sprites: make hatchling/octoball explosions snappier. (#1220)
Something that's bothered me for a while now: the hatchling dies, it slowly oozes blood and crumples, the fireball explosion sound plays in the middle of all that bleeding and crumpling, then it slow-motion explodes in total silence. Part of this the problem with the way the lost soul death is hard-coded - 6 tics per frame is just way too long for any decently snappy explosion. At best we can have like 2 actual "exploding" frames and the rest is just the bits floating in midair slowly fading away. This PR skips the bleeding frames entirely in favour of what looks like a failed attempt at getting in one last attack, then a quick explosion right on the A_Scream frame followed by a few frames of that ring of glowing gore bits fading into nothing. A similar issue to the hatchling death animation exists with the octaminator projectile as well. The lines coming out of the current B frame still imply an explosion rather than a lingering cloud of debris.
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buildcfg.txt
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@ -1477,9 +1477,9 @@ FATBB2B8 14 15
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FATBB3B7 16 15
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FATBB4B6 11 15
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FATBB5 11 15
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FBXPA0 13 16 ; revenant explosion
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FBXPB0 17 24
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FBXPC0 18 27
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FBXPA0 19 26 ; revenant explosion
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FBXPB0 17 27
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FBXPC0 17 32
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SSWVA1 18 61
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SSWVA2A8 15 64
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SSWVA3A7 11 66
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@ -1984,12 +1984,12 @@ SKULE8E2 16 33
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SKULE7E3 16 35
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SKULE6E4 18 32
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SKULE5 17 32
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SKULF0 14 32
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SKULG0 15 32
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SKULH0 13 33
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SKULI0 15 36
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SKULJ0 20 38
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SKULK0 24 42
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SKULF0 19 39
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SKULG0 16 38
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SKULH0 20 37
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SKULI0 24 40
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SKULJ0 27 42
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SKULK0 30 46
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SPIDA1 128 100 ; spider mastermind
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SPIDA2 128 100
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SPIDA3 128 100
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