dospin) then if (not(bmogrounded) //For air hammers or (abs(cmd.forwardmove)+abs(cmd.sidemove) > 0 and (bmom > scale*5 or ability2 == CA2_MELEE))) //Don't spin while stationary and not(bot.spin_last) then cmd.buttons = $|BT_USE end end //Charge spindash (spin from standstill) if (dodash) then if (not(bmogrounded) //Air hammers or (bmom < scale and not bot.spin_last) //Spin only from standstill or (isdash) //Already spinning ) then cmd.buttons = $|BT_USE end end //******* //History if (cmd.buttons&BT_JUMP) then bot.jump_last = 1 else bot.jump_last = 0 end if (cmd.buttons&BT_USE) then bot.spin_last = 1 else bot.spin_last = 0 end if FixedHypot(cmd.forwardmove,cmd.sidemove) >= 30 then bot.move_last = 1 else bot.move_last = 0 end //******* //Aesthetic //bot.thinkfly bot.overlay if bot.overlay == nil or bot.overlay.valid == false then bot.overlay = P_SpawnMobj(bot.mo.x, bot.mo.y, bot.mo.z, MT_OVERLAY) bot.overlay.target = bot.mo end if bot.thinkfly == 1 then if bot.overlay.state == S_NULL then bot.overlay.state = S_FLIGHTINDICATOR end else bot.overlay.state = S_NULL end //Debug if CV_BuddyDebug.value == 1 then local p = "follow" if bot.flymode == 1 then p = "flymode (ready)" elseif bot.flymode == 2 then p = "flymode (carrying)" elseif bot.helpmode then p = "helpmode" elseif bot.targetnosight then p = "\x82 targetnosight " + bot.targetnosight elseif bot.fight then p = "fight" elseif bot.drowning then p = "\x85 drowning" elseif bot.panic then p = "\x85 panic (anxiety " + bot.anxiety + ")" elseif bot.bored then p = "bored" elseif bot.thinkfly then p = "thinkfly" elseif bot.anxiety then p = "\x82 bot.anxiety " + bot.anxiety elseif bot.playernosight then p = "\x82 playernosight " + bot.playernosight elseif bot.spinmode then p = "spinmode (dashspeed " + bot.dashspeed/FRACUNIT+")" elseif dist > followthres then p = "follow (far)" elseif dist < followmin then p = "follow (close)" end local dcol = "" if dist > followmax then dcol = "\x85" end local zcol = "" if zdist > comfortheight then zcol = "\x85" end //AI States print("AI ["+bot.bored..bot.helpmode..bot.fight..bot.attackwait..bot.thinkfly..bot.flymode..bot.spinmode..bot.drowning..bot.anxiety..bot.panic+"] "+ p) //Distance print(dcol + "dist " + dist/scale +"/"+ followmax/scale + " " + zcol + "zdist " + zdist/scale +"/"+ comfortheight/scale) //Physics and Action states print("perf " + isjump..isabil..isspin..isdash + "|" + dojump..doabil..dospin..dodash + " gap " + predictgap + " stall " + bot.stalltics) //Inputs print("FM "+cmd.forwardmove + " SM " + cmd.sidemove+" Jmp "+(cmd.buttons&BT_JUMP)/BT_JUMP+" Spn "+(cmd.buttons&BT_USE)/BT_USE+ " Th "+(bot.pflags&PF_THOKKED)/PF_THOKKED) end return true end)freeslot("MT_BUDDY", "sfx_budswp", "sfx_budead", "sfx_modswp") mobjinfo[MT_BUDDY] = { doomednum = -1, spawnstate = S_PLAY_STND, painstate = S_PLAY_PAIN, deathstate = S_NULL, spawnhealth = 1000, radius = 16*FRACUNIT, height = 32*FRACUNIT, flags = MF_SHOOTABLE|MF_SLIDEME, } sfxinfo[sfx_budswp].caption = "Swap" sfxinfo[sfx_budead].caption = "Can't Swap!" sfxinfo[sfx_modswp].caption = "Ryan: Here we go!" //Stupid rawsetting for ChrispyChars compatibility if rawget(_G, "S_CHRISPY_DAB") == nil freeslot("S_CHRISPY_DAB") end if rawget(_G, "S_FLUFFY_CARRY") == nil freeslot("S_FLUFFY_CARRY") end local DASHMODE_THRESHOLD = 3*TICRATE local CR_BUDDY = CR_PLAYER if not SF_CANBUSTWALLS //pre-2.2.8 fixes CR_BUDDY = CR_GENERIC //Merge Request !1274 (Usage of CR_PLAYER on non-players) //Merge Request !1340 (Non-player targetting crash fix) function A_Boss2PogoTarget(actor, locvar1, locvar2) if (not actor.target or not (actor.target.flags & MF_SHOOTABLE) or (actor.target.player and actor.target.player.powers[pw_flashing]) or P_AproxDistance(actor.x-actor.target.x, actor.y-actor.target.y) >= FixedMul(512*FRACUNIT, actor.scale)) // look for a new target if (P_LookForPlayers(actor, 512*FRACUNIT, true, false)) // got a new target elseif (P_LookForPlayers(actor, 0, true, false)) // got a new target else return end end // Target hit, retreat! if ((actor.target.player and actor.target.player.powers[pw_flashing] > TICRATE) or actor.flags2 & MF2_FRET) local prandom = P_RandomByte() actor.z = $+1 // unstick from the floor actor.momz = FixedMul(locvar1, actor.scale) // Bounce up in air actor.angle = R_PointToAngle2(actor.x, actor.y, actor.target.x, actor.target.y) + (P_RandomChance(FRACUNIT/2) and -prandom or prandom) // Pick a direction, and randomize it. P_InstaThrust(actor, actor.angle+ANGLE_180, FixedMul(FixedMul(actor.info.speed,(locvar2)), actor.scale)) // Move at wandering speed // Try to land on top of the player. elseif (P_AproxDistance(actor.x-actor.target.x, actor.y-actor.target.y) < FixedMul(512*FRACUNIT, actor.scale)) // check gravity in the sector (for later math) local gravityadd = P_GetMobjGravity(actor) if (not actor.momz) // mobj at stop, no floor, so feel the push of gravity! gravityadd = $<<1 end actor.momz = $+gravityadd gravityadd = actor.momz actor.z = $+1 // unstick from the floor actor.momz = FixedMul(locvar1 + (locvar1>>2), actor.scale) // Bounce up in air // Remember, kids! // Reduced down Calculus lets you avoid bad 'logic math' loops! //airtime = FixedDiv(-actor.momz<<1, gravityadd)<<1 // going from 0 to 0 is much simpler local height = actor.target.height >> 1 if actor.target.player height = P_GetPlayerHeight(actor.target.player) >> 1 end local zoffs = height + (actor.target.floorz - actor.floorz) local airtime = FixedDiv((-actor.momz - FixedSqrt(FixedMul(actor.momz,actor.momz)+zoffs)), gravityadd)<<1 // to try and land on their head rather than on their feet actor.angle = R_PointToAngle2(actor.x, actor.y, actor.target.x, actor.target.y) P_InstaThrust(actor, actor.angle, FixedDiv(P_AproxDistance(actor.x - actor.target.x, actor.y - actor.target.y), airtime)) // Wander semi-randomly towards the player to get closer. else local prandom = P_RandomByte() actor.z = $+1 // unstick from the floor actor.momz = FixedMul(locvar1, actor.scale) // Bounce up in air actor.angle = R_PointToAngle2(actor.x, actor.y, actor.target.x, actor.target.y) + (P_RandomChance(FRACUNIT/2) and -prandom or prandom) // Pick a direction, and randomize it. P_InstaThrust(actor, actor.angle, FixedMul(FixedMul(actor.info.speed,(locvar2)), actor.scale)) // Move at wandering speed end // Boing! if (actor.info.activesound) S_StartSound(actor, actor.info.activesound) end if (actor.info.missilestate) // spawn the pogo stick collision box local pogo = P_SpawnMobj(actor.x, actor.y, actor.z - mobjinfo[actor.info.missilestate].height, actor.info.missilestate) pogo.target = actor end actor.reactiontime = 1 end end //Fireball fix addHook("ShouldDamage", function(mo, inf) if mo and mo.valid and mo.health and inf and inf.valid and inf.type == MT_FIREBALL P_KillMobj(mo) return false end end, MT_CRUSHSTACEAN) //Buddy HUD hud.add(function(v, player, cam) if not player.buddies or not #player.buddies or not hud.enabled("lives") or mapheaderinfo[gamemap].typeoflevel&TOL_NIGHTS or player.powers[pw_carry] == CR_NIGHTSMODE or player.powers[pw_carry] == CR_NIGHTSFALL return end if player.buddycolorswap //We're swapping, so make the icons static v.drawScaled(hudinfo[HUD_LIVES].x*FRACUNIT, hudinfo[HUD_LIVES].y*FRACUNIT, FRACUNIT/2, v.cachePatch("BUDSWP"), V_HUDTRANS|V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM) //Draw the player's life icon in Special Stages since it's not normally drawn elseif G_IsSpecialStage() and player.realmo and player.realmo.valid v.drawScaled(hudinfo[HUD_LIVES].x*FRACUNIT, hudinfo[HUD_LIVES].y*FRACUNIT, FRACUNIT/2, v.getSprite2Patch(player.realmo.skin, SPR2_XTRA), V_HUDTRANS|V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM, v.getColormap(player.realmo.skin, player.realmo.color)) end for id,buddy in pairs(player.buddies) do if player.buddycolorswap //We're swapping, so make the icons static v.drawScaled((hudinfo[HUD_LIVES].x + ((id-1)%5)*11)*FRACUNIT, (hudinfo[HUD_LIVES].y-10-((id-1)/5*10))*FRACUNIT-FRACUNIT/3, FRACUNIT/3, v.cachePatch("BUDSWP"), V_HUDTRANS|V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM) else v.drawScaled((hudinfo[HUD_LIVES].x + ((id-1)%5)*11)*FRACUNIT, (hudinfo[HUD_LIVES].y-10-((id-1)/5*10))*FRACUNIT-FRACUNIT/3, FRACUNIT/3, v.getSprite2Patch(buddy.skin, SPR2_XTRA), V_HUDTRANS|V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM, v.getColormap(buddy.skin, buddy.skincolor)) if not (buddy.mo and buddy.mo.valid) v.drawScaled((hudinfo[HUD_LIVES].x + ((id-1)%5)*11)*FRACUNIT, (hudinfo[HUD_LIVES].y-10-((id-1)/5*10))*FRACUNIT-FRACUNIT/3, FRACUNIT/3, v.cachePatch("BUDEAD"), V_HUDTRANS|V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM, v.getColormap(buddy.skin, buddy.skincolor)) end end end end, "game") // watch bot local function spawn_camera(buddy) buddy.camera = P_SpawnMobj(0,0,0,MT_GARGOYLE) buddy.camera.flags = MF_NOGRAVITY|MF_NOCLIPTHING buddy.camera.flags2 = $1|MF2_DONTDRAW buddy.camera.height = 41 buddy.camera.distance = 128*FRACUNIT*2 local b = buddy.mo P_TeleportMove(buddy.camera, b.x-P_ReturnThrustX(b, buddy.camera.angle, b.radius), b.y-P_ReturnThrustY(b, buddy.camera.angle, b.radius), b.z+(buddy.camera.height<= maxbots) then if maxbots <= 0 CONS_Printf(player, "Bots have currently been disabled.") elseif maxbots == 1 CONS_Printf(player, "You can only have 1 bot!") else CONS_Printf(player, "You can only have "..maxbots.." bots!") end return end local idnum = #player.buddies+1 player.buddies[idnum] = { id = idnum, owner = player, mo = P_SpawnMobjFromMobj(player.mo,0,0,0,MT_BUDDY), } local buddy = player.buddies[#player.buddies] buddy.skin = "sonic" if skin != nil and skins[skin] and skins[skin].valid and R_SkinUsable(player, skin) buddy.skin = skin end buddy.skincolor = P_RandomRange(1, 68) if color == "skin" buddy.skincolor = skins[buddy.skin].prefcolor elseif color != nil buddy.skincolor = R_GetColorByName(color) or P_RandomRange(1, 68) end P_ResetBuddy(buddy) buddy.nickname = skins[buddy.skin].realname or "Dummy" if supress == "supress" and not multiplayer for spawn in mapthings.iterate do if spawn.type == idnum+1 then local FU = FRACUNIT P_TeleportMove(buddy.mo, spawn.x*FU, spawn.y*FU, spawn.z*FU) buddy.mo.angle = spawn.angle if (spawn.options & MTF_OBJECTFLIP) then P_MobjFlip(spawn) end if (spawn.options & MTF_AMBUSH) then buddy.mo.z = buddy.mo.ceilingz end P_ResetBuddy(buddy) end end else if buddy.charability == CA_FLY buddy.mo.state = S_PLAY_FLY buddy.panim = PA_ABILITY buddy.powers[pw_tailsfly] = tailsflytics + 1 // Set the fly timer buddy.pflags = $|PF_THOKKED&~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_STARTDASH|PF_SPINNING) else buddy.mo.state = S_PLAY_FALL end buddy.mo.momx = P_SignedRandom()*player.mo.scale/64+player.mo.momx/2 if not (twodlevel or