Commit graph

947 commits

Author SHA1 Message Date
James R
4569d9650a Move drop reset in air to P_CheckPosition
Fixes respawning over slopes after crossing a drop.
2020-10-15 15:51:31 -07:00
James R
0bf00aad35 Condense variables, rename 'diff' to 'step' 2020-10-15 14:23:02 -07:00
James R
3a4a687da0 Use height difference between front and backside of line when stepping down
This should fix the janky falling off steep slopes and let you cling to them.
Because when falling off a sector the edge of the player must not intersect
the edge of the higher sector, it is trickier than step up. The height
difference at the line must be stored to be useful.
2020-10-14 21:10:02 -07:00
James R
1363291a78 brug 2020-10-14 01:19:43 -07:00
James R
0d116b39c5 Compare height for step up on edge of sector
This is for slopes. When moving across a slope the height changes. Therefore
compare the height at the edge where slopes meet so only a wall will block the
player, and not a very steep slope.
2020-10-13 20:27:36 -07:00
James R
36d0e58fc4 Don't need to set this actually 2020-10-13 19:11:18 -07:00
James R
e82ee6078d Apply step up/down to opposite plane too 2020-10-13 19:04:52 -07:00
James R
619484259f Merge branch 'ceilingz' into 'next'
Add P_CeilingzAtPos function

See merge request STJr/SRB2!1164
2020-10-12 17:44:51 -04:00
Hannu Hanhi
24ff748c58 Performance stats 2020-10-10 22:12:34 +03:00
Snu
82535af856 comment typo 2020-09-30 08:44:43 +01:00
Snu
f6e3d347ff Make the function ACTUALLY work 2020-09-30 08:40:21 +01:00
Snu
43b1894be3 Create P_CeilingzAtPos function 2020-09-30 07:56:57 +01:00
Snu
f0b7da9d79 Replace all instances of SF_CANBREAKWALLS and PF_CANBREAKFLOORS with SF_CANBUSTWALLS and PF_CANBUSTFLOORS, respectively. 2020-09-29 13:52:35 +01:00
Snu
5f96f8af58 Fix characters without SF_CANBREAKWALLS not being able to climb bustable walls. 2020-09-29 13:47:48 +01:00
Sally Coolatta
285ec3e08c Player death uses damage types
- Fixed last place elimination not working (again)
- Replaces squishing from level geometry with good old fashioned crush death
2020-09-25 16:31:10 -04:00
SteelT
da47d0c437 Fix spring sound never playing
It was all because of one line, I hate this.
2020-09-21 20:18:36 -04:00
SteelT
6912915304 Fix hitting springs crash
MFE_SPRUNG flag not being applied to the object sprung would cause a infinite recursion of `P_TryMove` -> `P_CheckPosition` -> `PIT_CheckThing` -> `P_DoSpring` -> etc
Also fix springs not being de-solidfied

