Simple port of something I made for a 2.1 exe mod that Mystic mentioned
needed doing on the 2.2 Priorities topic
(http://mb.srb2.org/showpost.php?p=790613&postcount=4). Adds emblem type
"map", which gives you an emblem upon beating the map it's for. Var sets
more specific conditions; 1 for all emeralds completion, 2 for Ultimate
mode completion, 3 for Perfect Bonus completion. (These can be easily
removed if requested; these were added simply because it was easy to
implement for modders.)
Criticism on the way it's coded and/or how it is implemented is highly
encouraged. Test wad is <root>/TehRealSalt/levelemblems.wad,
pre-compiled exe is <root>/TehRealSalt/levelemblems.exe.
Transparent patch support in TEXTURES
Adds transparent patch functionality for the TEXTURES format.
Duplicates source-to-cache column drawer functions and adds extra functionality which uses trans tables.
Changes how the column drawer is picked so it's done once per patch instead of per column.
See merge request !72
Crumble fof
Basic (but kind of WIPish still) support for remote falling of FOFs by linedef execs or Lua. Originally started for Nev3r to use his dark magic on.
Making this MR so people actually remember I was doing something regarding crumbling FOFs, it's been months since I did stuff for this now mind...
* linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns
* *No Climb*: the FOF *doesn't* respawn
* *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return)
* *Block Enemies + No Climb*: inverted version of above
* EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])`
* *controlsec* is the FOF's control sector
* *rover* is the FOF itself
* (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise)
* (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil
* (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha
* (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise)
* the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind
See MonsterIestyn/crumble-fof on the FTP for a test exe (srb2win-crumblefof.exe), a test map for the linedef, and a test lua script for EV_StartCrumble (which can also be tested in the map).
See merge request !55
Lua more stuff
More new Lua features and fixes:
* Most Lua functions that deal with stuff that exists only in levels now should spout Lua errors instead of crashing the game if you try to use them outside of levels. Likewise, accessing any of the tables that contain level-only stuff (players, sectors, lines, etc etc) spouts Lua errors too outside of levels.
* `userdataType(variable)` now exists: this function simply returns the type of the userdata variable given as a string (e.g. `userdataType(players[0])` returns "player_t", `userdataType(sectors[0])` returns "sector_t"). This also includes "minor" userdata types for array members of other userdata types, such as .powers of player_t variables or .lines of sector_t variables (which would give the strings "player_t.powers" and "sector_t.lines" respectively).
* The Lua hook "MobjMoveBlocked" now exists: functions for this hook are called whenever a mobj attempts to move horizontally but is blocked by a wall or solid mobj (or whatever else can cause P_TryMove to return false, assuming it doesn't remove the mobj). In theory this hook could be very useful for behaviour such as sliding or bouncing off walls without the need of flags like MF_SLIDEME or MF_BOUNCE etc. Format for use is just like most generic mobj hooks: `addHook("MobjMoveBlocked", functionname, MT_OBJECTTYPE)`, where `functionname` is a function that takes a single mobj_t argument.
See MonsterIestyn/lua-more-stuff on the FTP for a test exe (srb2win-lua-more-stuff.exe) and some test scripts for the above changes.
See merge request !67
Add a vertical flip variant for the translucent column drawer.
Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
Better papercollision
Diagonal bounding boxes are no longer root 2 larger than they should be. Testwad is <root>/toaster/sawb.wad. Nice and simple.
See merge request !49
Slopewall transfer
As @Nev3r wants. Go along a slope, hit a wall? LAUNCH! Well, I mean. He wants it slightly less weak. I have already made it less weak than P_SlopeLaunch.
Also also I made the trail that goes behind the player when they're rolling take into account vertical momentum as well as horizontal, so that being launched directly up didn't leave you trailless.
Test with <root>/!LatestSRB2Files/srb2win_branch_transfer.exe and <root>/Nev3r/ACZMaster.wad (roll down slope directly in front of you).
See merge request !66