player.mo.flags2 & MF2_TWOD) buddy.mo.momy = P_SignedRandom()*player.mo.scale/64+player.mo.momy/2 end buddy.mo.z = $+200*player.mo.scale*P_MobjFlip(player.mo) local ghost = P_SpawnGhostMobj(buddy.mo) ghost.momx = buddy.mo.momx ghost.momy = buddy.mo.momy ghost.momz = buddy.mo.momz ghost.tics = -1 ghost.destscale = ghost.scale*16 print(player.name+" added bot #"+#player.buddies+ " ("+buddy.nickname+").") end end) // command to delete bots COM_AddCommand("delbot", function(player, id) if not player.buddies or not #player.buddies CONS_Printf(player, "You don't have any bots!") return end if id == nil id = #player.buddies else id = tonumber($1) end if id == nil CONS_Printf(player, "Enter a bot number.") return elseif (not player.buddies[id]) then CONS_Printf(player, "That bot "+id+" doesn't exist!") return end if player.powers[pw_carry] == CR_BUDDY and player.realmo and player.realmo.valid and player.realmo.tracer and player.realmo.tracer.valid and player.realmo.tracer.type == MT_BUDDY and player.realmo.tracer == player.buddies[id].mo P_ResetPlayer(player) end if player.buddies[id].followmobj and player.buddies[id].followmobj.valid P_RemoveMobj(player.buddies[id].followmobj) player.buddies[id].followmobj = nil end if (player.buddies[id].mo and player.buddies[id].mo.valid) then player.buddies[id].mo.self = nil player.buddies[id].owner = nil end local name = player.buddies[id].nickname table.remove(player.buddies, id) print(player.name+" has removed bot #"+id+" ("+name+").") end) // watch bot 2 COM_AddCommand("stalkbot", function(player, id) id = tonumber($1) if not id then if player.stalkbot and player.awayviewmobj and player.awayviewmobj.valid P_RemoveMobj(player.awayviewmobj) end player.awayviewtics = 0 player.stalkbot = 0 return end if (not player.buddies[id]) then CONS_Printf(player, "Bot id "+id+" does not exist!") return end local buddy = player.buddies[id] if (not buddy.camera) then spawn_camera(buddy) elseif (not buddy.camera.valid) then spawn_camera(buddy) end player.stalkbot = id player.awayviewmobj = buddy.camera player.awayviewtics = -1 end) // watch bot 3 addHook("PlayerThink", function(player) if player.stalkbot then if player.playerstate == PST_DEAD if player.awayviewmobj and player.awayviewmobj.valid P_RemoveMobj(player.awayviewmobj) end player.awayviewtics = 0 player.stalkbot = 0 end local buddy = player.buddies[player.stalkbot] if not (buddy) then player.stalkbot = 0 player.awayviewtics = 0 return end if not (buddy.mo and buddy.mo.valid) then player.awayviewtics = 0 return end local b = buddy.mo local c = buddy.camera if (not c) then return end if (c.valid) then local focusangle = R_PointToAngle2( c.x, c.y, b.x, b.y ) local dist = c.distance P_TeleportMove(c, b.x-FixedMul(cos(focusangle), dist), b.y-FixedMul(sin(focusangle), dist), b.z+(c.height< CV_BuddyLimit.value if player.powers[pw_carry] == CR_BUDDY and player.realmo and player.realmo.valid and player.realmo.tracer and player.realmo.tracer.valid and player.realmo.tracer.type == MT_BUDDY and player.realmo.tracer == player.buddies[id].mo P_ResetPlayer(player) end if player.buddies[id].followmobj and player.buddies[id].followmobj.valid P_RemoveMobj(player.buddies[id].followmobj) player.buddies[id].followmobj = nil end if (player.buddies[id].mo and player.buddies[id].mo.valid) then player.buddies[id].mo.self = nil player.buddies[id].owner = nil end player.buddies[id] = nil end elseif not (leveltime > 1 and buddy.corpse and buddy.corpse.valid) and player.mo.health buddy.corpse = nil if multiplayer or leveltime > 1 buddy.mo = P_SpawnMobjFromMobj(player.mo,0,0,0,MT_BUDDY) P_ResetBuddy(buddy) if buddy.charability == CA_FLY buddy.mo.state = S_PLAY_FLY buddy.panim = PA_ABILITY buddy.powers[pw_tailsfly] = tailsflytics + 1 // Set the fly timer buddy.pflags = $|PF_THOKKED&~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_STARTDASH|PF_SPINNING) else buddy.mo.state = S_PLAY_FALL end buddy.mo.momx = P_SignedRandom()*player.mo.scale/64+player.mo.momx/2 if not (twodlevel or player.mo.flags2 & MF2_TWOD) buddy.mo.momy = P_SignedRandom()*player.mo.scale/64+player.mo.momy/2 end buddy.mo.z = $+200*player.mo.scale*P_MobjFlip(player.mo) local ghost = P_SpawnGhostMobj(buddy.mo) ghost.momx = buddy.mo.momx ghost.momy = buddy.mo.momy ghost.momz = buddy.mo.momz ghost.tics = -1 ghost.destscale = ghost.scale*16 else for spawn in mapthings.iterate do if spawn.type == id+1 then local FU = FRACUNIT buddy.mo = P_SpawnMobj(spawn.x*FU, spawn.y*FU, spawn.z*FU, MT_BUDDY) buddy.mo.angle = spawn.angle if (spawn.options & MTF_OBJECTFLIP) then P_MobjFlip(spawn) end if (spawn.options & MTF_AMBUSH) then buddy.mo.z = buddy.mo.ceilingz end P_ResetBuddy(buddy) end end end end end if (player.buddynexttapping or player.buddyprevtapping) and player.buddies and #player.buddies if P_PlayerInPain(player) or (player.pflags & PF_SLIDING) or player.exiting != 0 or player.powers[pw_carry] or player.spectator or player.playerstate or not player.mo.health or (player.panim == PA_PAIN and not (player.pflags&PF_JUMPED)) or player.powers[pw_super] == 1 or player.iseggrobo or player.isjettysyn or player.guard or player.actionstate or player.powers[pw_nocontrol] > 0 or (player.isxmomentum and player.mo.state == S_PLAY_FACEPLANT) S_StartSound(player.mo, sfx_budead, player) return end for id,buddy in pairs(player.buddies) do if not (buddy.mo and buddy.mo.valid) S_StartSound(player.mo, sfx_budead, player) return //No swapping if any buddies aren't valid end end local id = #player.buddies local swap = -1 if player.buddynexttapping id = 1 swap = 1 end player.buddyskinswap = player.buddies[id].skin player.buddycolorswap = player.buddies[id].skincolor P_ResetPlayer(player) player.pflags = $|PF_FULLSTASIS player.powers[pw_carry] = 36 player.mo.state = S_PLAY_FALL while id <= #player.buddies and id > 0 local switchid = id+swap local buddy = player.buddies[id] local newbuddy = player.buddies[switchid] if buddy != nil if buddy.overlay and buddy.overlay.valid buddy.overlay.state = S_NULL end buddy.mo.state = S_PLAY_STND if switchid > #player.buddies or switchid <= 0 //The buddy that's switching to you buddy.mo.angle = player.drawangle buddy.skin = player.mo.skin buddy.skincolor = player.skincolor buddy.nickname = skins[player.mo.skin].realname or "Dummy" P_TeleportMove(buddy.mo, player.mo.x, player.mo.y, player.mo.z) if twodlevel or player.mo.flags2 & MF2_TWOD buddy.mo.flags2 = $|MF2_TWOD else buddy.mo.flags2 = $&~MF2_TWOD end buddy.mo.flags2 = ($&~MF2_OBJECTFLIP)|(player.mo.flags2&MF2_OBJECTFLIP) buddy.mo.eflags = ($&~MFE_VERTICALFLIP)|(player.mo.eflags&MFE_VERTICALFLIP) buddy.mo.momx = player.mo.momx buddy.mo.momy = player.mo.momy P_Thrust(buddy.mo, player.drawangle, min(-5*player.mo.scale,FixedMul(player.speed/-2,player.mo.scale))) buddy.mo.momz = player.mo.momz else //All the other buddies buddy.mo.angle = newbuddy.mo.angle buddy.skin = newbuddy.skin buddy.skincolor = newbuddy.skincolor buddy.nickname = newbuddy.nickname P_TeleportMove(buddy.mo, newbuddy.mo.x, newbuddy.mo.y, newbuddy.mo.z) if twodlevel or newbuddy.mo.flags2 & MF2_TWOD buddy.mo.flags2 = $|MF2_TWOD else buddy.mo.flags2 = $&~MF2_TWOD end buddy.mo.flags2 = ($&~MF2_OBJECTFLIP)|(newbuddy.mo.flags2&MF2_OBJECTFLIP) buddy.mo.eflags = ($&~MFE_VERTICALFLIP)|(newbuddy.mo.eflags&MFE_VERTICALFLIP) buddy.mo.momx = newbuddy.mo.momx buddy.mo.momy = newbuddy.mo.momy P_Thrust(buddy.mo, newbuddy.mo.angle, min(-5*newbuddy.mo.scale,FixedMul(newbuddy.speed/-2,newbuddy.mo.scale))) buddy.mo.momz = newbuddy.mo.momz end P_ResetBuddy(buddy, true) buddy.mo.state = S_PLAY_FALL end id = $+swap end S_StartSound(player.mo, sfx_budswp) if player.buddyskinswap == "modernsonic" and player.voices == 3 S_StartSound(player.mo, sfx_modswp) end end end) // buddy movement ex rawset(_G, "P_BuddyMovementEX", function(buddy, cmd) //2D mode correction if buddy.mo.flags2&MF2_TWOD local forward = cmd.forwardmove local side = cmd.sidemove cmd.forwardmove = abs(side) cmd.sidemove = forward if buddy.flyangle != nil and forward buddy.mo.angle = buddy.owner.drawangle end end //Dashmode garbage if (buddy.charflags & SF_DASHMODE) local prevdashmode = buddy.dashmode local totallyradical = buddy.speed >= FixedMul(buddy.runspeed, buddy.mo.scale) local floating = (buddy.secondjump == 1) if ((totallyradical and not floating) or (buddy.pflags & PF_STARTDASH)) if (buddy.dashmode < DASHMODE_MAX) buddy.dashmode = $+1 // Counter. Adds 1 to dash mode per tic in top speed. end if (buddy.dashmode == DASHMODE_THRESHOLD) // This isn't in the ">=" equation because it'd cause the sound to play infinitely. S_StartSound(buddy.mo, (buddy.charflags & SF_MACHINE) and sfx_kc4d or sfx_cdfm40) // If the player enters dashmode, play this sound on the the tic it starts. end elseif ((not totallyradical or not floating) and not (buddy.pflags & PF_SPINNING)) if (buddy.dashmode > 3) buddy.dashmode = $-3 // Rather than lose it all, it gently counts back down! if ((buddy.dashmode+3) >= DASHMODE_THRESHOLD and buddy.dashmode < DASHMODE_THRESHOLD) S_StartSound(buddy.mo, sfx_kc65) buddy.mo.colorized = false buddy.mo.color = buddy.skincolor end else buddy.dashmode = 0 end end if (buddy.dashmode < DASHMODE_THRESHOLD) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair. if (prevdashmode >= DASHMODE_THRESHOLD) buddy.normalspeed = skins[buddy.skin].normalspeed // Reset to default if not capable of entering dash mode. buddy.jumpfactor = skins[buddy.skin].jumpfactor end else if (P_IsObjectOnGround(buddy.mo)) // Activate dash mode if we're on the ground. if (buddy.normalspeed < skins[buddy.skin].normalspeed*2) // If the player normalspeed is not currently at normalspeed*2 in dash mode, add speed each tic buddy.normalspeed = $+FRACUNIT/5 // Enter Dash Mode smoothly. end if (buddy.jumpfactor < FixedMul(skins[buddy.skin].jumpfactor, 5*FRACUNIT/4)) // Boost jump height. buddy.jumpfactor = $+FRACUNIT/300 end end //Effect that uses colorized if (leveltime/2) & 1 if (buddy.charflags & SF_MACHINE) buddy.mo.colorized = true buddy.mo.color = SKINCOLOR_KETCHUP else buddy.mo.colorized = true buddy.mo.color = buddy.skincolor end else buddy.mo.colorized = false buddy.mo.color = buddy.skincolor end end if (buddy.normalspeed >= skins[buddy.skin].normalspeed*2) local ghost = P_SpawnGhostMobj(buddy.mo) // Spawns afterimages ghost.fuse = 2 // Makes the images fade quickly if (ghost.tracer and ghost.tracer.valid) ghost.tracer.fuse = ghost.fuse end end elseif (buddy.dashmode) if (buddy.dashmode >= DASHMODE_THRESHOLD) // catch getting the flag! buddy.normalspeed = skins[buddy.skin].normalspeed buddy.jumpfactor = skins[buddy.skin].jumpfactor S_StartSound(buddy.mo, sfx_kc65) buddy.mo.colorized = false buddy.mo.color = buddy.skincolor end buddy.dashmode = 0 end //Gliding garbage