PWAD //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 and player.valid) then return end 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 and player.valid) then return end 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 and P_RandomChance(FRACUNIT-UINT8_MAX) 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 elseif not bot.idlecount 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 bot.powers[pw_super] or bot.powers[pw_invulnerability] //No need to do a proper attack when we're invincible attack = 0 cmd.forwardmove = 50 elseif 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 = $|BT_USE end end //Move away from other bots if bmogrounded and bot.speed and not bot.flymode and not bot.helpmode and not bot.fight and not bot.drowning and not bot.panic and not bot.bored and not bot.thinkfly and not bot.anxiety and not bot.spinmode searchBlockmap("objects",function (bmo,mo) if mo != nil and (mo.self or (mo.player and bot.owner != mo.player)) and mo.health and P_CheckSight(bmo,mo) and abs(mo.z - bmo.z) < mo.height + bmo.height and R_PointToDist2(bmo.x,bmo.y,mo.x,mo.y) < followmin local angle = bmo.angle-R_PointToAngle2(mo.x, mo.y, bmo.x, bmo.y) cmd.forwardmove = max(min($+cos(angle)/2621,50),-50) cmd.sidemove = max(min($+sin(angle)/2621,50),-50) return true end end,bmo,bmo.x-followmin,bmo.x+followmin,bmo.y-followmin,bmo.y+followmin) 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 local color = (buddy.mo and buddy.mo.valid and buddy.mo.color) or buddy.skincolor 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, buddy.powers[pw_super] and not (buddy.charflags&SF_NOSUPERSPRITES)), V_HUDTRANS|V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM, v.getColormap(buddy.skin, color)) 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, color)) 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<> 1) % 9) - 4) else buddy.mo.color = buddy.skincolor end buddy.mo.shadowscale = FRACUNIT if not flagthing and buddy.owner and buddy.owner.valid and buddy.owner.mo and buddy.owner.mo.valid if twodlevel or (buddy.owner.mo.flags2 & MF2_TWOD) buddy.mo.flags2 = $|MF2_TWOD else buddy.mo.flags2 = $&~MF2_TWOD end buddy.mo.flags2 = ($&~MF2_OBJECTFLIP)|(buddy.owner.mo.flags2&MF2_OBJECTFLIP) buddy.mo.eflags = ($&~MFE_VERTICALFLIP)|(buddy.owner.mo.eflags&MFE_VERTICALFLIP) end buddy.radius = skins[buddy.skin].radius buddy.height = skins[buddy.skin].height buddy.spinheight = skins[buddy.skin].spinheight buddy.thokitem = skins[buddy.skin].thokitem buddy.spinitem = skins[buddy.skin].spinitem buddy.revitem = skins[buddy.skin].revitem buddy.followitem = skins[buddy.skin].followitem if buddy.followmobj and buddy.followmobj.valid P_RemoveMobj(buddy.followmobj) buddy.followmobj = nil end if buddy.followitem buddy.followmobj = P_SpawnMobjFromMobj(buddy.mo,0,0,0,buddy.followitem) buddy.followmobj.tracer = buddy.mo if buddy.followitem == MT_METALJETFUME buddy.followmobj.colorized = true else buddy.followmobj.flags2 = $|MF2_LINKDRAW end if buddy.skin == "blaze" buddy.followmobj.state = S_INVISIBLE end end if buddy.thokitem == -1 buddy.thokitem = MT_THOK end if buddy.spinitem == -1 buddy.spinitem = MT_THOK end if buddy.revitem == -1 buddy.revitem = MT_NULL end buddy.charflags = skins[buddy.skin].flags buddy.charability = skins[buddy.skin].ability buddy.charability2 = skins[buddy.skin].ability2 if