Dunno what's up with the spring sound not playing
2020-09-21 15:01:56 -04:00
Sally Coolatta
fa957f2022 P_TryCameraMove return false :V 2020-08-23 14:16:30 -04:00
Sally Coolatta
376a41162b Minor fixes 2020-08-23 14:08:54 -04:00
Sally Coolatta
3e446a167c Restructure how damage works in kart COMPLETELY
Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.
2020-08-19 00:55:36 -04:00
Sally Coolatta
9efdc98de6 Makes it through all kart files
All that's left is SDL, OGL, maybe also Lua
2020-08-15 04:42:56 -04:00
Sally Coolatta
5a98c00405 NOW we make it past p_mobj 2020-08-14 22:28:49 -04:00
Sally Coolatta
c665393bd0 actaully I was incorrect, it didn't make it past it. Now it makes it TO it at least :V 2020-08-14 21:21:17 -04:00
Sally Coolatta
5a6263c36b Make it past p_mobj 2020-08-14 20:48:06 -04:00
Sally Coolatta
6ef0af4ba5 g_game and g_input now compile 2020-08-13 00:05:44 -04:00
Sally Coolatta
f9ca40e673 Merge branch 'master' into the-scary-22-merge 2020-08-12 20:59:09 -04:00
Sally Coolatta
8731c6b7a4 Another round of fixing up
- gametyperules are now fitting for kart, not applied to the whole codebase though
- a few more files compile
2020-08-11 16:13:17 -04:00
Sally Coolatta
c96bd5f64a Many removals
Lots of NiGHTS code, lots of ringslinger code, revert actnum behavior back to vanilla
2020-08-10 21:45:51 -04:00
Sally Coolatta
ed031e344e Merge p_map.c 2020-08-10 14:34:29 -04:00
Sally Coolatta
e296e1309a YAY, round 2 2020-08-09 21:02:56 -04:00
Sally Coolatta
31b99de407 Use K_MomentumAngle for all instances of needing momentum angle for an object
This means we will never ever have any "standing still defaults to angle 0" issues again :)
2020-08-02 11:40:21 -04:00
Sally Coolatta
3dc2f4804f Angle & scale now impact how long you're in hitlag 2020-08-02 10:26:29 -04:00
Sally Coolatta
a8908d22cf K_SetHitlagForObjects, sets hitlag based on speed 2020-08-01 01:14:18 -04:00
Sally Coolatta
c9b17c456d Re-attempt at hitlag
I remember when I tried to fix wolfs' branch I was having issues, but this ended up working pretty much fine? Don't remember why the old branch was messed up though (it was simply too old & not substantial enough to try and work off of imo)
2020-07-29 09:30:29 -04:00
GoldenTails
36e1c30e19 Replace all occurances of BT_USE with BT_SPIN (2.3?)
I'd use `next-major` but it doesn't exist lol
2020-07-11 21:59:54 -05:00
Snu
b03a0ee735 Merge branch 'master' of git.magicalgirl.moe:STJr/SRB2 into bubbleshieldoverhaul
Updated to 2.2.5
2020-07-10 17:08:53 +01:00
Snu
5f7175204f Changed Bubble Shield functionality 2020-07-10 05:59:10 +01:00
LJ Sonic
83f53943a6 Merge branch 'knuxtweaks' into 'next'
Knuckles tweaks

See merge request STJr/SRB2!1030
2020-07-04 16:37:35 -04:00
LJ Sonic
b558c523a2 Merge branch 'fix-oldbrak-missiles2' into 'next'
Take 2: Fix Old Brak missiles + add pw_ignorelatch

See merge request STJr/SRB2!1006
2020-07-04 16:28:48 -04:00
lachwright
10b09f49c3 Add sightcheck boolean to P_RadiusAttack
Also now destroys Egg Guard shields, and circumstantially Minuses
2020-07-04 18:27:06 +08:00
Lachlan
44dfcc7b3d Merge remote-tracking branch 'origin/next' into more-platform-fixes 2020-07-04 05:25:38 +08:00
Lachlan
ab3f5e8aff Fix compiler warning 2020-07-04 05:25:34 +08:00
Lachlan
ee7bc779ea P_Earthquake: Use P_RadiusAttack in favor of thinker iteration 2020-07-04 04:00:28 +08:00
lachwright
0a3b728e81 Knuckles changes:
- Buffed crouch landing; lasts slightly shorter and cuts speed less
- Support for swimming! Knuckles has slightly different glide controls when he has swim sprites underwater
- Improved glide controls in 2D mode
- Super Knuckles perks: land from a glide or latch onto a wall to generate a shockwave and damage nearby enemies
- Refactored skid dust
- Made super sparks use FF_FULLBRIGHT
- Added P_SpawnSkidDust and P_Earthquake to Lua
2020-07-04 01:54:00 +08:00
James R
34eeb98cc4 Merge remote-tracking branch 'origin/next' into gtr-fixes 2020-06-24 19:31:19 -07:00
kaysrishaq
248cd81ee9 brak missile fix, pw_ignorelatch, small Recycler fix 2020-06-18 17:09:29 -04:00
lachwright
92a43f2f2e Allow Fang to bounce on solid rising floors without taking damage/losing all scorechain 2020-06-17 01:46:36 +08:00
Sally Coolatta
59add5abd4 Merge branch 'master' into trick-panels 2020-06-14 20:46:01 -04:00
lachwright
b2b0fc435b Platform fixes 2020-06-14 12:17:30 +08:00
Sally Coolatta
b7a8c1f128 Merge branch 'master' into trick-panels 2020-06-05 18:41:21 -04:00