if buddy.pflags&PF_GLIDING local mo = buddy.mo // seriously why isn't this at the top of the function hngngngng local glidespeed = buddy.actionspd local momx = mo.momx local momy = mo.momy local angle = R_PointToAngle2(0, 0, momx, momy) local moveangle = angle local swimming = false local in2d = mo.flags2 & MF2_TWOD or twodlevel if buddy.mo.eflags&MFE_UNDERWATER and not buddy.cc_thatstailsenabled //Screw P_GetPlayerControlDirection if buddy.mo.state != S_PLAY_SWIM buddy.mo.state = S_PLAY_SWIM end swimming = true elseif buddy.mo.state != S_PLAY_GLIDE buddy.mo.state = S_PLAY_GLIDE end if (buddy.mo.eflags & MFE_VERTICALFLIP) if (buddy.mo.momz > FixedMul(2*FRACUNIT, buddy.mo.scale)) buddy.mo.momz = $-FixedMul(3*(FRACUNIT/4), buddy.mo.scale) end elseif (buddy.mo.momz < FixedMul(-2*FRACUNIT, buddy.mo.scale)) buddy.mo.momz = $+FixedMul(3*(FRACUNIT/4), buddy.mo.scale) end // Strafing while gliding. if (swimming) angle = mo.angle + R_PointToAngle2(0, 0, cmd.forwardmove<>1) + buddy.glidetime*750, scale) else speed = FixedMul(glidespeed + buddy.glidetime*1500, scale) end P_InstaThrust(mo, angle, speed) elseif (swimming) local minspeed if (anglediff < 0) anglediff = InvAngle(InvAngle(anglediff) >> 3) anglediff = $-ANGLE_180*2 else anglediff = anglediff >> 3 end minspeed = FixedMul((glidespeed>>1) + buddy.glidetime*750, scale) // underwater-specific speed = FixedHypot(momx, momy) - abs(P_ReturnThrustY(mo, anglediff, mo.scale)) if (speed < minspeed) momx = $+P_ReturnThrustX(mo, angle, FixedMul(accelfactor, scale)) momy = $+P_ReturnThrustY(mo, angle, FixedMul(accelfactor, scale)) speed = FixedHypot(momx, momy) // recalculate speed end mo.momx = P_ReturnThrustX(mo, moveangle + anglediff, speed) mo.momy = P_ReturnThrustY(mo, moveangle + anglediff, speed) else local newMagnitude = R_PointToDist2(momx, momy, 0, 0) local oldMagnitude = newMagnitude if (mo.eflags & MFE_UNDERWATER) speed = FixedMul((glidespeed>>1) + buddy.glidetime*750, scale) else speed = FixedMul(glidespeed + buddy.glidetime*1500, scale) end P_Thrust(mo, angle, FixedMul(accelfactor, scale)) newMagnitude = R_PointToDist2(buddy.mo.momx, buddy.mo.momy, 0, 0) if (newMagnitude > speed) if (oldMagnitude > speed) if (newMagnitude > oldMagnitude) buddy.mo.momx = FixedMul(FixedDiv($, newMagnitude), oldMagnitude) buddy.mo.momy = FixedMul(FixedDiv($, newMagnitude), oldMagnitude) end else buddy.mo.momx = FixedMul(FixedDiv($, newMagnitude), speed) buddy.mo.momy = FixedMul(FixedDiv($, newMagnitude), speed) end end end end buddy.glidetime = $+1 if not (buddy.pflags & PF_JUMPDOWN) // If not holding the jump button buddy.pflags = 0 if P_IsObjectOnGround(mo) buddy.mo.state = S_PLAY_GLIDE_LANDING buddy.panim = PA_ABILITY S_StartSound(buddy.mo, sfx_s3k4c) buddy.pflags = $|PF_JUMPDOWN elseif (buddy.charflags & SF_MULTIABILITY) buddy.pflags = $|PF_JUMPED|PF_STARTJUMP buddy.mo.state = S_PLAY_JUMP buddy.panim = PA_JUMP else buddy.pflags = $|PF_THOKKED buddy.mo.momx = $/2 buddy.mo.momy = $/2 buddy.mo.state = S_PLAY_FALL buddy.panim = PA_FALL end end return end //Low movement cancelation if P_IsObjectOnGround(buddy.mo) and buddy.speed < buddy.mo.scale and not cmd.forwardmove and not cmd.sidemove buddy.mo.momx = 0 buddy.mo.momy = 0 end //Now for the actual script local acceleration = buddy.acceleration local accelstart = buddy.accelstart local dumb = accelstart + (FixedDiv(buddy.speed, buddy.mo.scale)>>FRACBITS) * acceleration local topspeed = buddy.normalspeed local thrustfactor = buddy.thrustfactor local forwardmove = cmd.forwardmove //Speed up when having speed shoes, or being in a super form if buddy.powers[pw_super] or buddy.powers[pw_sneakers] dumb = accelstart/2 + (FixedDiv(buddy.speed, buddy.mo.scale)>>FRACBITS) * acceleration/2 thrustfactor = $*2 topspeed = $*2 end //Slow down when underwater if buddy.mo.eflags & (MFE_UNDERWATER|MFE_GOOWATER) and not (buddy.pflags & PF_SLIDING) dumb = $*2/3 topspeed = $/2 end //Slow down when flying if buddy.powers[pw_tailsfly] topspeed = $/2 end //Forward movement if forwardmove != 0 local movepushforward = abs(forwardmove) * (thrustfactor * dumb) local mforward = 0 local mbackward = 0 //local dangle = R_PointToAngle2(0,0, buddy.mo.momx, buddy.mo.momy) - buddy.mo.angle //if buddy.flyangle != nil // dangle = R_PointToAngle2(0,0, buddy.mo.momx, buddy.mo.momy) - buddy.flyangle //end //if (dangle > ANGLE_180) //flip to keep to one side // dangle = InvAngle(dangle) //end // now use it to determine direction! //if (dangle <= ANGLE_45) // angles 0-45 or 315-360 // mforward = 1 // going forwards //elseif (dangle >= ANGLE_135) // angles 135-225 // mbackward = 1 // going backwards //end if buddy.pflags & PF_SPINNING //if (mforward and forwardmove > 0) //or (mbackward and forwardmove < 0) if (buddy.pflags & PF_STARTDASH) movepushforward = 0 elseif P_IsObjectOnGround(buddy.mo) movepushforward = $ >> 4 else movepushforward = $ >> 3 end elseif not P_IsObjectOnGround(buddy.mo) movepushforward = $ >> 2 end if forwardmove < 0 movepushforward = $*-1 end movepushforward = FixedMul(movepushforward, buddy.mo.scale) if buddy.flyangle != nil P_Thrust(buddy.mo, buddy.flyangle, movepushforward) else P_Thrust(buddy.mo, buddy.mo.angle, movepushforward) end end //Do the same thing again, but sideways forwardmove = cmd.sidemove //Forward movement if forwardmove != 0 local movepushforward = abs(forwardmove) * (thrustfactor * dumb) if buddy.pflags & PF_SPINNING if buddy.pflags & PF_STARTDASH movepushforward = 0 elseif P_IsObjectOnGround(buddy.mo) movepushforward = $ >> 4 else movepushforward = $ >> 3 end elseif not P_IsObjectOnGround(buddy.mo) movepushforward = $ >> 2 end if forwardmove < 0 movepushforward = $*-1 end movepushforward = FixedMul(movepushforward, buddy.mo.scale) if buddy.flyangle != nil P_Thrust(buddy.mo, buddy.flyangle-ANGLE_90, movepushforward) else P_Thrust(buddy.mo, buddy.mo.angle-ANGLE_90, movepushforward) end end local momdir = R_PointToAngle2(0,0, buddy.mo.momx, buddy.mo.momy) local newspeed = R_PointToDist2(0,0, buddy.mo.momx, buddy.mo.momy) if newspeed > FixedMul(topspeed, buddy.mo.scale) // Sonic's Speed if buddy.speed > topspeed P_InstaThrust(buddy.mo, momdir, buddy.speed) else P_InstaThrust(buddy.mo, momdir, FixedMul(topspeed, buddy.mo.scale)) end end end) // do hammer ability rawset(_G, "P_BuddyDoHammer", function(buddy) if P_IsObjectOnGround(buddy.mo) buddy.mo.z = $+P_MobjFlip(buddy.mo) P_SetObjectMomZ(buddy.mo, buddy.mindash, false) if (P_MobjFlip(buddy.mo)*buddy.mo.pmomz > 0) buddy.mo.momz = $ + buddy.mo.pmomz // Add the platform's momentum to your jump. else buddy.mo.pmomz = 0 end if (buddy.mo.eflags & MFE_UNDERWATER) buddy.mo.momz = $>>1 end if (buddy.speed < FixedMul(buddy.maxdash, buddy.mo.scale)) P_InstaThrust(buddy.mo, buddy.mo.angle, FixedMul(buddy.maxdash, buddy.mo.scale)) end buddy.mo.state = S_PLAY_MELEE S_StartSound(buddy.mo, sfx_s3k42) elseif buddy.pflags&PF_JUMPED and not (buddy.pflags&PF_THOKKED) or buddy.charflags&SF_MULTIABILITY buddy.pflags = $|PF_THOKKED S_StartSound(buddy.mo, sfx_s3k42) buddy.mo.frame = 0 buddy.mo.state = S_PLAY_TWINSPIN end end) //lmao copied yoshi code local EnemyLookDeluxe = function(player, distancemulti, span) if not (player.mo and player.mo.valid) return end local maxdist = FixedMul((RING_DIST*distancemulti), player.mo.scale) local thokmobj = P_SpawnMobjFromMobj(player.mo, 0,0,0, MT_THOK) thokmobj.radius = maxdist local closestmo = nil local closestdist = 0 searchBlockmap("objects", function(refmobj, mo) //Prevent targeting Battle's target dummy since we can target players anyways if (pcall(function() local v = _G["MT_TARGETDUMMY"] end, "MT_TARGETDUMMY") and mo.type == _G["MT_TARGETDUMMY"]) then return end local trash = R_PointToAngle2(player.mo.x, player.mo.y, mo.x, mo.y) if mo == player.mouthmobj or (mo.flags & MF_NOCLIPTHING) or mo.mouthed or mo.health <= 0 or mo == player.mo or mo.flags2 & MF2_FRET or not P_CheckSight(player.mo, mo) or ((twodlevel or player.mo.flags2 & MF2_TWOD) and abs(player.mo.y-mo.y) > player.mo.radius) or ((trash - player.mo.angle > span) or (trash - player.mo.angle < -1*span)) return end if mo.player //if mo.player.spectator return /*elseif G_GametypeHasTeams() and mo.player.ctfteam == player.ctfteam return elseif G_TagGametype() and (mo.player.pflags & PF_TAGIT) == (player.pflags & PF_TAGIT) return elseif G_PlatformGametype() and not (CBW_Battle and CBW_Battle.BattleGametype()) return end*/ elseif mo.flags & (MF_MONITOR)// and (G_RingSlingerGametype() or (CBW_Battle and CBW_Battle.BattleGametype())) return elseif (!((mo.flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) and (mo.flags & MF_SHOOTABLE))) == !(mo.flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag return // not a valid target end local zdist = (player.mo.z + player.mo.height/2) - (mo.z + mo.height/2) local dist = P_AproxDistance(player.mo.x-mo.x, player.mo.y-mo.y) if ((R_PointToAngle2(0, 0, dist, zdist) + span) > span*2) and ((R_PointToAngle2(0, 0, dist, -1*zdist) + span) > span*2) return // Don't home outside of desired angle! end dist = P_AproxDistance(dist, zdist) if (dist > maxdist) or (closestmo and dist > closestdist) return // out of range end closestmo = mo closestdist = dist end, thokmobj) P_RemoveMobj(thokmobj) return closestmo end rawset(_G, "P_BuddyDoJump", function(buddy, soundandstate) buddy.mo.momz = 39*(FRACUNIT/4) if (buddy.mo.eflags & MFE_UNDERWATER) buddy.mo.momz = FixedMul(buddy.mo.momz, FixedDiv(117*FRACUNIT, 200*FRACUNIT)) end P_SetObjectMomZ(buddy.mo, FixedMul(buddy.jumpfactor, buddy.mo.momz), false) if soundandstate != false if mariomode or (buddy.mo.skin != "yoshi" and buddy.mo.skin != "modernsonic") S_StartSound(buddy.mo,sfx_jump) elseif buddy.mo.skin == "modernsonic" if P_IsObjectOnGround(buddy.mo) S_StartSound(buddy.mo, sfx_mjump) end S_StartSound(buddy.mo, sfx_airspn) elseif not buddy.owner.yoshijump S_StartSound(buddy.mo, sfx_ysjump) elseif buddy.owner.yoshijump == 1 S_StartSound(buddy.mo, sfx_smwjmp) elseif P_RandomChance(FRACUNIT/2) S_StartSound(buddy.mo, sfx_ysjmp1) else S_StartSound(buddy.mo, sfx_ysjmp2) end buddy.mo.state = S_PLAY_JUMP if buddy.skin == "veph" buddy.mo.state = S_WATER_JUMP end buddy.panim = PA_JUMP end buddy.pflags = $|PF_JUMPED|PF_STARTJUMP buddy.powers[pw_tailsfly] = 0 buddy.fly1 = 0 end) // buddy jump and spin special rawset(_G, "P_BuddyJumpSpin", function(buddy, cmd) if P_IsObjectOnGround(buddy.mo) if buddy.pflags & PF_THOKKED buddy.pflags = $&~PF_THOKKED if buddy.panim == PA_FALL and buddy.charability == CA_GLIDEANDCLIMB buddy.mo.state = S_PLAY_GLIDE_LANDING buddy.panim = PA_ABILITY S_StartSound(buddy.mo, sfx_s3k4c) buddy.pflags = $|PF_JUMPDOWN return end end if buddy.pflags & PF_CANCARRY buddy.pflags = $&~PF_CANCARRY end if buddy.secondjump buddy.secondjump = 