buddy.charability == CA_FLY buddy.charflags = $&~SF_MULTIABILITY end if buddy.skin == "modernsonic" or buddy.skin == "blaze" buddy.charflags = $&~SF_MULTIABILITY buddy.charability = CA_DOUBLEJUMP elseif buddy.skin == "inazuma" buddy.charability = CA_THOK elseif buddy.skin == "milne" buddy.charability = CA_JUMPTHOK elseif buddy.skin == "marine" buddy.charability2 = 0 elseif buddy.skin == "yoshi" or buddy.skin == "flamethedragon" or buddy.skin == "ivory" or buddy.charflags&SF_NOJUMPDAMAGE and not (buddy.charflags&SF_STOMPDAMAGE) and not buddy.charability2 buddy.charability2 = CA2_GUNSLINGER end buddy.actionspd = skins[buddy.skin].actionspd buddy.mindash = skins[buddy.skin].mindash buddy.maxdash = skins[buddy.skin].maxdash buddy.dashspeed = 0 buddy.dashmode = 0 buddy.fly1 = 0 buddy.weapondelay = 0 buddy.dabdelay = 0 buddy.glidetime = 0 buddy.secondjump = 0 if buddy.skin == "fluffy" buddy.actionspd = skins["tails"].actionspd elseif buddy.skin == "inazuma" buddy.actionspd = skins["sonic"].actionspd end buddy.normalspeed = skins[buddy.skin].normalspeed buddy.runspeed = skins[buddy.skin].runspeed buddy.acceleration = skins[buddy.skin].acceleration buddy.accelstart = skins[buddy.skin].accelstart buddy.thrustfactor = skins[buddy.skin].thrustfactor buddy.jumpfactor = skins[buddy.skin].jumpfactor buddy.powers[pw_underwater] = underwatertics buddy.powers[pw_spacetime] = spacetimetics //buddy.mo.abilitytogive = kirbyabilitytable and kirbyabilitytable[buddy.skin] buddy.jump_last = 1 buddy.spin_last = 1 buddy.move_last = 0 buddy.anxiety = 0 buddy.panic = 0 buddy.flymode = 0 buddy.spinmode = 0 buddy.thinkfly = 0 buddy.idlecount = 0 buddy.bored = 0 buddy.drowning = 0 buddy.fight = 0 buddy.overlay = nil buddy.target = nil buddy.helpmode = 0 buddy.targetnosight = 0 buddy.playernosight = 0 buddy.stalltics = 0 buddy.attackoverheat = 0 buddy.attackwait = 0 end) // command to add bots local addbot = function(player, skin, color, supress) if not (player and player.valid) then return end if (player.spectator) then CONS_Printf(player, "You can't use this while spectating!") return end if not (player.mo and player.mo.valid) CONS_Printf(player, "You can't use this while not in a level!") return end if mapheaderinfo[gamemap].typeoflevel&TOL_NIGHTS or player.powers[pw_carry] == CR_NIGHTSMODE or player.powers[pw_carry] == CR_NIGHTSFALL CONS_Printf(player, "You can't use this while in NiGHTS!") return end local maxbots = CV_BuddyLimit.value if (not player.buddies) then player.buddies = {} end if (#player.buddies >= 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 COM_AddCommand("addbot", addbot) COM_AddCommand("addbot2", addbot, COM_SPLITSCREEN) // command to delete bots local delbot = function(player, id) if not (player and player.valid) then return end 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, "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 COM_AddCommand("delbot", delbot) COM_AddCommand("delbot2", delbot, COM_SPLITSCREEN) // watch bot 2 COM_AddCommand("stalkbot", function(player, id) if not (player and player.valid) then return end 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<> 1) % 9) - 4) player.charflags = $|SF_SUPER elseif player.powers[pw_shield] & SH_FIREFLOWER player.mo.color = SKINCOLOR_WHITE else player.mo.color = player.buddycolorswap end player.mo.state = S_PLAY_FALL local ghost = P_SpawnGhostMobj(player.mo) ghost.momx = player.mo.momx ghost.momy = player.mo.momy ghost.momz = player.mo.momz ghost.state = S_THOK ghost.tics = -1 ghost.destscale = ghost.scale*16 player.buddyskinswap = nil player.buddycolorswap = nil player.buddysuperswap = nil end //Swapping buttons if player.botswapnext == nil player.botswapnext = BT_WEAPONNEXT player.botswapprev = BT_WEAPONPREV end if not (player.cmd.buttons & player.botswapnext) player.buddynexttapready = true player.buddynexttapping = false elseif player.buddynexttapready then player.buddynexttapping = true player.buddynexttapready = false else player.buddynexttapping = false end if not (player.cmd.buttons & player.botswapprev) player.buddyprevtapready = true player.buddyprevtapping = false elseif player.buddyprevtapready then player.buddyprevtapping = true player.buddyprevtapready = false else player.buddyprevtapping = false end //Intialize the buddies table if (not player.buddies) then player.buddies = {} end //No buddies in NiGHTS! if mapheaderinfo[gamemap].typeoflevel&TOL_NIGHTS or player.powers[pw_carry] == CR_NIGHTSMODE or player.powers[pw_carry] == CR_NIGHTSFALL return end // respawn buddies for id,buddy in pairs(player.buddies) do if buddy.mo and buddy.mo.valid if id > 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 player.buddysuperswap = player.buddies[id].powers[pw_super] 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) local oldspeed = R_PointToDist2(0,0, buddy.mo.momx, buddy.mo.momy) //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 oldspeed < buddy.mo.scale and not cmd.forwardmove and not cmd.sidemove and not (buddy.pflags&(PF_SPINNING|PF_STARTDASH)) 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(oldspeed, 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(oldspeed, 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 thrustfactor = 10 dumb = accelstart + (FixedDiv(oldspeed, buddy.mo.scale)/FRACUNIT) * acceleration end //Forward movement if forwardmove != 0 local movepushforward = abs(forwardmove) * (thrustfactor * dumb) local mforward = 0 local mbackward = 0 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) P_Thrust(buddy.mo, buddy.flyangle != nil and buddy.flyangle or buddy.mo.angle, movepushforward) 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) P_Thrust(buddy.mo, (buddy.flyangle != nil and buddy.flyangle or buddy.mo.angle)-ANGLE_90, movepushforward) end local newspeed = R_PointToDist2(0,0, buddy.mo.momx, buddy.mo.momy) local momdir = R_PointToAngle2(0,0, buddy.mo.momx, buddy.mo.momy) if not buddy.mo.momx and not buddy.mo.momy momdir = buddy.drawangle end if newspeed > topspeed // Sonic's Speed if oldspeed <= topspeed P_InstaThrust(buddy.mo, momdir, topspeed) elseif newspeed > oldspeed P_InstaThrust(buddy.mo, momdir, oldspeed) end //newspeed = R_PointToDist2(0,0, buddy.mo.momx, buddy.mo.momy) 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 = buddy.powers[pw_super] and not (buddy.charflags & SF_NOSUPERJUMPBOOST) and 13*FRACUNIT or 39*(FRACUNIT/4) if (buddy.mo.eflags & MFE_UNDERWATER) buddy.mo.momz = FixedMul($, 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 if buddy.charflags&SF_NOJUMPDAMAGE buddy.pflags = $|PF_NOJUMPDAMAGE else buddy.pflags = $&~PF_NOJUMPDAMAGE end 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 if buddy.pflags & PF_JUMPED buddy.pflags = $ & ~PF_JUMPED end if buddy.pflags & PF_NOJUMPDAMAGE buddy.pflags = $ & ~PF_NOJUMPDAMAGE 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) elseif buddy.skin == "blaze" P_BuddyDoJump(buddy, false) S_StartSound(buddy.mo, sfx_blzjmp) 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.mo.color thok.skin = buddy.skin if thok.type == MT_THOK thok.frame = FF_TRANS70 thok.fuse = thok.tics end end end end //Chaos Snap elseif buddy.skin == "shadow" local thok = P_SpawnMobjFromMobj(buddy.mo, 0, 0, 0, MT_THOK) thok.skin = buddy.mo.skin thok.state = S_CHAOSSNAP thok.tics = $ + 1 thok.color = buddy.mo.color thok.angle = buddy.drawangle S_StartSound(buddy.mo, sfx_csnap) buddy.pflags = $ & ~PF_SPINNING | PF_NOJUMPDAMAGE | PF_THOKKED buddy.mo.momz = -P_GetMobjGravity(buddy.mo) buddy.mo.state = S_SHADOW_WARP1 P_InstaThrust(buddy.mo, buddy.mo.angle + R_PointToAngle2(0, 0, buddy.cmd.forwardmove << 16, buddy.cmd.sidemove << 16), FixedMul(72*8*FRACUNIT * max(buddy.cmd.forwardmove, 25) / 75 / buddy.mo.tics, buddy.mo.scale)) //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_NOJUMPDAMAGE elseif buddy.skin == "inazuma" buddy.mo.state = S_INAZUMA_BOLTSTREAM buddy.pflags = $ & ~PF_NOJUMPDAMAGE 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.mo.color 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) //Crystal Toss 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_NOJUMPDAMAGE&~PF_SPINNING&~PF_STARTDASH buddy.weapondelay = TICRATE/2 //Shockwave elseif buddy.skin == "inazuma" buddy.weapondelay = TICRATE buddy.mo.state = S_PLAY_SUPER_TRANS1 local seesound = mobjinfo[MT_ZUMASPREAD].seesound mobjinfo[MT_ZUMASPREAD].seesound = 0 A_MultiShot(buddy.mo, (MT_ZUMASPREAD<<16)+24, -32) S_StartSound(buddy.mo, seesound) mobjinfo[MT_ZUMASPREAD].seesound = seesound //Gunslinger 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.mo.color 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) buddy.drawangle = buddy.mo.angle 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 // 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 buddy.panim = PA_IDLE elseif state == S_PLAY_EDGE buddy.panim = PA_EDGE elseif state == S_PLAY_WALK or state == S_PLAY_FLOAT buddy.panim = PA_WALK buddy.prevwalkframe = buddy.mo.frame & FF_FRAMEMASK 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 //Blaze leak lmao elseif buddy.skin == "blaze" and buddy.followmobj.type == skins["blaze"].followitem local mobj = buddy.followmobj mobj.skin = "blazefollowmobj" mobj.flags2 = ($ & ~ MF2_OBJECTFLIP) | (buddy.mo.flags2 & MF2_OBJECTFLIP) if buddy.panim == PA_IDLE or buddy.panim == PA_WALK if mobj.state != S_PLAY_STND mobj.state = S_PLAY_STND end elseif buddy.panim == PA_RUN if mobj.state != S_PLAY_RUN mobj.state = S_PLAY_RUN end elseif buddy.panim == PA_FALL or buddy.panim == PA_ABILITY2 if mobj.state != S_PLAY_FALL mobj.state = S_PLAY_FALL end elseif buddy.panim == PA_SPRING if mobj.state != S_PLAY_SPRING mobj.state = S_PLAY_SPRING end elseif mobj.state != S_PLAY_GLIDE mobj.state = S_PLAY_GLIDE end if mobj.sprite2 == SPR2_STND if buddy.mo.state == S_PLAY_JUMP or buddy.mo.state == S_PLAY_ROLL if mobj.anim_duration > 1 mobj.anim_duration = 1 end elseif mobj.anim_duration > 4 mobj.anim_duration = 4 end end mobj.spritexscale = buddy.mo.spritexscale mobj.spriteyscale = buddy.mo.spriteyscale mobj.rollangle = buddy.mo.rollangle mobj.color = buddy.mo.color mobj.colorized = buddy.mo.colorized mobj.scale = buddy.mo.scale mobj.angle = R_PointToAngle2(mobj.x, mobj.y, buddy.mo.x, buddy.mo.y) P_TeleportMove(mobj, buddy.mo.x+P_ReturnThrustX(mobj, buddy.drawangle+FixedAngle(180*FRACUNIT), 3*mobj.scale), buddy.mo.y+P_ReturnThrustY(mobj, buddy.drawangle+FixedAngle(180*FRACUNIT), 3*mobj.scale), buddy.mo.z + (buddy.mo.flags2 & MF2_OBJECTFLIP and buddy.mo.height - mobj.height or 0)) --some funny haha fire FX for runnin' //...and yes we're doing this in the followmobj code if P_IsObjectOnGround(buddy.mo) and buddy.speed > FixedMul(buddy.runspeed, buddy.mo.scale) and leveltime % 2 == 0 local fire1 = P_SpawnMobjFromMobj(buddy.mo, P_ReturnThrustX(buddy.drawangle+FixedAngle(160*FRACUNIT), 20*FRACUNIT), P_ReturnThrustY(buddy.drawangle+FixedAngle(160*FRACUNIT), 20*FRACUNIT), 0, MT_BLAZE_RUNFIRE) fire1.fuse = 6 P_SetObjectMomZ(fire1, 2*FRACUNIT+FRACUNIT/2, false) fire1.momx = buddy.mo.momx*3/4 fire1.momy = buddy.mo.momy*3/4 P_Thrust(fire1, R_PointToAngle2(buddy.mo.x, buddy.mo.y, fire1.x, fire1.y), 5*buddy.mo.scale) fire1.angle = R_PointToAngle2(buddy.mo.x, buddy.mo.y, fire1.x, fire1.y) fire1.scale = buddy.mo.scale - buddy.mo.scale/5 local fire2 = P_SpawnMobjFromMobj(buddy.mo, P_ReturnThrustX(buddy.drawangle+FixedAngle(200*FRACUNIT), 20*FRACUNIT), P_ReturnThrustY(buddy.drawangle+FixedAngle(200*FRACUNIT), 20*FRACUNIT), 0, MT_BLAZE_RUNFIRE) fire2.fuse = 6 P_SetObjectMomZ(fire2, 2*FRACUNIT+FRACUNIT/2, false) fire2.momx = buddy.mo.momx*3/4 fire2.momy = buddy.mo.momy*3/4 P_Thrust(fire2, R_PointToAngle2(buddy.mo.x, buddy.mo.y, fire2.x, fire2.y), 5*buddy.mo.scale) fire2.angle = R_PointToAngle2(buddy.mo.x, buddy.mo.y, fire2.x, fire2.y) fire2.scale = buddy.mo.scale - buddy.mo.scale/5 end //Shadow's skating effects (kinda dumb) elseif skins["shadow"] and skins["shadow"].valid and buddy.followmobj.type == skins["shadow"].followitem local SKIN = "shadow" local SKATE_FLAME_ANIMS = { [SPR2_RUN] = SPR2_TAL0|FF_ANIMATE, // NOTE: FF_ANIMATE signifies that the flames should match their frame with the player's instead of animating independently [SPR2_RUN|FF_SPR2SUPER] = SPR2_TAL0|FF_SPR2SUPER, [SPR2_SKID] = SPR2_TAL1|FF_SPR2ENDSTATE // NOTE: FF_SPR2ENDSTATE signifies that the flames should animate only once until the player leaves the spr2 } local RUN_TICS = { // number of tics to display each running frame 10, 4, 3, 2, 2, 10, 4, 3, 2, 2, } local spr2numframes = {} local function GetSprite2NumFrames(skin, spr2) local frame if not spr2numframes[skin] spr2numframes[skin] = {} else frame = spr2numframes[skin][spr2] end if frame ~= nil return frame end local statenum = S_UNKNOWN local state = states[statenum] local statedef = { state.sprite, state.frame, state.tics, state.action, state.var1, state.var2, state.nextstate } local thok = P_SpawnMobj(0, 0, 0, MT_THOK) state.sprite = SPR_PLAY state.frame = spr2 state.action = nil thok.skin = skin thok.state = statenum frame = -1 while thok.frame & FF_FRAMEMASK > frame frame = thok.frame & FF_FRAMEMASK thok.state = statenum end frame = $ + 1 spr2numframes[skin][spr2] = frame states[statenum] = statedef P_RemoveMobj(thok) return frame end local mo = buddy.mo local flame = buddy.followmobj local data = mo and SKATE_FLAME_ANIMS[mo.sprite2] //skating if mo.sprite2 == SPR2_RUN // lift a different foot depending on the previous