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.
This commit is contained in:
mc776 2023-12-10 13:26:18 -08:00 committed by GitHub
parent fb513489ec
commit 54e555bc89
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 9 additions and 9 deletions

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@ -1477,9 +1477,9 @@ FATBB2B8 14 15
FATBB3B7 16 15
FATBB4B6 11 15
FATBB5 11 15
FBXPA0 13 16 ; revenant explosion
FBXPB0 17 24
FBXPC0 18 27
FBXPA0 19 26 ; revenant explosion
FBXPB0 17 27
FBXPC0 17 32
SSWVA1 18 61
SSWVA2A8 15 64
SSWVA3A7 11 66
@ -1984,12 +1984,12 @@ SKULE8E2 16 33
SKULE7E3 16 35
SKULE6E4 18 32
SKULE5 17 32
SKULF0 14 32
SKULG0 15 32
SKULH0 13 33
SKULI0 15 36
SKULJ0 20 38
SKULK0 24 42
SKULF0 19 39
SKULG0 16 38
SKULH0 20 37
SKULI0 24 40
SKULJ0 27 42
SKULK0 30 46
SPIDA1 128 100 ; spider mastermind
SPIDA2 128 100
SPIDA3 128 100

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