0 end end //Jump moves (JumpSpecial) if cmd.buttons & BT_JUMP //Jumping if P_IsObjectOnGround(buddy.mo) and not (buddy.pflags & PF_JUMPDOWN) P_BuddyDoJump(buddy) //AbilitySpecial elseif not (buddy.pflags & PF_JUMPDOWN) and (not (buddy.pflags&PF_THOKKED) or buddy.charflags&SF_MULTIABILITY) //Double Jump if buddy.charability == CA_DOUBLEJUMP if buddy.skin == "skip" P_BuddyDoJump(buddy, false) buddy.mo.state = S_PLAY_SKIPDOUBLEJUMP S_StartSound(buddy.mo,sfx_skpdbl) elseif buddy.skin == "pointy" P_BuddyDoJump(buddy, false) buddy.mo.state = S_POINTY_FLIP local in2d = twodlevel or buddy.mo.flags2 & MF2_TWOD P_InstaThrust(buddy.mo, buddy.mo.angle, FixedHypot(buddy.mo.momx, buddy.mo.momy)) // momentum reshift S_StartSound(buddy.mo, sfx_dbjump) CC_SpawnDustRing(buddy.mo, 6*buddy.mo.scale, 2*buddy.mo.scale) else P_BuddyDoJump(buddy) if buddy.skin == "bandages" buddy.mo.state = S_PLAY_BANDAGEFLIP end end buddy.secondjump = 1 //Fall Switch (since it's so freaking easy to code) elseif buddy.charability == CA_FALLSWITCH buddy.mo.momz = -$ if buddy.thokitem if buddy.thokitem == MT_GHOST P_SpawnGhostMobj(buddy.mo) else local thok = P_SpawnMobjFromMobj(buddy.mo, 0,0,0, buddy.thokitem) if thok and thok.valid thok.color = buddy.skincolor thok.skin = buddy.skin if thok.type == MT_THOK thok.frame = FF_TRANS70 thok.fuse = thok.tics end end end end //Thokking elseif buddy.charability == CA_THOK or buddy.charability == CA_HOMINGTHOK or buddy.charability == CA_JUMPTHOK // Catapult the player local actionspd = buddy.actionspd if (buddy.mo.eflags & MFE_UNDERWATER) actionspd = $ >> 1 end if buddy.charability == CA_JUMPTHOK P_BuddyDoJump(buddy, false) if buddy.skin == "milne" buddy.mo.state = S_PLAY_SPINDASH end end P_InstaThrust(buddy.mo, buddy.mo.angle, FixedMul(actionspd, buddy.mo.scale)) if (maptol & TOL_2D) buddy.mo.momx = $ / 2 buddy.mo.momy = $ / 2 end if buddy.charability == CA_HOMINGTHOK buddy.mo.momx = $ / 2 buddy.mo.momy = $ / 2 buddy.mo.state = S_PLAY_FALL buddy.pflags = $&~PF_JUMPED end S_StartSound(buddy.mo, sfx_thok) // Play the THOK sound if buddy.thokitem if buddy.thokitem == MT_GHOST P_SpawnGhostMobj(buddy.mo) else local thok = P_SpawnMobjFromMobj(buddy.mo, 0,0,0, buddy.thokitem) if thok and thok.valid thok.color = buddy.skincolor thok.skin = buddy.skin if thok.type == MT_THOK thok.frame = FF_TRANS70 thok.fuse = thok.tics end end end end //Flying elseif buddy.charability == CA_FLY and not buddy.powers[pw_tailsfly] buddy.mo.state = S_PLAY_FLY buddy.panim = PA_ABILITY buddy.powers[pw_tailsfly] = tailsflytics + 1 // Set the fly timer buddy.pflags = $&~(PF_JUMPED|PF_NOJUMPDAMAGE) //Gliding elseif buddy.charability == CA_GLIDEANDCLIMB local glidespeed = FixedMul(buddy.actionspd, buddy.mo.scale) local playerspeed = buddy.speed if (buddy.mo.eflags & MFE_UNDERWATER) glidespeed = $>>1 playerspeed = $*2/3 buddy.mo.momx = $*2/3 buddy.mo.momy = $*2/3 end buddy.pflags = $|PF_GLIDING buddy.glidetime = 0 buddy.mo.state = S_PLAY_GLIDE if (playerspeed < glidespeed) P_Thrust(buddy.mo, buddy.mo.angle, glidespeed - playerspeed) end //Floating elseif buddy.charability == CA_FLOAT or buddy.charability == CA_SLOWFALL if buddy.charflags & SF_DASHMODE and buddy.dashmode >= DASHMODE_THRESHOLD buddy.mo.state = S_PLAY_DASH elseif buddy.speed >= FixedMul(buddy.runspeed, buddy.mo.scale) buddy.mo.state = S_PLAY_FLOAT_RUN else buddy.mo.state = S_PLAY_FLOAT end buddy.pflags = $&~(PF_JUMPED|PF_NOJUMPDAMAGE) buddy.secondjump = 1 end buddy.pflags = $|PF_THOKKED&~PF_STARTDASH&~PF_SPINNING // If currently flying, give an ascend boost. elseif buddy.pflags & PF_THOKKED and buddy.charability == CA_FLY and buddy.powers[pw_tailsfly] buddy.fly1 = 20 // Slow down! if buddy.speed > FixedMul(8*FRACUNIT, buddy.mo.scale) and buddy.speed > FixedMul(buddy.normalspeed>>1, buddy.mo.scale) P_Thrust(buddy.mo, R_PointToAngle2(0,0,buddy.mo.momx,buddy.mo.momy), FixedMul(-4*FRACUNIT, buddy.mo.scale)) end end buddy.pflags = $|PF_JUMPDOWN if (buddy.secondjump == 1 and buddy.charability != CA_DOUBLEJUMP) local potentialmomz if (buddy.charability == CA_SLOWFALL) potentialmomz = -abs(P_GetMobjGravity(buddy.mo)*4) else potentialmomz = (buddy.speed < 10*buddy.mo.scale) and (buddy.speed - 10*buddy.mo.scale)/5 or 0 end if (P_MobjFlip(buddy.mo)*buddy.mo.momz < potentialmomz) buddy.mo.momz = P_MobjFlip(buddy.mo)*potentialmomz end buddy.pflags = $&~PF_SPINNING end else buddy.pflags = $&~PF_JUMPDOWN // Repeat abilities, but not double jump! if buddy.secondjump == 1 and buddy.charability != CA_DOUBLEJUMP and buddy.charability != CA_AIRDRILL and buddy.charability != CA_THOK if (buddy.charflags & SF_MULTIABILITY) buddy.pflags = $|PF_JUMPED|PF_NOJUMPDAMAGE buddy.secondjump = 0 else buddy.secondjump = 2 end buddy.mo.state = S_PLAY_FALL end end if buddy.pflags & PF_JUMPED and (P_MobjFlip(buddy.mo)*buddy.mo.momz > 0) and buddy.pflags & PF_STARTJUMP and not (cmd.buttons & BT_JUMP) buddy.mo.momz = $/2 buddy.pflags = $ &~PF_STARTJUMP elseif buddy.pflags & PF_STARTJUMP and not (buddy.pflags&PF_JUMPED) buddy.pflags = $ &~PF_STARTJUMP end // Spin moves (SpinSpecial) if (cmd.buttons & BT_USE) //Spinning and Spindashing if buddy.charability2 == CA2_SPINDASH and not (buddy.pflags & PF_USEDOWN) and P_IsObjectOnGround(buddy.mo) and not (buddy.pflags & PF_SPINNING) and buddy.mo.state != S_PLAY_PAIN if buddy.speed >= buddy.mo.scale*5 buddy.pflags = $1|PF_SPINNING buddy.mo.state = S_PLAY_ROLL S_StartSound(buddy.mo, sfx_spin) buddy.mo.momx = buddy.mo.target.momx buddy.mo.momy = buddy.mo.target.momy else buddy.mo.momx = 0 buddy.mo.momy = 0 buddy.dashspeed = buddy.mindash buddy.pflags = $|PF_STARTDASH|PF_SPINNING S_StartSound(buddy.mo, sfx_spndsh) end //Amy's Hammer elseif buddy.charability2 == CA2_MELEE and buddy.panim != PA_ABILITY and buddy.panim != PA_ABILITY2 and not (buddy.pflags & PF_USEDOWN) and buddy.mo.state != S_PLAY_PAIN P_BuddyDoHammer(buddy) elseif buddy.skin == "milne" S_StartSound(buddy.mo, sfx_crythr) local i = 0 while i < 3 local crystal = P_SPMAngle(buddy.mo, MT_THROWNCRYSTAL, buddy.mo.angle+(ANGLE_11hh/2)-((ANGLE_11hh/2)*i), 0, MF2_BOSSNOTRAP) if crystal and crystal.valid crystal.name = "crystal shards" if CBW_Battle and CBW_Battle.BattleGametype() and not (gametyperules>R_FRIENDLY) crystal.momx = $/2 crystal.momy = $/2 end end i = $+1 end local thok = P_SpawnMobjFromMobj(buddy.mo, P_ReturnThrustX(nil,buddy.mo.angle,FixedDiv(buddy.mo.radius,buddy.mo.scale)), P_ReturnThrustY(nil,buddy.mo.angle,FixedDiv(buddy.mo.radius,buddy.mo.scale)), FixedDiv(buddy.mo.height/3,buddy.mo.scale),MT_THOK) local ghost = P_SpawnGhostMobj(thok) P_KillMobj(thok) ghost.color = SKINCOLOR_SUPERPURPLE2 ghost.scale = $/8 ghost.destscale = $*8 ghost.scalespeed = $*2 ghost.momx = buddy.mo.momx*2/3 ghost.momy = buddy.mo.momy*2/3 ghost.momz = buddy.mo.momz buddy.mo.state = S_PLAY_FIRE buddy.mo.tics = 3 buddy.mo.momx = $/2 buddy.mo.momy = $/2 buddy.pflags = $&~PF_JUMPED&~PF_SPINNING&~PF_STARTDASH buddy.weapondelay = TICRATE/2 elseif buddy.charability2 == CA2_GUNSLINGER and not (buddy.pflags & PF_USEDOWN) if not buddy.mo.momz and P_IsObjectOnGround(buddy.mo) and not buddy.weapondelay and not (buddy.speed > FixedMul(10<>1 buddy.mo.momy = $>>1 buddy.weapondelay = TICRATE/2 if bullet and bullet.valid bullet.flags = $|MF_MISSILE&~MF_NOCLIP&~MF_PAIN&~MF_FIRE if not vallock bullet.flags = $&~MF_NOGRAVITY bullet.momx = $>>1 bullet.momy = $>>1 end if buddy.skin == "yoshi" bullet.color = buddy.skincolor elseif buddy.skin == "silver" bullet.height = FRACUNIT*84 bullet.radius = FRACUNIT*24 if buddy.owner and buddy.owner.valid bullet.color = silv_auracolor(buddy.owner) else bullet.color = SKINCOLOR_AQUA end if P_RandomRange(0, 1) == 1 bullet.state = S_PSYCUT2 bullet.height = FRACUNIT*24 bullet.radius = FRACUNIT*42 end elseif buddy.skin == "derp" local angle = buddy.mo.angle local mo = buddy.mo local x = P_ReturnThrustX(mo, angle, 11*mo.scale) + P_ReturnThrustX(mo, angle - ANGLE_90, 15*mo.scale) local y = P_ReturnThrustY(mo, angle, 11*mo.scale) + P_ReturnThrustY(mo, angle - ANGLE_90, 15*mo.scale) S_StartSound(mo, sfx_s3k4a) bullet.target = mo bullet.skin = mo.skin bullet.state = $ bullet.color = mo.color bullet.angle = angle - ANGLE_90 P_TryMove(bullet, mo.x + x, mo.y + y, true) bullet.z = buddy.mo.z bullet.fuse = TICRATE*3 buddy.ear = bullet buddy.weapondelay = 2 if vallock bullet.tracer = lockon end else P_ColorTeamMissile(bullet, buddy.owner) end end end end buddy.pflags = $|PF_USEDOWN else buddy.pflags = $&~PF_USEDOWN end //Spindash (I am very thankful for SRB2 Sonic) if buddy.pflags&PF_STARTDASH buddy.mo.height = FixedMul(buddy.spinheight, buddy.mo.scale) if buddy.cmd.buttons & BT_USE and buddy.speed < 5*buddy.mo.scale and P_IsObjectOnGround(buddy.mo) and buddy.pflags & PF_SPINNING local chargecalculation = (6*(buddy.dashspeed - (buddy.mindash)))/((buddy.maxdash) - (buddy.mindash)) buddy.dashspeed = min(max($+FRACUNIT, buddy.mindash), buddy.maxdash) local soundcalculation = (6*(buddy.dashspeed - (buddy.mindash)))/((buddy.maxdash) - (buddy.mindash)) if not buddy.spectator and soundcalculation != chargecalculation S_StartSound(buddy.mo, sfx_spndsh) end local i = 0 while i <= (leveltime%7)/2 // 1, 2, 3 or 4 particles local particle if buddy.mo.eflags & (MFE_TOUCHWATER|MFE_UNDERWATER) // overrides fire version particle = P_SpawnMobj(buddy.mo.x, buddy.mo.y, buddy.mo.z, MT_SMALLBUBBLE) else particle = P_SpawnMobj(buddy.mo.x, buddy.mo.y, buddy.mo.z, MT_SPINDUST) end particle.target = buddy.mo particle.destscale = (2*buddy.mo.scale)/3 P_SetScale(particle, particle.destscale) if (buddy.mo.eflags & MFE_VERTICALFLIP) // readjust z position if needed particle.z = buddy.mo.z + buddy.mo.height - particle.height end local prandom = {} prandom[0] = P_RandomFixed()<<2 // P_RandomByte()<<10 prandom[1] = P_RandomRange(-30, 30) // P_RandomRange(-ANG30/FRACUNIT, ANG30/FRACUNIT)*FRACUNIT prandom[2] = P_RandomFixed()<<3 // P_RandomByte()<<11 P_SetObjectMomZ(particle, buddy.dashspeed/50 + prandom[0], false) P_InstaThrust(particle, buddy.mo.angle + (prandom[1]*ANG1), -FixedMul(buddy.dashspeed/12 + FRACUNIT + prandom[2], buddy.mo.scale)) P_TryMove(particle, particle.x+particle.momx, particle.y+particle.momy, true) i = $+1 end elseif buddy.pflags&PF_JUMPED buddy.pflags = $&~PF_SPINNING&~PF_STARTDASH else if P_IsObjectOnGround(buddy.mo) and buddy.speed < 5*buddy.mo.scale P_InstaThrust(buddy.mo, buddy.mo.target.angle, FixedMul(buddy.dashspeed, buddy.mo.scale)) S_StartSound(buddy.mo, sfx_zoom) end buddy.pflags = $|PF_SPINNING&~PF_STARTDASH end //Spin Cancelation, Trail and Physics elseif buddy.pflags & PF_SPINNING buddy.mo.height = FixedMul(buddy.spinheight, buddy.mo.scale) if buddy.speed < buddy.mo.scale*2 or buddy.pflags&PF_JUMPED buddy.pflags = $1 & ~PF_SPINNING buddy.cmd.buttons = $1 & ~BT_USE else if buddy.spinitem and not (buddy.pflags & PF_JUMPED) and P_AproxDistance(buddy.speed, buddy.mo.momz) > FixedMul(15< -FixedMul(5*actionspd, buddy.mo.scale)) if (buddy.fly1 > 2) buddy.fly1 = 2 end P_SetObjectMomZ(buddy.mo, -actionspd/2, true) end end buddy.powers[pw_tailsfly] = $-1 else // Tails-gets-tired Stuff if buddy.panim == PA_ABILITY and buddy.mo.state != S_PLAY_FLY_TIRED and buddy.mo.state != S_PLAY_GLIDE_LANDING buddy.mo.state = S_PLAY_FLY_TIRED end if (buddy.charability == CA_FLY and (leveltime % 10 == 0) and buddy.mo.state == S_PLAY_FLY_TIRED and (buddy.pflags & PF_CANCARRY) and not (buddy.mo.eflags & MFE_UNDERWATER)) S_StartSound(buddy.mo, sfx_pudpud) end end end end) // buddy animations rawset(_G, "P_BuddyAnims", function(buddy, cmd) local runspd = FixedMul(buddy.runspeed, buddy.mo.scale) if (buddy.powers[pw_flashing]) and (leveltime & 2 == 0) and buddy.mo.state != S_PLAY_PAIN then buddy.mo.flags2 = $1|MF2_DONTDRAW else buddy.mo.flags2 = $1 & ~MF2_DONTDRAW end if buddy.panim == PA_ABILITY or buddy.panim == PA_ABILITY2 if buddy.mo.state == S_PLAY_GLIDE_LANDING return end if buddy.charability == CA_FLY and buddy.panim == PA_ABILITY if P_IsObjectOnGround(buddy.mo) buddy.mo.state = S_PLAY_WALK buddy.panim = PA_WALK buddy.powers[pw_tailsfly] = 0 else buddy.mo.momz = $-P_GetMobjGravity(buddy.mo)*2/3 end end //Amy floor break if buddy.charability2 == CA2_MELEE or buddy.charability == CA_TWINSPIN and buddy.mo.subsector and buddy.mo.subsector.valid and buddy.mo.subsector.sector and buddy.mo.subsector.sector.valid for fof in buddy.mo.subsector.sector.ffloors() if not (fof.flags & FF_EXISTS) continue end -- Does it exist? if not (fof.flags & FF_BUSTUP) continue end -- Is it bustable? if buddy.mo.z + buddy.mo.momz + buddy.mo.height < fof.bottomheight continue end -- Are we too low? if buddy.mo.z + buddy.mo.momz > fof.topheight continue end -- Are we too high? EV_CrumbleChain(fof) -- Crumble end end //Amy hammer landing if P_IsObjectOnGround(buddy.mo) and buddy.charability2 == CA2_MELEE and buddy.mo.state != S_PLAY_MELEE_LANDING local type = buddy.revitem buddy.mo.state = S_PLAY_MELEE_LANDING //if buddy.mo.movefactor == FRACUNIT // buddy.mo.tics = (TICRATE/2)>>FRACBITS //else // buddy.mo.tics = FixedDiv(35<<(FRACBITS-1), FixedSqrt(buddy.mo.movefactor))>>FRACBITS //end S_StartSound(buddy.mo, sfx_s3k8b) // hearticles if (type) local i = 0 local throwang = -(2*ANG30) local xo = P_ReturnThrustX(buddy.mo, buddy.mo.angle, 16*buddy.mo.scale) local yo = P_ReturnThrustY(buddy.mo, buddy.mo.angle, 16*buddy.mo.scale) local zo = 6*buddy.mo.scale local mu = FixedMul(buddy.maxdash, buddy.mo.scale) local mu2 = FixedHypot(buddy.mo.momx, buddy.mo.momy) local missile = nil if (mu2 < mu) mu2 = mu end local ev = (50*FRACUNIT - (mu/25))/50 while (i < 5) missile = P_SpawnMobjFromMobj(buddy.mo, xo, yo, zo, type) missile.target = buddy.mo missile.angle = throwang + buddy.mo.angle P_Thrust(missile, buddy.mo.angle + ANGLE_90, P_ReturnThrustY(missile, throwang, mu)) // side to side component P_Thrust(missile, buddy.mo.angle, mu2) // forward component P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true) missile.momz = $ + buddy.mo.pmomz missile.fuse = TICRATE/2 missile.extravalue2 = ev i = $+1 throwang = $+ANG30 end if (mobjinfo[type].seesound and missile) S_StartSound(missile, missile.info.seesound) end end end return end if buddy.panim == PA_DASH and buddy.dashmode < DASHMODE_THRESHOLD buddy.mo.state = buddy.secondjump == 1 and S_PLAY_FLOAT_RUN or S_PLAY_RUN elseif buddy.panim == PA_RUN and buddy.dashmode >= DASHMODE_THRESHOLD buddy.mo.state = S_PLAY_DASH end if (cmd.forwardmove != 0 or cmd.sidemove != 0) if not P_IsObjectOnGround(buddy.mo) and buddy.secondjump == 1 and buddy.panim == PA_WALK and buddy.speed >= runspd buddy.mo.state = S_PLAY_FLOAT_RUN elseif not (buddy.pflags & PF_JUMPED) then // If the player is moving fast enough, // break into a run! if (buddy.speed >= runspd and buddy.panim == PA_WALK and not buddy.skidtime and (P_IsObjectOnGround(buddy.mo) or buddy.powers[pw_super]) ) then buddy.mo.state = S_PLAY_RUN // Otherwise, just walk. elseif ((buddy.mo.momx or buddy.mo.momy) and buddy.panim == PA_IDLE) then buddy.mo.state = S_PLAY_WALK end end end // If your running animation is playing, and you're // going too slow, switch back to the walking frames. if (buddy.panim == PA_RUN and buddy.speed < runspd) then if buddy.secondjump == 1 buddy.mo.state = S_PLAY_FLOAT else buddy.mo.state = S_PLAY_WALK end end // Spinning if (buddy.pflags & PF_SPINNING) if buddy.pflags & PF_STARTDASH if buddy.mo.state != S_PLAY_SPINDASH buddy.mo.state = S_PLAY_SPINDASH end elseif buddy.mo.state != S_PLAY_ROLL then buddy.mo.state = S_PLAY_ROLL end end // If springing, but travelling DOWNWARDS, change back! if (buddy.mo.state == S_PLAY_SPRING or buddy.mo.state == S_PLAY_JUMP and buddy.charflags&SF_NOJUMPSPIN) and (buddy.mo.momz < 0) then buddy.mo.state = S_PLAY_FALL // If springing or falling but on the ground, change back! elseif P_IsObjectOnGround(buddy.mo) and (buddy.mo.state == S_PLAY_SPRING or buddy.mo.state == S_PLAY_JUMP or buddy.panim == PA_FALL ) and (not (buddy.pflags & PF_SPINNING)) and (not buddy.mo.momz) then buddy.mo.state = S_PLAY_STND end // I touched the ground and am still rolling, stop doing this shit! if (not buddy.mo.momz) and (buddy.panim == PA_ROLL) and not (buddy.pflags & PF_SPINNING) then buddy.mo.state = S_PLAY_WALK end // If you are stopped and are still walking, stand still! if (not buddy.mo.momx) and (not buddy.mo.momy) and (not buddy.mo.momz) and P_IsObjectOnGround(buddy.mo) and (not (buddy.pflags & PF_SPINNING)) and (buddy.panim == PA_WALK or buddy.panim == PA_ROLL) then buddy.mo.state = S_PLAY_STND end //Do a flip! if buddy.skin == "bandages" and (buddy.mo.state == S_PLAY_JUMP or buddy.mo.state == S_PLAY_SPRING) and buddy.mo.momz*P_MobjFlip(buddy.mo) <= P_GetMobjGravity(buddy.mo)*-8*P_MobjFlip(buddy.mo) buddy.mo.state = S_PLAY_BANDAGEFLIP end end) // buddy panims rawset(_G, "P_BuddyPanim", function(buddy) // Set animation state // The pflags version of this was just as convoluted. local state = buddy.mo.state if state == S_PLAY_STND or state == S_PLAY_WAIT or state == S_PLAY_EDGE or state == S_PLAY_RIDE buddy.panim = PA_IDLE elseif state == S_PLAY_WALK or state == S_PLAY_FLOAT buddy.panim = PA_WALK elseif state == S_PLAY_RUN or state == S_PLAY_FLOAT_RUN buddy.panim = PA_RUN elseif state == S_PLAY_DASH buddy.panim = PA_DASH elseif state == S_PLAY_PAIN buddy.panim = PA_PAIN elseif state == S_PLAY_ROLL buddy.panim = PA_ROLL elseif state == S_PLAY_JUMP buddy.panim = PA_JUMP elseif state == S_PLAY_SPRING buddy.panim = PA_SPRING elseif state == S_PLAY_FALL buddy.panim = PA_FALL elseif state == S_PLAY_FLY or state == S_PLAY_SWIM or state == S_PLAY_FLY_TIRED or state == S_PLAY_TWINSPIN or state == S_PLAY_GLIDE or state == S_PLAY_GLIDE_LANDING or state == S_PLAY_BOUNCE or state == S_PLAY_BOUNCE_LANDING or state == S_FLUFFY_CARRY buddy.panim = PA_ABILITY elseif state == S_PLAY_MELEE or state == S_PLAY_MELEE_FINISH or state == S_PLAY_MELEE_LANDING or state == S_PLAY_FIRE or state == S_PLAY_FIRE_FINISH buddy.panim = PA_ABILITY2 elseif state == S_PLAY_RIDE buddy.panim = PA_RIDE else buddy.panim = PA_ETC end end) // What a pain in the butt rawset(_G, "P_BuddyFollowMobj", function(buddy) if not (buddy.followmobj and buddy.followmobj.valid) return end //P_DoTailsOverlay if buddy.followmobj.type == MT_TAILSOVERLAY // c: // init... local tails = buddy.followmobj local smilesonground = P_IsObjectOnGround(buddy.mo) local horizangle = buddy.mo.angle local zoffs = 0 local backwards = -1*FRACUNIT local doswim = (buddy.panim == PA_ABILITY and (buddy.mo.eflags & MFE_UNDERWATER)) local doroll = (buddy.panim == PA_ROLL or (buddy.panim == PA_JUMP and not (buddy.charflags & SF_NOJUMPSPIN)) or doswim) local rollangle local panimchange local ticnum = 0 local chosenstate if not tails.skin tails.skin = buddy.mo.skin tails.state = S_TAILSOVERLAY_STAND tails.movecount = -1 end panimchange = (tails.movecount != buddy.panim) // initial position... if (doroll) local testval, zdist if (buddy.speed < FRACUNIT) testval = FRACUNIT else testval = (FixedMul(buddy.speed, cos(horizangle - R_PointToAngle2(0, 0, buddy.mo.momx, buddy.mo.momy)))) if (testval < FRACUNIT) testval = FRACUNIT end end if (doswim) zdist = buddy.mo.momz<<1 elseif (smilesonground and not buddy.mo.reactiontime) zdist = (buddy.mo.z - tails.threshold) else zdist = buddy.mo.momz end rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(buddy.mo)*zdist) if (not doswim) zoffs = 3*FRACUNIT + 12*sin(rollangle) backwards = -12*cos(rollangle) end elseif (buddy.panim == PA_RUN) backwards = -5*FRACUNIT elseif (buddy.panim == PA_SPRING or buddy.panim == PA_JUMP) zoffs = $ + 4*FRACUNIT backwards = $ / 2 elseif (buddy.panim == PA_PAIN) backwards = $ / 16 elseif (buddy.mo.state == S_PLAY_GASP) backwards = $ / 16 zoffs = $ + 12*FRACUNIT elseif (buddy.mo.state == S_PLAY_EDGE) backwards = $ / 16 zoffs = 3*FRACUNIT elseif (buddy.panim == PA_ABILITY2) zoffs = -7*FRACUNIT backwards = -9*FRACUNIT elseif (buddy.panim == PA_ABILITY) backwards = -5*FRACUNIT end // sprite... if (doroll) local add = ((rollangle < 0) and 2 or 0) if (add) rollangle = InvAngle(rollangle) end rollangle = $ + ANG15 // modify the thresholds to be nice clean numbers if (rollangle > ANG60 or rollangle < 0) chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add elseif (rollangle > ANG30 or rollangle < 0) chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add else chosenstate = S_TAILSOVERLAY_0DEGREES end elseif (buddy.panim == PA_SPRING or buddy.panim == PA_JUMP) chosenstate = S_TAILSOVERLAY_MINUS60DEGREES elseif (buddy.panim == PA_FALL or buddy.mo.state == S_PLAY_RIDE) chosenstate = S_TAILSOVERLAY_PLUS60DEGREES elseif (buddy.panim == PA_PAIN) chosenstate = S_TAILSOVERLAY_PAIN elseif (buddy.mo.state == S_PLAY_GASP) chosenstate = S_TAILSOVERLAY_GASP elseif (buddy.mo.state == S_PLAY_EDGE) chosenstate = S_TAILSOVERLAY_EDGE elseif (buddy.panim == PA_RUN) chosenstate = S_TAILSOVERLAY_RUN elseif (buddy.panim == PA_WALK) if (not smilesonground or buddy.mo.state == S_PLAY_SKID) chosenstate = S_TAILSOVERLAY_PLUS30DEGREES elseif (buddy.speed >= FixedMul(buddy.runspeed/2, buddy.mo.scale)) chosenstate = S_TAILSOVERLAY_0DEGREES else chosenstate = S_TAILSOVERLAY_MINUS30DEGREES end elseif (buddy.mo.sprite2 == SPR2_FLY) chosenstate = S_TAILSOVERLAY_FLY elseif (buddy.mo.sprite2 == SPR2_SWIM) chosenstate = S_TAILSOVERLAY_FLY elseif (buddy.mo.sprite2 == SPR2_TIRE) chosenstate = S_TAILSOVERLAY_TIRE elseif (buddy.panim == PA_ABILITY2) chosenstate = S_TAILSOVERLAY_PLUS30DEGREES elseif (buddy.panim == PA_IDLE) chosenstate = S_TAILSOVERLAY_STAND