walk frame // G H A B for left foot first // C D E F for right foot first if buddy.prevrunframe == -1 local maxframe = GetSprite2NumFrames(SKIN, SPR2_WALK) if (buddy.prevwalkframe + 2) % maxframe < maxframe/2 for i = 1, GetSprite2NumFrames(SKIN, SPR2_RUN)/2 mo.state = $ end end end // adjust timing and play sound effects local frame = mo.frame & FF_FRAMEMASK if frame ~= buddy.prevrunframe mo.tics = RUN_TICS[frame + 1] or 0 if FixedDiv(buddy.speed, mo.movefactor) > 52*mo.scale mo.tics = max(1, $ - 1) end if P_IsObjectOnGround(mo) if frame == 0 S_StartSound(mo, sfx_shadsr) elseif frame == GetSprite2NumFrames(SKIN, SPR2_RUN)/2 S_StartSound(mo, sfx_shadsl) end end buddy.prevrunframe = frame end elseif not buddy.prevrunframe or buddy.prevrunframe >= 0 buddy.prevrunframe = -1 end //flames A_CapeChase(flame, 1, 0) if not data or mo.sprite ~= SPR_PLAY or mo.eflags & MFE_UNDERWATER flame.sprite2 = SPR2_STND P_SetMobjStateNF(flame, flame.info.spawnstate) return end local frame = flame.frame & FF_FRAMEMASK local sprite2 = data & FF_FRAMEMASK local camangle if splitscreen camangle = buddy.owner.cmd.angleturn << 16 else camangle = R_PointToAngle(mo.x, mo.y) end flame.flags2 = $ & ~MF2_DONTDRAW | (mo.flags2 & MF2_DONTDRAW) flame.scale = mo.scale flame.color = buddy.owner.shadow_skatecolor or buddy.powers[pw_super] and SKINCOLOR_SUPERSKATE or SKINCOLOR_SHADOWSKATE if flame.sprite2 ~= sprite2 flame.skin = SKIN flame.sprite = SPR_PLAY flame.sprite2 = sprite2 flame.flags2 = $ & ~(MF2_SLIDEPUSH|MF2_CLASSICPUSH|MF2_LINKDRAW) frame = -1 end if data & FF_ANIMATE frame = mo.frame & FF_FRAMEMASK flame.flags2 = $ & ~(MF2_SLIDEPUSH|MF2_CLASSICPUSH) elseif not (flame.flags2 & MF2_CLASSICPUSH) flame.flags2 = $ ^^ MF2_SLIDEPUSH if flame.flags2 & MF2_SLIDEPUSH if data & FF_SPR2ENDSTATE frame = $ + 1 if frame >= GetSprite2NumFrames(SKIN, sprite2) flame.flags2 = $ | MF2_CLASSICPUSH P_SetMobjStateNF(flame, flame.info.spawnstate) end else frame = ($ + 1) % GetSprite2NumFrames(SKIN, sprite2) end end end flame.frame = frame | FF_FULLBRIGHT | (leveltime & 1) * FF_TRANS40 if (CV_FindVar("renderer") and CV_FindVar("renderer").value or 1) == 2 P_TeleportMove(flame, mo.x + P_ReturnThrustX(flame, camangle, -mo.scale), mo.y + P_ReturnThrustY(flame, camangle, -mo.scale), flame.z) 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 if buddy.owner.mo.skin == "flarethelizard" and buddy.skin == "flarethelizard" and buddy.owner.powers[pw_super] and buddy.powers[pw_super] buddy.mo.scale = buddy.mo.target.scale elseif buddy.owner.mo.skin == "flarethelizard" and buddy.owner.powers[pw_super] buddy.mo.destscale = buddy.mo.target.destscale/2 elseif buddy.skin == "flarethelizard" and buddy.powers[pw_super] buddy.mo.destscale = buddy.mo.target.destscale*2 else buddy.mo.scale = buddy.mo.target.scale end end buddy.speed = R_PointToDist2(0,0, buddy.mo.momx, buddy.mo.momy) 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 = $ & ~PF_JUMPED & ~PF_NOJUMPDAMAGE & ~PF_SPINNING buddy.cmd.buttons = $ & ~BT_JUMP & ~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 if RF_FORCESUPER buddy.powers[pw_super] = player.powers[pw_super] end //Grabbed by Silver if buddy.mo.silv_grabbed if buddy.mo.state != S_PLAY_FALL buddy.mo.state = S_PLAY_FALL end buddy.pflags = 0 P_BuddyPanim(buddy) //Super trans elseif buddy.powers[pw_super] == 1 if buddy.mo.state != player.mo.state buddy.mo.state = player.mo.state end buddy.mo.momx = 0 buddy.mo.momy = 0 buddy.mo.momz = 0 buddy.pflags = 0 P_BuddyPanim(buddy) //Hanging onto your leader elseif 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.