Commit graph

410 commits

Author SHA1 Message Date
toasterbabe
6d43fad098 Correct the baseradius stuff. (Still doing some other work, though - will let you know when the branch is safe to review.) 2017-07-18 12:56:39 +01:00
toasterbabe
66d59efddc Sorry, MI. More info in forthcoming merge request. 2017-07-17 23:58:54 +01:00
Monster Iestyn
dbc7a4099f Hardcoded SOC_TOKE from patch.dta
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
Monster Iestyn
381138d7b1 Increased hitbox height of GFZ trees to 128 FU and gave them all MF_SCENERY 2017-07-15 16:57:03 +01:00
Monster Iestyn
eacf753f2c Add the remaining code from the Lua script to get wall spikes actually working so far 2017-07-13 23:00:45 +01:00
Monster Iestyn
aa947ea022 Starting work for hardcoding wall spikes 2017-07-13 22:42:08 +01:00
Monster Iestyn
96ec319897 Hardcoded SOC_TREE from patch.dta
Also made sure the GFZ trees have MF2_STANDONME
2017-07-13 17:29:15 +01:00
toasterbabe
370d9c3176 Hooh boy.
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
   - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
   - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
   - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
   - angle: tag of controlling linedef
   - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
   - line dx: number of chain links
   - line dy: speed (in FU)
   - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
   - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
   - frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
   - frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
   - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
   - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
   - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
   - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
   ----
   - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
   - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
   - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
   - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
   - ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****

Whooh. Requires new patch.dta for sprites.
2017-07-02 15:11:09 +01:00
toasterbabe
61fcbe9b36 Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem

Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
2017-05-09 16:20:26 +01:00
toasterbabe
59397d7cb3 More sound naming consistency! (Sorry.) 2017-05-01 13:48:20 +01:00
toasterbabe
bdaa0aea9b More coherent sound selection to prevent confusion of token and score boxes. 2017-04-28 22:55:54 +01:00
toasterbabe
2d9c37d800 MONITORS IS UNFUCKED
A less memetic message: On permission of Mystic, rejiggered a few things such that Race uses cv_competitionboxes, allowing the menu to be nicer.

Also:
* disabled the doomednum for ? boxes
* made A_MixUp play sfx_lose if you're in a gametype that can't use it
* Removed the all-teleporters option from cv_competitionboxes. It could just be done by tweaking the random monitor toggles, anyways.
2017-04-28 22:45:17 +01:00
toasterbabe
18ad6a3a0d Minor tweak to the balance of GFZ3. 2017-04-24 15:38:22 +01:00
toasterbabe
bef9520556 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences 2017-04-19 23:03:47 +01:00
Monster Iestyn
0f2c9c40a2 Hardcoded the big gargoyle 2017-04-18 20:38:13 +01:00
Monster Iestyn
941ab72204 Hardcode new/updated xmas scenery object type/state info 2017-04-18 18:32:52 +01:00
Monster Iestyn
0e358b3d9f Add new Pity shield orb state info, remove unused Pity states 2017-04-18 17:36:04 +01:00
toasterbabe
3e29ee3f01 Closed captioning!
* Provides a helpful description for the hearing impaired, whether permanent, temporary or situational.
* Consvar "closedcaptioning", with on/off values available.
* Only works if sounds are on. This is frustrating. I will see what I can do to allow it to work with sounds off in future, but for now it's dependent in order to properly accept or decline sounds.
* Thanks to MI for making that wiki page a lot more comprehensive a few days ago.

* Weapon ring is now a seperate sfx_wepfir instead of doubling up on sfx_thok.

* Also, made V_StringWidth work with V_NOSCALESTART.
2017-04-17 01:09:47 +01:00
toasterbabe
698e53a518 Per Mystic's request, sped up hammer animation. 2017-03-25 14:06:27 +00:00
toasterbabe
fa29f7deca A bunch of stuff again.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
2017-03-23 19:11:22 +00:00
toasterbabe
ddf8db12af Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
2017-03-22 18:51:30 +00:00
toasterbabe
7ac0373dbf After usability complaints:
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.

* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.
2017-03-21 16:04:49 +00:00
toasterbabe
59bc0da022 Introducing CA2_GUNSLINGER.
* Mildly hacky proof of concept! Will de-hack later.
* Charge up your ability!
* You can only damage others if it's at full power.
* Fires directly at enemies/bosses when at full power. Does NOT aim at players.
2017-03-21 00:54:47 +00:00
toasterbabe
f0c364c71c For melee:
* Fixed underwater hop going too high.
* Added helpful comment.
* Changed animation speed.
2017-03-19 22:22:39 +00:00
toasterbabe
3a6f659b93 She's a lot more complete.
* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
2017-03-19 16:48:35 +00:00
toasterbabe
a65ffc6b24 * Cleaned up a bit of irrelevant oldbrak goop.
* Made it so the goop always appears on-top of the player.
2017-03-16 11:23:23 +00:00
toasterbabe
b2c0930807 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-14 18:12:47 +00:00
toasterbabe
5b77ca5fed Reverted change where NiGHTS drilling sprites were technically the super version of flying sprites. It was not helpful to modders at all, and was only justifiable as a rutheless attempt at efficiency in storage. 2017-03-11 18:14:58 +00:00
toasterbabe
e20292844d * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
2017-03-11 17:14:39 +00:00
toasterbabe
75ac351940 It's 2am, I'll upload the exe and player.dta to the ftp later.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
2017-03-11 02:09:01 +00:00
toasterbabe
3feac5bc90 bad bounce https://gfycat.com/DeliciousReliableGentoopenguin 2017-02-13 18:04:08 +00:00
toasterbabe
6dfef794a4 Metal Sonic's bounce attack is much nicer. Also, a bunch of other minor tweaks. 2017-02-12 01:28:12 +00:00
toasterbabe
c04ee6bfb7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-02-04 15:19:02 +00:00
toasterbabe
97a6f786a3 De-meming. 2017-01-25 17:23:57 +00:00
toasterbabe
939a7b8b2e Fixed the missing Mario Puma/poodoo sounds. 2017-01-25 17:00:40 +00:00
toasterbabe
cdf388810b Added modified Mario shells. They now hurt everyone if you touch them from the side, and can be stopped by anyone if they stomp on their tops. 2017-01-25 14:53:09 +00:00
toasterbabe
91cbeb5e1a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into patch_hardcode 2017-01-25 12:24:09 +00:00
toasterbabe
4e8ce1b77f CEZ1 flames now implemented.
Please note Brak flames use a FF_ANIMATE state instead of the normal flame ones because they are spammed a lot, and the normal ones make particles.
2017-01-21 20:32:33 +00:00
toasterbabe
90b2236711 Fixed flame jets. (I'll upload the patch.dta required to run this exe when I'm ready to make a merge request.) 2017-01-21 12:39:59 +00:00
toasterbabe
399a6c1d47 * ALMOST SORTA IMPLEMENTED A NON-HACKY SPINNING FLAMEJET. For some reason, they wanna step down onto the platform - and I've been figuring this out for too long to see what's causing that tonight.
* Hardcoded a bunch of stuff from patch.dta. All works fine, but still more to do.
2017-01-21 01:09:39 +00:00
toasterbabe
da42165169 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp 2017-01-16 17:14:58 +00:00
toasterbabe
38c7436565 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/d_clisrv.c
2017-01-09 11:10:47 +00:00
toasterbabe
3f92a2305a * Modified MT_SEED to have aesthetically nicer behaviour.
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
2017-01-01 21:54:30 +00:00
toasterbabe
21b316e9a4 Made the flicky turning-around-when-hitting-walls work better and not take up another struct variable which a user of A_FlickyCheck might not want taken. 2017-01-01 16:42:39 +00:00
toasterbabe
311886e582 * Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
* Fixed a crash bug in the Flicky fly function I introduced sleepily last night.
2016-12-31 16:55:06 +00:00
toasterbabe
d3a70eb1db * All Flicky A_ functions ported.
* Corrected MT_EGGSHIELD spawning a flicky.
* New compared to the Lua implementation: Flickies turn around when they hit walls!
2016-12-30 19:16:20 +00:00
toasterbabe
bf8bff82ba * MT_EGGTRAP (egg capsule center mobj) converted over to flickylist system.
* MT_EXPLODE's anims partially FF_ANIMATE'd.
* A_FlickySpawn turned into a wrapper for internal function that does what A_FlickySpawn did but returns a pointer to the spawned flicky.
2016-12-30 14:04:04 +00:00
toasterbabe
d9177f778f * Made what MI had compile.
* Added the ability to read in mobjtypes as well as from a short list of flicky constants.
* Added a new state, S_XPLD_FLICKY, which is the new deathstate of all badniks.
* Put the disabled animal-spawn-on-P_KillMobj behind a #define.
* Renamed the branch and associated properties to something not rife with sin.
2016-12-29 17:02:05 +00:00
toasterbabe
2ba3afaeda Implemented unique attract shield sound (patch.dta). 2016-12-26 13:02:26 +00:00
toasterbabe
578b809557 * Turned CA_DASHMODE into SF_DASHMODE.
* SF_DASHMODE users can now dash on water.
* Gave CA_HOVER its own states/sprite2s.
* Gave Super Sonic's hover his own hover-run state/sprite2.
2016-12-24 20:57:39 +00:00