else chosenstate = S_INVISIBLE end // state... if (panimchange) tails.sprite2 = -1 tails.state = chosenstate elseif (tails.state != chosenstate) //if (states[chosenstate].sprite == SPR_PLAY) // tails.sprite2 = P_GetSkinSprite2((tails.skin), (states[chosenstate].frame & FF_FRAMEMASK), player) //end tails.state = chosenstate end // animation... if (buddy.panim == PA_SPRING or buddy.panim == PA_FALL or buddy.mo.state == S_PLAY_RIDE) if (FixedDiv(abs(buddy.mo.momz), buddy.mo.scale) < 20< ticnum) tails.tics = ticnum end // final handling... tails.color = buddy.mo.color tails.threshold = buddy.mo.z tails.movecount = buddy.panim tails.angle = horizangle P_SetScale(tails, buddy.mo.scale) tails.destscale = buddy.mo.destscale tails.radius = buddy.mo.radius tails.height = buddy.mo.height zoffs = FixedMul(zoffs, tails.scale) if (buddy.mo.eflags & MFE_VERTICALFLIP) tails.eflags = $ | MFE_VERTICALFLIP tails.flags2 = $ | MF2_OBJECTFLIP zoffs = buddy.mo.height - tails.height - zoffs else tails.eflags = $ & ~MFE_VERTICALFLIP tails.flags2 = $ & ~MF2_OBJECTFLIP end P_TeleportMove(tails, buddy.mo.x + P_ReturnThrustX(tails, tails.angle, FixedMul(backwards, tails.scale)), buddy.mo.y + P_ReturnThrustY(tails, tails.angle, FixedMul(backwards, tails.scale)), buddy.mo.z + zoffs) //P_DoMetalJetFume elseif buddy.followmobj.type == MT_METALJETFUME local FUME_SKINCOLORS = { SKINCOLOR_ICY, SKINCOLOR_SKY, SKINCOLOR_CYAN, SKINCOLOR_WAVE, SKINCOLOR_TEAL, SKINCOLOR_AQUA, SKINCOLOR_SEAFOAM, SKINCOLOR_MINT, SKINCOLOR_PERIDOT, SKINCOLOR_LIME, SKINCOLOR_YELLOW, SKINCOLOR_SANDY, SKINCOLOR_GOLD, SKINCOLOR_APRICOT, SKINCOLOR_SUNSET } local fume = buddy.followmobj local mo = buddy.mo local angle = buddy.mo.angle local dist local panim = buddy.panim local dashmode = buddy.dashmode local underwater = mo.eflags & MFE_UNDERWATER local stat = fume.state if (panim != PA_WALK and panim != PA_RUN and panim != PA_DASH) // turn invisible when not in a coherent movement state if (stat != fume.info.spawnstate) fume.state = fume.info.spawnstate end return end if (underwater) // No fume underwater spawn bubbles instead! fume.movedir = $ + FixedAngle(FixedDiv(2 * buddy.speed, 3 * mo.scale)) fume.movefactor = $ + buddy.speed if (fume.movefactor > FixedDiv(2 * buddy.normalspeed, 3 * mo.scale)) local radiusV = 4*FRACUNIT local radiusX = P_ReturnThrustX(mo, angle, -mo.radius) local radiusY = P_ReturnThrustY(mo, angle, -mo.radius) if panim == PA_WALK radiusX = $*2/3 radiusY = $*2/3 end local factorX = P_ReturnThrustX(mo, angle + ANGLE_90, mo.scale) local factorY = P_ReturnThrustY(mo, angle + ANGLE_90, mo.scale) local i = -1 while i < 2 local offsetH = i*P_ReturnThrustX(fume, fume.movedir, radiusV) local offsetV = i*P_ReturnThrustY(fume, fume.movedir, radiusV) local x = mo.x + radiusX + FixedMul(offsetH, factorX) local y = mo.y + radiusY + FixedMul(offsetH, factorY) local z = mo.z + (mo.height >> 1) + offsetV P_SpawnMobj(x, y, z, MT_SMALLBUBBLE)//.scale = mo.scale >> 1 i = $ + 2 end fume.movefactor = 0 end if (panim == PA_WALK) if (stat != fume.info.spawnstate) fume.threshold = 0 fume.state = fume.info.spawnstate end return end end if (stat == fume.info.spawnstate) // If currently inivisble, activate! stat = fume.info.seestate fume.state = stat P_SetScale(fume, mo.scale) end if (dashmode > DASHMODE_THRESHOLD and stat != fume.info.seestate) // If in dashmode, grow really big and flash fume.destscale = mo.scale if leveltime%2 fume.flags2 = $ | MF2_DONTDRAW else fume.flags2 = $ &~ MF2_DONTDRAW end else // Otherwise, pick a size and color depending on speed and proximity to dashmode if (dashmode == DASHMODE_THRESHOLD and dashmode > fume.movecount) // If just about to enter dashmode, play the startup animation again stat = fume.info.seestate fume.state = stat P_SetScale(fume, mo.scale << 1) end fume.flags2 = (fume.flags2 & ~MF2_DONTDRAW) | (mo.flags2 & MF2_DONTDRAW) fume.destscale = (mo.scale + FixedDiv(buddy.speed, buddy.normalspeed)) / (underwater and 6 or 3) local color = FUME_SKINCOLORS[(dashmode * #FUME_SKINCOLORS) / (3*TICRATE + 1)] if color fume.color = color end if (underwater) fume.frame = (fume.frame & FF_FRAMEMASK) | FF_ANIMATE | (P_RandomRange(0, 9) * FF_TRANS10) fume.threshold = 1 elseif (fume.threshold) fume.frame = (fume.frame & FF_FRAMEMASK) | (fume.state.frame) fume.threshold = 0 end end fume.movecount = dashmode // keeps track of previous dashmode value so we know whether Metal is entering or leaving it fume.eflags = (fume.flags2 & ~MF2_OBJECTFLIP) | (mo.flags2 & MF2_OBJECTFLIP) // Make sure to flip in reverse gravity! fume.eflags = (fume.eflags & ~MFE_VERTICALFLIP) | (mo.eflags & MFE_VERTICALFLIP) // Make sure to flip in reverse gravity! // Finally, set its position dist = -mo.radius - FixedMul(fume.info.radius, fume.destscale - mo.scale/3) P_TeleportMove(fume, mo.x + P_ReturnThrustX(fume, angle, dist), mo.y + P_ReturnThrustY(fume, angle, dist), mo.z + ((mo.height - fume.height) >> 1)) // If dashmode is high enough, spawn a trail if (buddy.normalspeed >= skins[buddy.skin].normalspeed*2) P_SpawnGhostMobj(fume) end else //Derp's ear if skins["derp"] and skins["derp"].valid and DERP_EAR_FRAMES != nil and buddy.followmobj.type == skins["derp"].followitem local ear = buddy.followmobj local mo = buddy.mo local info = ear.info if not (ear.flags2 & MF2_DONTRESPAWN) ear.flags2 = $ | MF2_DONTRESPAWN ear.skin = mo.skin ear.sprite = SPR_PLAY ear.sprite2 = SPR2_TAL8 end local frame = DERP_EAR_FRAMES[mo.sprite2] frame = $ and $[mo.frame & FF_FRAMEMASK] or nil if frame == nil or (buddy.ear and buddy.ear.valid) or mo.sprite ~= SPR_PLAY or mo.issucked // kirby support ear.frame = 0 else ear.frame = frame | (mo.frame & ~FF_FRAMEMASK) ear.flags2 = mo.flags2 ear.eflags = mo.eflags ear.color = mo.color ear.rollangle = mo.rollangle end end A_CapeChase(buddy.followmobj, 1, 0) end end) //They can't drown so what gives!? rawset(_G, "P_BuddySpawnBubbles", function(buddy) if not (buddy.mo.eflags & MFE_UNDERWATER) or buddy.charflags & SF_MACHINE return end local x = buddy.mo.x local y = buddy.mo.y local z = buddy.mo.z local bubble if (buddy.mo.eflags & MFE_VERTICALFLIP) z = $ + buddy.mo.height - FixedDiv(buddy.mo.height,5*(FRACUNIT/4)) else z = $ + FixedDiv(buddy.mo.height,5*(FRACUNIT/4)) end if (P_RandomChance(FRACUNIT/16)) bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE) elseif (P_RandomChance(3*FRACUNIT/256)) bubble = P_SpawnMobj(x, y, z, MT_MEDIUMBUBBLE) end if (bubble) bubble.threshold = 42 bubble.scale = buddy.mo.scale end // Tails stirs up the water while flying in it if (buddy.powers[pw_tailsfly] and (leveltime & 1) and buddy.charability != CA_SWIM) local radius = buddy.mo.radius local fa = FixedAngle((leveltime%11)*32*FRACUNIT) local stirwaterx = FixedMul(cos(fa),radius) local stirwatery = FixedMul(sin(fa),radius) local stirwaterz if (buddy.mo.eflags & MFE_VERTICALFLIP) stirwaterz = buddy.mo.z + buddy.mo.height - (4<= topheight or (buddy.mo.z + buddy.mo.height) <= bottomheight) continue end else // Water and DEATH FOG!!! heh if (buddy.mo.z > topheight or (buddy.mo.z + buddy.mo.height) < bottomheight) continue end end // This FOF has the special we're looking for! return rover.master.frontsector end end) // buddy think rawset(_G, "P_BuddyThinker", function(mo) local buddy = mo.self if not (buddy and buddy.id) or not (buddy.owner and buddy.owner.valid) buddy = nil mo.self = nil P_RemoveMobj(mo) return end if buddy.owner.mo and buddy.owner.mo.valid buddy.mo.target = buddy.owner.mo buddy.mo.scale = buddy.mo.target.scale end buddy.speed = R_PointToDist2(0,0, buddy.mo.momx, buddy.mo.momy) buddy.cmomx, buddy.cmomy = 0,0 buddy.rmomx, buddy.rmomy = buddy.mo.momx, buddy.mo.momy buddy.drawangle = buddy.mo.angle buddy.cmd.angleturn = buddy.mo.angle >> 16 if buddy.weapondelay buddy.weapondelay = $-1 end buddy.cc_thatstailsenabled = buddy.owner.cc_thatstailsenabled //buddy.mo.movefactor = FixedDiv(29*FRACUNIT/32, buddy.mo.friction) //if (buddy.mo.movefactor < FRACUNIT) // buddy.mo.movefactor = 8*$ - 7*FRACUNIT //else // buddy.mo.movefactor = FRACUNIT //end P_BuddyPanim(buddy) // Make sure you're not "jumping" on the ground if (buddy.pflags & PF_JUMPED or buddy.mo.state == S_PLAY_PAIN or buddy.powers[pw_tailsfly]) and P_IsObjectOnGround(buddy.mo) and buddy.mo.momz < 1 then buddy.powers[pw_tailsfly] = 0 buddy.mo.state = S_PLAY_WALK buddy.pflags = $1 & ~PF_JUMPED buddy.cmd.buttons = $1 & ~BT_JUMP buddy.pflags = $1 & ~PF_SPINNING buddy.cmd.buttons = $1 & ~BT_USE end if (buddy.mo.state != S_PLAY_PAIN) and buddy.powers[pw_flashing] buddy.powers[pw_flashing] = $1-1 end if P_CheckDeathPitCollide(buddy.mo) //This doesn't even work... //Crush Damage elseif abs(buddy.mo.ceilingz-buddy.mo.floorz) < buddy.mo.height if buddy.pflags&PF_SPINNING P_DamageMobj(buddy.mo, nil, nil, 1, DMG_CRUSHED) else if buddy.speed < buddy.mo.scale*3 P_InstaThrust(buddy.mo, buddy.mo.angle, buddy.mo.scale*3) end buddy.mo.state = S_PLAY_ROLL buddy.pflags = $|PF_SPINNING end //Damage sectors maybe?? elseif P_BuddyTouchingSectorSpecial(buddy, 1, 1) P_DamageMobj(buddy.mo) elseif P_BuddyTouchingSectorSpecial(buddy, 1, 2) P_DamageMobj(buddy.mo, nil, nil, 1, DMG_WATER) elseif P_BuddyTouchingSectorSpecial(buddy, 1, 3) P_DamageMobj(buddy.mo, nil, nil, 1, DMG_FIRE) elseif P_BuddyTouchingSectorSpecial(buddy, 1, 4) P_DamageMobj(buddy.mo, nil, nil, 1, DMG_ELECTRIC) elseif P_BuddyTouchingSectorSpecial(buddy, 1, 5) P_DamageMobj(buddy.mo, nil, nil, 1, DMG_SPIKE) end if not (buddy.mo and buddy.mo.valid) return end // do everything else if not buddy.mo.health if buddy.followmobj and buddy.followmobj.valid P_RemoveMobj(buddy.followmobj) buddy.followmobj = nil end elseif buddy.mo.state == S_PLAY_PAIN buddy.pflags = 0 P_BuddyPanim(buddy) elseif buddy.mo.target and buddy.mo.target.valid and buddy.mo.target.player then local pmo = buddy.mo.target local player = buddy.mo.target.player buddy.cmd.buttons = 0 buddy.cmd.forwardmove = 0 buddy.cmd.sidemove = 0 //Hanging onto your leader if buddy.mo.state == S_PLAY_RIDE if not P_IsObjectOnGround(buddy.mo) and (player.pflags & PF_CANCARRY or player.pflags & PF_GLIDING or player.climbing or player.powers[pw_carry] == CR_GENERIC or player.powers[pw_carry] == CR_PLAYER or player.powers[pw_carry] == CR_ROPEHANG) if not player.buddycarrycount player.buddycarrycount = 1 else player.buddycarrycount = $+1 end buddy.buddycarrycount = player.buddycarrycount if player.climbing buddy.wasclimb = true else buddy.wasclimb = nil end buddy.pflags = PF_CANCARRY buddy.mo.flags2 = ($&~MF2_OBJECTFLIP)|(pmo.flags2&MF2_OBJECTFLIP) buddy.mo.eflags = ($&~MFE_VERTICALFLIP)|(pmo.eflags&MFE_VERTICALFLIP) P_TryMove(buddy.mo, pmo.x, pmo.y, true) P_TryMove(buddy.mo, pmo.x+P_ReturnThrustX(nil, player.drawangle, 