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 if player.mo.skin == "fluffy" and player.powers[pw_tailsfly] player.mo.state = S_FLUFFY_CARRY player.mo.tics = 2 end 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 P_BuddyPanim(buddy) //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 //Chaos Snap time elseif buddy.skin == "shadow" and (buddy.mo.state == S_SHADOW_WARP1 or buddy.mo.state == S_SHADOW_WARP2) buddy.mo.momz = -P_GetMobjGravity(buddy.mo) //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 = $+200*pmo.scale*P_MobjFlip(pmo) local ghost = P_SpawnGhostMobj(buddy.mo) ghost.momx = buddy.mo.momx ghost.momy = buddy.mo.momy ghost.momz = buddy.mo.momz ghost.tics = -1 ghost.destscale = ghost.scale*16 end else buddy.respawntime = 0 end else P_RemoveMobj(buddy.mo) end end) rawset(_G, "P_BuddyCanDamage", function(mo, other) local buddy = mo.self if buddy.charflags&SF_STOMPDAMAGE local bottomheight = mo.z local topheight = mo.z + mo.height if (mo.eflags & MFE_VERTICALFLIP) local swap = bottomheight bottomheight = topheight topheight = swap end if (P_MobjFlip(mo)*(bottomheight - (other.z + other.height/2)) > 0) and (P_MobjFlip(mo)*(mo.momz - other.momz) < 0) return true end end if (buddy.pflags & PF_JUMPED and not (buddy.pflags & PF_NOJUMPDAMAGE)) or buddy.powers[pw_super] or buddy.powers[pw_invulnerability] or buddy.pflags & (PF_SPINNING|PF_GLIDING) or buddy.panim == PA_ABILITY or buddy.panim == PA_ABILITY2 return true end end) // buddy touches things rawset(_G, "P_BuddyTouch", function(mo, toucher) local buddy = mo.self if not (buddy and buddy.id) or not (toucher.player or mo.z - mo.scale <= toucher.z + toucher.height and mo.z + mo.height + mo.scale >= toucher.z) or not buddy.mo.health or not toucher.health or toucher.flags&(MF_NOCLIP|MF_NOCLIPTHING) or mo.flags&(MF_NOCLIP|MF_NOCLIPTHING) or not (mo.target and mo.target.valid and mo.target.player) return end // Carrying players as Tails if toucher.player local zdist // z distance between the two players' bottoms local sonic = toucher.player local tails = buddy if sonic.powers[pw_carry] == CR_BUDDY and sonic.mo.tracer == tails.mo if not (tails.pflags & PF_CANCARRY) sonic.mo.tracer = nil sonic.powers[pw_carry] = CR_NONE elseif tails.mo.eflags & MFE_UNDERWATER and tails.powers[pw_tailsfly] tails.powers[pw_tailsfly] = 0 else if tails.skin == "fluffy" and tails.powers[pw_tailsfly] tails.mo.state = S_FLUFFY_CARRY tails.mo.tics = 2 end tails.mo.flags2 = ($&~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 // Other buddies elseif toucher.type == MT_BUDDY return false // Regrab Derp's ear 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) 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] = flashingtics 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.powers[pw_shield] = 0 buddy.powers[pw_super] = 0 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 local chrispyloaded = false local silverloaded = false addHook("PostThinkFrame", do //Chrispy neck support if not chrispyloaded and CC_NeckSkins and CC_NeckSkins["pointy"] and CC_NeckSkins["fluffy"] local BuddyIcon = function(emote, item) if item.self if emote.skin ~= item.skin emote.skin = item.skin end emote.color = item.self.skincolor else emote.color = skins[emote.skin].prefcolor end emote.state = $ emote.z = $ + P_MobjFlip(emote)*4*emote.scale local z = emote.z local flip = P_MobjFlip(emote) emote.threshold = ($ + 1) % 72 emote.z = $ + 6*flip*FixedMul(abs(sin(emote.threshold*ANG10/2)), emote.scale) emote.scale = $ + flip*(emote.z - z)/64 end local BuddyTrackable = { // buddies condition = function(item, player) return item.self and item.type == MT_BUDDY end, emotestate = S_PLAY_ICON1, emotesound = sfx_emot4, emotethink = BuddyIcon } table.insert(CC_NeckSkins["pointy"].trackables, BuddyTrackable) table.insert(CC_NeckSkins["fluffy"].trackables, BuddyTrackable) chrispyloaded = true end //Allow being grabbed by Silver if not silverloaded and silv_TKextra silv_TKextra[MT_BUDDY] = { noroll = true, noaim = true, throwf = function(mo) mo.state = S_PLAY_PAIN end, } silverloaded = true end //Now let's go through the buddies for player in players.iterate if player.buddies and #player.buddies for id,buddy in pairs(player.buddies) do if not (buddy.mo and buddy.mo.valid) continue end P_BuddyPanim(buddy) P_BuddyFollowMobj(buddy) if type(CC_TailsThinker) == "function" CC_TailsThinker(buddy, buddy.mo) end //Afterimages if (buddy.powers[pw_super] or buddy.powers[pw_sneakers]) and (buddy.speed + abs(buddy.mo.momz)) > 20*buddy.mo.scale local gmobj = P_SpawnGhostMobj(buddy.mo) gmobj.fuse = 2 if (leveltime & 1) gmobj.frame = $&~FF_TRANSMASK gmobj.frame = $|tr_trans70<= S_PLAY_SUPER_TRANS6 or buddy.mo.state < S_PLAY_SUPER_TRANS1 and not ((leveltime/2) & 1 and buddy.dashmode >= DASHMODE_THRESHOLD) buddy.mo.color = skins[buddy.skin].supercolor + abs( ( (buddy.powers[pw_super] >> 1) % 9) - 4) end elseif buddy.mo.buddygonesuper buddy.mo.buddygonesuper = false buddy.mo.renderflags = $ & ~RF_FORCESUPER P_SpawnGhostMobj(buddy.mo) buddy.mo.color = buddy.skincolor buddy.mo.state = $ end 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 = $|MF2_DONTDRAW bot.state = S_INVISIBLE end end, "sonic") print("\x88 BuddyEx v1.2 by SMS Alfredo, based on code by Jimita and CobaltBW", "\x81 Use addbot [skin, color] to add a bot into the game.", "\x81 Put the word skin instead of a color to get that skin's prefcolor.", "\x85 Use delbot to remove one of your bots.", "\x87 Use stalkbot [botnum] to spectate one of your bots.", "\x82 Use buddy_limit [number] to cap the amount of bots each player can have.", "\x82 It can also be set to zero to disable bots entirely.", "\x83 Use buddy_attack and buddy_seekdist to control AI aggressiveness.", "\x84 Enable buddy_debug to print debug information in the console.")RIFF�WAVEfmt D¬ˆXdatal‰ÿŒÿßä**3ÿ5ÿ15ÚÞÝßÚÿÞÿ‹þ�þ¥¡NMŸŸçþãþ}x"!�ŸÐÌ�{êéÊÌjl¶¸†ÿ†ÿð𠺾#%˜• ž€#ÿ#ÿSþRþNLÇÃßÛåá}ÿxÿ61ro67JI?ÿ<ÿßÿÞÿþú0(cd›¢ÊÓlqnoHKÀýÈý{þ…þ†� “ÿ–ÿúüúü~ýxý87þþhúiú*ü.ü‰ÿŽÿ¡ÿ¢ÿoüküÜùÔùçúßúŠþˆþ&*QýWýšúœú¤ü¦üPP"ýþü'û"û‡üƒüÓÿÒÿâáIþFþXüSüWþQþ�ˆTQ??´ý³ýþþ]_#™›�ý„ý-þ2þot"  9ý6ýõüïüäásyÓÿÝÿú úúúÍÿÓÿ5<ü�ý‘ýÚû×ûÅÁ¯¯ÿ ûûPüQüž 57ÍþÑþèùóù“û™ûóóúûšý�ý,ø,øšü–üˆ…35µû¶ûùùýýâçäåíýëý€úú½¾Éƶý»ýþþÜÖ KIÉÍ„‰( * » ¼ ªªA>·¶Ü Þ · ¶ ‰ƒ+$¨¤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÷ 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Swap Press Weapon Next or Weapon Prev to instantly swap between any of the three heroes. 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