4*FRACUNIT*buddy.buddycarrycount), pmo.y+P_ReturnThrustY(nil, player.drawangle, 4*FRACUNIT*buddy.buddycarrycount), true) buddy.mo.z = pmo.z-(buddy.mo.height*P_MobjFlip(pmo)-buddy.mo.height*P_MobjFlip(pmo)/4)*buddy.buddycarrycount if player.powers[pw_carry] and pmo.tracer and pmo.tracer.valid buddy.mo.momx = pmo.tracer.momx buddy.mo.momy = pmo.tracer.momy buddy.mo.momz = pmo.tracer.momz else buddy.mo.momx = 0 buddy.mo.momy = 0 buddy.mo.momz = 0 end buddy.mo.angle = player.drawangle elseif P_IsObjectOnGround(buddy.mo) buddy.pflags = 0 buddy.weapondelay = 2 buddy.mo.state = S_PLAY_STND elseif (player.pflags & PF_JUMPED and player.pflags & PF_STARTJUMP) or buddy.wasclimb buddy.pflags = 0 P_BuddyDoJump(buddy, true) buddy.mo.momz = $*min(buddy.buddycarrycount+1,3) else buddy.pflags = 0 buddy.mo.state = S_PLAY_FALL end //Dab time elseif buddy.mo.state == S_CHRISPY_DAB if buddy.skin != "pointy" and buddy.skin != "fluffy" buddy.mo.state = S_PLAY_STND buddy.dabdelay = 0 elseif pmo.state == S_CHRISPY_DAB buddy.dabdelay = 0 else buddy.dabdelay = $ + 1 if buddy.dabdelay > TICRATE //DAB_EXIT_DELAY buddy.mo.state = S_PLAY_STND buddy.dabdelay = 0 end end if #buddy.owner.buddies == 1 or (leveltime+buddy.id)%#buddy.owner.buddies CC_SpawnConfetti(buddy, 1, 12*FRACUNIT) end if cv_bass.value S_StartSoundAtVolume(buddy.mo, sfx_dab, 255/#buddy.owner.buddies) if displayplayer.realmo local mo = secondarydisplayplayer and secondarydisplayplayer.realmo or mo local client = displayplayer.realmo local dist = FixedHypot(FixedHypot(mo.x - client.x, mo.y - client.y), mo.z - client.z) local maxdist = FixedMul(512*FRACUNIT, mo.scale) if dist < maxdist P_StartQuake(FixedMul(FixedMul(6*FRACUNIT/#buddy.owner.buddies, mo.scale), FixedDiv(maxdist - dist, maxdist)), 1) end end end elseif pmo.state == S_CHRISPY_DAB and (buddy.skin == "pointy" or buddy.skin == "fluffy") and (buddy.mo.state == S_PLAY_STND or buddy.mo.state == S_PLAY_WAIT) if buddy.dabdelay >= buddy.id buddy.mo.state = S_CHRISPY_DAB buddy.dabdelay = 0 else buddy.dabdelay = $+1 end //Crouch time elseif (pmo.sprite2 == SPR2_LAND or pmo.player.crouching or (player.kvars and player.kvars.ducking) or (pmo.skin == "shrimp" and pmo.sprite2 == SPR2_FRUN)) and not pmo.momx and not pmo.momy and P_IsObjectOnGround(pmo) and (P_IsValidSprite2(buddy.mo, SPR2_LAND) or buddy.skin == "modernsonic" or buddy.skin == "kirby" or buddy.skin == "shrimp") and (buddy.mo.state == S_PLAY_STND or buddy.mo.state == S_PLAY_WAIT or buddy.mo.state == S_PLAY_GLIDE_LANDING) buddy.mo.state = S_PLAY_GLIDE_LANDING buddy.mo.tics = 2 if buddy.skin == "modernsonic" buddy.mo.sprite2 = SPR2_CRCH elseif buddy.skin == "kirby" buddy.mo.sprite2 = SPR2_DUCK elseif buddy.skin == "shrimp" buddy.mo.sprite2 = SPR2_FRUN elseif buddy.skin == "skip" buddy.mo.frame = (leveltime%16)/4 elseif buddy.skin == "fang" buddy.mo.frame = 1 else buddy.mo.frame = 0 end buddy.panim = PA_ABILITY //Main movement elseif buddy.mo.state != S_PLAY_MELEE_LANDING and buddy.mo.state != S_PLAY_FIRE and buddy.mo.state != S_PLAY_FIRE_FINISH and buddy.mo.state != S_PLAY_GLIDE_LANDING and not buddy.weapondelay P_BuddyExFollow(buddy, buddy.cmd) P_BuddyMovementEX(buddy, buddy.cmd) end P_BuddyJumpSpin(buddy, buddy.cmd) P_BuddyPanim(buddy) P_BuddyAnims(buddy, buddy.cmd) P_BuddyPanim(buddy) P_BuddySpawnBubbles(buddy) if buddy.panic and not P_CheckSight(buddy.mo, pmo) buddy.respawntime = ($1 or 0)+1 if buddy.respawntime > 3*TICRATE then P_SpawnGhostMobj(buddy.mo) P_ResetBuddy(buddy) buddy.pflags = 0 if buddy.charability == CA_FLY buddy.mo.state = S_PLAY_FLY buddy.panim = PA_ABILITY buddy.powers[pw_tailsfly] = tailsflytics + 1 // Set the fly timer buddy.pflags = $|PF_THOKKED&~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_STARTDASH|PF_SPINNING) else buddy.mo.state = S_PLAY_FALL end for i=0, 16 S_StopSound(buddy.mo) end P_TeleportMove(buddy.mo, pmo.x, pmo.y, pmo.z) buddy.mo.momx = P_SignedRandom()*pmo.scale/64+pmo.momx/2 if not (twodlevel or buddy.mo.target.flags2 & MF2_TWOD) buddy.mo.momy = P_SignedRandom()*pmo.scale/64+pmo.momy/2 end buddy.mo.momz = 0 buddy.mo.z = $+200*pmo.scale*P_MobjFlip(pmo) local ghost = P_SpawnGhostMobj(buddy.mo) ghost.momx = buddy.mo.momx ghost.momy = buddy.mo.momy ghost.momz = buddy.mo.momz ghost.tics = -1 ghost.destscale = ghost.scale*16 end else buddy.respawntime = 0 end else P_RemoveMobj(buddy.mo) end end) rawset(_G, "P_BuddyCanDamage", function(mo, other) local buddy = mo.self if buddy.charflags&SF_STOMPDAMAGE local bottomheight = mo.z local topheight = mo.z + mo.height if (mo.eflags & MFE_VERTICALFLIP) local swap = bottomheight bottomheight = topheight topheight = swap end if (P_MobjFlip(mo)*(bottomheight - (other.z + other.height/2)) > 0) and (P_MobjFlip(mo)*(mo.momz - other.momz) < 0) return true end end if (buddy.pflags & PF_JUMPED and not (buddy.charflags&SF_NOJUMPDAMAGE)) or buddy.powers[pw_super] or buddy.powers[pw_invulnerability] or buddy.pflags & (PF_SPINNING|PF_GLIDING) or buddy.panim == PA_ABILITY or buddy.panim == PA_ABILITY2 return true end end) // buddy touches things rawset(_G, "P_BuddyTouch", function(mo, toucher) local buddy = mo.self if not (buddy and buddy.id) or not (toucher.player or mo.z - mo.scale <= toucher.z + toucher.height and mo.z + mo.height + mo.scale >= toucher.z) or not buddy.mo.health or not toucher.health or toucher.flags&(MF_NOCLIP|MF_NOCLIPTHING) or mo.flags&(MF_NOCLIP|MF_NOCLIPTHING) or not (mo.target and mo.target.valid and mo.target.player) return end // Carrying players as Tails if toucher.player local zdist // z distance between the two players' bottoms local sonic = toucher.player local tails = buddy if sonic.powers[pw_carry] == CR_BUDDY and sonic.mo.tracer == tails.mo if not (tails.pflags & PF_CANCARRY) sonic.mo.tracer = nil sonic.powers[pw_carry] = CR_NONE elseif tails.mo.eflags & MFE_UNDERWATER and tails.powers[pw_tailsfly] tails.powers[pw_tailsfly] = 0 else if tails.skin == "fluffy" and tails.powers[pw_tailsfly] tails.mo.state = S_FLUFFY_CARRY tails.mo.tics = 2 end tails.mo.flags2 = ($&~MF2_OBJECTFLIP)|(sonic.mo.flags2&MF2_OBJECTFLIP) tails.mo.eflags = ($&~MFE_VERTICALFLIP)|(sonic.mo.eflags&MFE_VERTICALFLIP) end return false end // Bots holding onto you if sonic == tails.owner and not tails.weapondelay and tails.mo.state != S_PLAY_RIDE and not (tails.pflags&PF_CANCARRY) and (sonic.pflags & PF_CANCARRY or sonic.pflags & PF_GLIDING or sonic.climbing or ((sonic.powers[pw_carry] == CR_GENERIC or sonic.powers[pw_carry] == CR_PLAYER or sonic.powers[pw_carry] == CR_ROPEHANG) and not (sonic.mo.tracer and sonic.mo.tracer.valid and sonic.mo.tracer == tails.mo))) if (sonic.mo.eflags & MFE_VERTICALFLIP) if (sonic.mo.ceilingz - (sonic.mo.z + sonic.mo.height) < tails.mo.height-FixedMul(2*FRACUNIT, tails.mo.scale)) return false end elseif (sonic.mo.z - sonic.mo.floorz < tails.mo.height-FixedMul(2*FRACUNIT, tails.mo.scale)) return false // No room to pick up this guy! end // Search in case another player is already being carried by this fox. for player in players.iterate if (player.mo and player.mo.valid and player.powers[pw_carry] == CR_PLAYER and player.mo.tracer == sonic.mo) return false end end local extraheight = 0 if sonic.buddycarrycount extraheight = sonic.buddycarrycount end if (tails.mo.eflags & MFE_VERTICALFLIP) zdist = (tails.mo.z + tails.mo.height) - (sonic.mo.z + sonic.mo.height*(extraheight+1)) else zdist = sonic.mo.z - tails.mo.z - sonic.mo.height*extraheight end if not P_IsObjectOnGround(tails.mo) zdist = $+sonic.mo.momz end if zdist <= tails.mo.height + tails.mo.scale // FixedMul(FRACUNIT, tails.mo.scale), but scale == FRACUNIT by default and zdist > tails.mo.height*2/3 and P_MobjFlip(sonic.mo)*tails.mo.momz <= 0 and (sonic.mo.eflags & MFE_VERTICALFLIP) == (tails.mo.eflags & MFE_VERTICALFLIP) tails.mo.state = S_PLAY_RIDE S_StartSound(tails.mo, sfx_s3k4a) P_TeleportMove(tails.mo, sonic.mo.x, sonic.mo.y, sonic.mo.z) tails.mo.z = sonic.mo.z-(tails.mo.height*P_MobjFlip(sonic.mo)-tails.mo.height*P_MobjFlip(sonic.mo)/4)*(extraheight+1) end return false end if (tails.powers[pw_carry]) or (sonic.powers[pw_carry]) or (tails.spectator) or (sonic.spectator) or not (tails.pflags & PF_CANCARRY) or (sonic == tails.owner and tails.mo.state == S_PLAY_RIDE) or ((sonic.mo.eflags & MFE_VERTICALFLIP) != (tails.mo.eflags & MFE_VERTICALFLIP)) return false end if (tails.mo.eflags & MFE_VERTICALFLIP) if (tails.mo.ceilingz - (tails.mo.z + tails.mo.height) < sonic.mo.height-FixedMul(2*FRACUNIT, sonic.mo.scale)) return false end elseif (tails.mo.z - tails.mo.floorz < sonic.mo.height-FixedMul(2*FRACUNIT, sonic.mo.scale)) return false // No room to pick up this guy! end // Search in case another player is already being carried by this fox. for player in players.iterate if (player.mo and player.mo.valid and player.powers[pw_carry] == CR_BUDDY and player.mo.tracer == tails.mo) return false end end if (tails.mo.eflags & MFE_VERTICALFLIP) zdist = (sonic.mo.z + sonic.mo.height) - (tails.mo.z + tails.mo.height) else zdist = tails.mo.z - sonic.mo.z end if (zdist <= sonic.mo.height + sonic.mo.scale // FixedMul(FRACUNIT, sonic.mo.scale), but scale == FRACUNIT by default and zdist > sonic.mo.height*2/3 and P_MobjFlip(tails.mo)*sonic.mo.momz <= 0 and not (sonic.powers[pw_ignorelatch] & (1<<15))) P_ResetPlayer(sonic) sonic.mo.tracer = tails.mo sonic.powers[pw_carry] = CR_BUDDY S_StartSound(sonic.mo, sfx_s3k4a) P_TeleportMove(sonic.mo, tails.mo.x, tails.mo.y, sonic.mo.z) if sonic.buddycam == nil sonic.buddycam = sonic.camerascale sonic.camerascale = $/2 end else sonic.mo.tracer = nil sonic.powers[pw_carry] = CR_NONE end return false elseif toucher.type == MT_BUDDY return false elseif buddy.ear == toucher and not buddy.weapondelay P_RemoveMobj(buddy.ear) buddy.ear = nil return false // rings and coins elseif toucher.type == MT_RING or toucher.type == MT_COIN or toucher.type == MT_FLINGRING or toucher.type == MT_FLINGCOIN then if toucher.info.deathsound == sfx_rnglft or toucher.info.deathsound == sfx_rngrgh toucher.info.deathsound = sfx_itemup end S_StartSound(toucher, toucher.info.deathsound) P_KillMobj(toucher) P_GivePlayerRings(mo.target.player, 1) return false // spikes elseif toucher.type == MT_SPIKE or toucher.type == MT_WALLSPIKE if (buddy.charability2 == CA2_MELEE and buddy.panim == PA_ABILITY2) or (buddy.charability == CA_TWINSPIN and buddy.panim == PA_ABILITY) P_KillMobj(toucher) return false elseif (toucher.type == MT_SPIKE and P_IsObjectOnGround(buddy.mo) and not (buddy.mo.eflags& MFE_ONGROUND)) or (toucher.type == MT_WALLSPIKE and not (P_IsObjectOnGround(buddy.mo) and not (buddy.mo.eflags& MFE_ONGROUND))) P_DamageMobj(buddy.mo, toucher, toucher, 1, DMG_SPIKE) elseif buddy.charability2 == CA2_MELEE P_BuddyDoHammer(buddy) P_KillMobj(toucher) buddy.cmd.buttons = $|BT_USE buddy.pflags = $|PF_USEDOWN return false end buddy.mo.momx = $/2 buddy.mo.momy = $/2 return true // springs elseif toucher.flags & MF_SPRING then P_DoSpring(toucher, buddy.mo) buddy.mo.state = S_PLAY_SPRING buddy.panim = PA_SPRING return false // steam elseif toucher.type == MT_STEAM buddy.mo.momz = P_MobjFlip(toucher)*FixedMul(toucher.info.mass, FixedSqrt(FixedMul(toucher.scale, buddy.mo.scale))) // scale the speed with both objects' scales, just like with springs! buddy.pflags = 0 buddy.mo.state = S_PLAY_FALL buddy.panim = PA_FALL return false // missiles elseif toucher.flags & MF_MISSILE or toucher.flags & MF_PAIN or (toucher.flags & MF_FIRE and toucher.flags & MF_SPECIAL) then P_DamageMobj(buddy.mo, toucher, toucher.target, 1, toucher.info.mass) return false // enemies elseif toucher.flags & MF_ENEMY or toucher.flags & MF_BOSS then local enemy = toucher if (enemy.type == MT_GSNAPPER) and not (buddy.mo.z < enemy.z+enemy.height and buddy.mo.z+buddy.mo.height > enemy.z) then // Can only hit enemy from above P_DamageMobj(buddy.mo, enemy, enemy) return false end if (enemy.type == MT_SPINCUSHION) and (enemy.state == states[enemy.info.xdeathstate]) and (buddy.mo.z > enemy.z+enemy.height/2) then // Cannot hit Sharp from above or when red and angry P_DamageMobj(buddy.mo, enemy, enemy) return false end // If I hit the enemy... if P_BuddyCanDamage(buddy.mo, enemy) then P_DamageMobj(enemy, buddy.mo, buddy.mo) if enemy.info.spawnhealth > 1 buddy.mo.momx = -$ buddy.mo.momy = -$ buddy.mo.momz = -$ else buddy.mo.momz = abs($)*P_MobjFlip(buddy.mo) end return false end // I didn't, so shame on me P_DamageMobj(buddy.mo, enemy, enemy) return false elseif toucher.flags & MF_SHOOTABLE and not (toucher.flags & MF_MONITOR) and not toucher.player and P_BuddyCanDamage(buddy.mo, toucher) P_DamageMobj(toucher, buddy.mo, buddy.mo) buddy.mo.momz = abs($)*P_MobjFlip(buddy.mo) elseif toucher.flags & MF_SOLID return true end end) // buddy damage rawset(_G, "P_ShouldBuddy", function(mo, inf, src, dmg, dmgtype) local buddy = mo.self if src and src.valid and (src.type == MT_BUDDY or src.player and not (inf and inf.valid and inf.type == MT_CORK)) return false end // In pain, super or flashing if buddy.powers[pw_super] or buddy.powers[pw_invulnerability] or buddy.powers[pw_flashing] or not buddy.mo.health then return false end if (dmgtype == DMG_FIRE and (buddy.skin == "flare" or buddy.skin == "flame")) or (inf and inf.valid and inf.flags&MF_FIRE) return false end if dmgtype == DMG_WATER and (buddy.skin == "veph" or buddy.skin == "shrimp" or buddy.skin == "ivory") return false end if dmgtype == DMG_ELECTRIC and (buddy.skin == "inazuma" or buddy.skin == "robe") return false end P_DamageBuddy(mo, inf, src, dmg, dmgtype) return false end) // buddy damage rawset(_G, "P_DamageBuddy", function(mo, inf, src, dmg, dmgtype) local buddy = mo.self if not buddy.mo.health return true end if dmgtype and dmgtype&DMG_DEATHMASK // OK, kill me now P_KillMobj(buddy.mo) buddy.powers[pw_shield] = 0 buddy.powers[pw_super] = 0 else if dmgtype and dmgtype == DMG_SPIKE S_StartSound(buddy.mo, sfx_spkdth) else S_StartSound(buddy.mo, sfx_shldls) end buddy.mo.state = S_PLAY_PAIN buddy.mo.z = $1+4*buddy.mo.scale buddy.mo.momz = 6*buddy.mo.scale buddy.powers[pw_flashing] = 3*TICRATE if inf and inf.valid P_InstaThrust(buddy.mo, R_PointToAngle2(buddy.mo.x, buddy.mo.y, inf.x, inf.y), -10*buddy.mo.scale) else P_InstaThrust(buddy.mo, buddy.mo.angle, -10*buddy.mo.scale) end buddy.cmd.forwardmove = 0 end return true end) // buddy death rawset(_G, "P_KillBuddy", function(mobj) if not (mobj.self and mobj.self.id) return end local buddy = mobj.self if buddy and buddy.followmobj and buddy.followmobj.valid P_RemoveMobj(buddy.followmobj) buddy.followmobj = nil end if not (buddy.corpse and buddy.corpse.valid) buddy.corpse = P_SpawnMobjFromMobj(mobj, 0,0,FixedDiv(-mobj.momz,mobj.scale), MT_PLAYER) buddy.corpse.skin = mobj.skin buddy.corpse.color = mobj.color buddy.corpse.colorized = mobj.colorized buddy.corpse.flags = $|MF_NOCLIP|MF_NOCLIPHEIGHT P_KillMobj(buddy.corpse) buddy.corpse.fuse = min($,TICRATE*3) buddy.corpse.type = MT_SONIC3KBOSSEXPLODE buddy.corpse.momz = $*2/3 end buddy.mo = nil end) addHook("MobjThinker", P_BuddyThinker, MT_BUDDY) addHook("MobjMoveCollide", P_BuddyTouch, MT_BUDDY) addHook("ShouldDamage", P_ShouldBuddy, MT_BUDDY) addHook("MobjDamage", P_DamageBuddy, MT_BUDDY) addHook("MobjDeath", P_KillBuddy, MT_BUDDY) addHook("MobjRemoved", P_KillBuddy, MT_BUDDY) //Wall Breaker Function local wallbreak = function(mobj, sectorthing) local nerds = false for fof in sectorthing.ffloors() if fof.valid and (fof.flags & FF_BUSTUP) and (fof.flags & FF_EXISTS) local foffloor = fof.topheight local fofceiling = fof.bottomheight if fof.b_slope and fof.b_slope.valid fofceiling = P_GetZAt(fof.b_slope, mobj.x, mobj.y) end if fof.t_slope and fof.t_slope.valid foffloor = P_GetZAt(fof.t_slope, mobj.x, mobj.y) end if foffloor >= mobj.z and fofceiling <= mobj.z+mobj.height EV_CrumbleChain(nil, fof) if fof.master.flags & ML_EFFECT5 P_LinedefExecute(P_AproxDistance(fof.master.dx, fof.master.dy)>>FRACBITS, mobj, sectorthing) end return true end end end end //Wall Test Function local walltest = function(mobj, sectorthing) local nerds = false for fof in sectorthing.ffloors() if fof.valid and (fof.flags & FF_BUSTUP) and (fof.flags & FF_EXISTS) local foffloor = fof.topheight local fofceiling = fof.bottomheight if fof.b_slope and fof.b_slope.valid fofceiling = P_GetZAt(fof.b_slope, mobj.x, mobj.y) end if fof.t_slope and fof.t_slope.valid foffloor = P_GetZAt(fof.t_slope, mobj.x, mobj.y) end if foffloor >= mobj.z and fofceiling <= mobj.z+mobj.height return true end end end end //Wall Breaker addHook("MobjLineCollide", function(mobj, line) if not (line and line.valid and mobj and mobj.valid) return end local buddy = mobj.self if buddy.charability2 == CA2_MELEE and buddy.panim != PA_ABILITY and buddy.panim != PA_ABILITY2 local killone = false local killtwo = false if line.frontsector and line.frontsector.valid then killone = walltest(mobj, line.frontsector) end if line.backsector and line.backsector.valid then killtwo = walltest(mobj, line.backsector) end if killone or killtwo P_BuddyDoHammer(buddy) buddy.cmd.buttons = $|BT_USE buddy.pflags = $|PF_USEDOWN end end if not ((not SF_CANBUSTWALLS and buddy.charability == CA_GLIDEANDCLIMB) or (SF_CANBUSTWALLS and buddy.charflags&SF_CANBUSTWALLS) or (buddy.charability2 == CA2_MELEE and buddy.panim == PA_ABILITY2) or (buddy.charability == CA_TWINSPIN and buddy.panim == PA_ABILITY)) return end local killone = false local killtwo = false if line.frontsector and line.frontsector.valid then killone = wallbreak(mobj, line.frontsector) end if line.backsector and line.backsector.valid then killtwo = wallbreak(mobj, line.backsector) end if killone or killtwo return false end end, MT_BUDDY) //Don't let buddies damage players! addHook("ShouldDamage", function(mo, inf, src) if src and src.valid and src.type == MT_BUDDY if inf and inf.valid and inf.type == MT_LHRT and mo and mo.valid and mo.player and mo.player.revitem != MT_LHRT and mo.player.spinitem != MT_LHRT and mo.player.thokitem != MT_LHRT and not (mo.player.powers[pw_shield] & SH_NOSTACK) P_SwitchShield(mo.player, SH_PINK) S_StartSound(mo, mobjinfo[MT_PITY_ICON].seesound) end return false end end, MT_PLAYER) //Fluffy Tails' tails //Also zoom out fix for being carried addHook("PostThinkFrame", do for player in players.iterate if player.buddies and #player.buddies for id,buddy in pairs(player.buddies) do P_BuddyFollowMobj(buddy) if type(CC_TailsThinker) == "function" CC_TailsThinker(buddy, buddy.mo) end end end if CR_BUDDY == CR_GENERIC and player.powers[pw_carry] == CR_BUDDY and player.mo.tracer and player.mo.tracer.valid and player.mo.tracer.type == MT_BUDDY if player.buddycam == nil player.buddycam = player.camerascale player.camerascale = $/2 end player.buddymomx, player.buddymomy = player.mo.tracer.momx, player.mo.tracer.momy P_TryMove(player.mo, player.mo.tracer.x+P_ReturnThrustX(nil, player.mo.tracer.angle, 4*FRACUNIT), player.mo.tracer.y+P_ReturnThrustY(nil, player.mo.tracer.angle, 4*FRACUNIT), true) player.mo.z = $-player.mo.height*P_MobjFlip(player.mo)/4 if P_IsObjectOnGround(player.mo) and player.mo.tracer.momz*P_MobjFlip(player.mo.tracer) <= 0 P_ResetPlayer(player) end end end end)addHook("BotAI", function(mo, bot) if not multiplayer and not netgame and mo and mo.valid and bot and bot.valid and (mo.skin == "sonic" or mo.skin == "tails" or mo.skin == "knuckles") if not (mo.player.buddies and #mo.player.buddies) R_SetPlayerSkin(mo.player, "sonic") mo.player.skincolor = skins["sonic"].prefcolor mo.player.mo.color = skins["sonic"].prefcolor COM_BufInsertText(mo.player, "addbot tails skin supress") COM_BufInsertText(mo.player, "addbot knuckles skin supress") end bot.momx = 0 bot.momy = 0 bot.momz = 0 bot.reactiontime = -1 bot.player.powers[pw_ignorelatch] = 32768 bot.flags = $|MF_NOCLIP|MF_NOCLIPTHING|MF_SCENERY|MF_NOTHINK bot.flags2 = $|MF2_DONTDRAW bot.state = S_INVISIBLE end end, "sonic") print("\x88 BuddyEx v1.0.1 by SMS Alfredo, based on code by Jimita and CobaltBW", "\x81 Use addbot [skin, color] to add a bot into the game.", "\x81 Put the word skin instead of a color to get that skin's prefcolor.", "\x85 Use delbot to remove one of your bots.", "\x87 Use stalkbot [botnum] to spectate one of your bots.", "\x82 Use buddy_limit [number] to cap the amount of bots each player can have.", "\x82 It can also be set to zero to disable bots entirely.", "\x83 Use buddy_attack and buddy_seekdist to control AI aggressiveness.", "\x84 Enable buddy_debug to print debug information in the console.")RIFF�WAVEfmt D¬ˆXdatal‰ÿŒÿßä**3ÿ5ÿ15ÚÞÝßÚÿÞÿ‹þ�þ¥¡NMŸŸçþãþ}x"!�ŸÐÌ�{êéÊÌjl¶¸†ÿ†ÿð𠺾#%˜• ž€#ÿ#ÿSþRþNLÇÃßÛåá}ÿxÿ61ro67JI?ÿ<ÿßÿÞÿþú0(cd›¢ÊÓlqnoHKÀýÈý{þ…þ†� “ÿ–ÿúüúü~ýxý87þþhúiú*ü.ü‰ÿŽÿ¡ÿ¢ÿoüküÜùÔùçúßúŠþˆþ&*QýWýšúœú¤ü¦üPP"ýþü'û"û‡üƒüÓÿÒÿâáIþFþXüSüWþQþ�ˆTQ??´ý³ýþþ]_#™›�ý„ý-þ2þot"  9ý6ýõüïüäásyÓÿÝÿú úúúÍÿÓÿ5<ü�ý‘ýÚû×ûÅÁ¯¯ÿ ûûPüQüž 57ÍþÑþèùóù“û™ûóóúûšý�ý,ø,øšü–üˆ…35µû¶ûùùýýâçäåíýëý€úú½¾Éƶý»ýþþÜÖ KIÉÍ„‰( * » ¼ ªªA>·¶Ü Þ · ¶ ‰ƒ+$¨¤Q N p p {|�ÿ�ÿdbk g ãἺÏÊ10eiÆÈÔþÏþ�þŠþC>#��ãýÙý-%2,×ÕôýòýÉüÃüÿ±¸õü÷üôûõû©© ™üœüÖýÙý‰‹¨ÿ¤ÿ³ü«üûû ýýMKQÿMÿ±ù©ù÷ûöÝúÕú�ý‰ý�øŽøhóhóŸõ¢õ£ù¨ùúúžö¡ö ôôÄ÷Ê÷dþcþ/þ)þXöWötóvó¬ù®ùüýþŸù§ùWô[ôäõçõvû~ûÐþÙþÒüÖü›÷š÷U÷W÷ þþˆú‹úàõàõÊúÇú”‘ÑþÐþ„ø‡ø•õ›õ,ú3úÂÉŒ�oùnùýõûõ·ü´ü™š“þ˜þ;ø@øïøðøVþVþos,þ4þ¬÷±÷-÷.÷ÿÿ‡‰"ý!ý“öŽöVøSø¤ý¤ý8ÿ:ÿIûKûÌöÏöùù¶´¤¢EýBýþ÷ú÷ÞûÚûLKØÜüüÉøÎøßüàü£›éà‰ý‚ýNK_^MK#ÿ ÿ››ê î é ð @DZÿXÿ˜”TQA >  ceøõi b ƒ…ƒ‰  ý ˜Ÿ…‡Œ�x x äýÝý1þ,þ10× Ö 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Swap Press Weapon Next or Weapon Prev to instantly swap between any of the three heroes. 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