James R
b7c4a82a0f
Replace C90's junk with a modest macro
2020-10-06 23:04:23 -07:00
Snu
4480273fc6
Remove all instances of PF_CANBUSTFLOORS
2020-09-29 20:16:06 +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
Snu
628480d1c2
Add functionality to PF_CANBREAKFLOORS
2020-09-29 12:58:36 +01:00
Snu
b06bb9c678
Change breaking walls requirement from CA_GLIDEANDCLIMB to SF_CANBREAKWALLS.
2020-09-29 10:32:45 +01:00
Sally Coolatta
285ec3e08c
Player death uses damage types
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- 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
Sal
e1c5acffb9
Merge branch 'dont-cheese-fault' into 'master'
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Fault again if you spectate then respawn during a fault
See merge request KartKrew/Kart!315
2020-09-25 09:31:37 -04:00
Sal
89c5d35fce
Merge branch 'spinout-type-cleanup' into 'master'
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Don't run out wipeout in the air
See merge request KartKrew/Kart!314
2020-09-25 09:31:25 -04:00
Sally Coolatta
953afddd03
Fix camera not updating when F12ing, fixed camera not taking aiming into account, and minor cleanup
2020-09-25 09:28:19 -04:00
Sally Coolatta
58d9ac899d
Fixed friction being applied incorrectly
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Kart's manual player friction adjustments were being called after movefactor was reset, meaning friction changed but movefactor was default, essentially creating old 2.1 friction again
2020-09-25 04:33:20 -04:00
Sally Coolatta
861cb8e144
Fix springs giving you way too many
...
(Also removed a bunch of instances of PF_SPINNING since we haven't used it)
2020-09-25 02:24:19 -04:00
Sally Coolatta
672c4fb763
Make aiming relative too
2020-09-25 02:06:37 -04:00
toaster
b41086a094
Fix UI timers being borked at map start
2020-09-22 13:53:18 +01:00
Sally Coolatta
99a1bacb81
Turning code overhaul
...
Packet drops are still broken, but at least netgames are playable now.
2020-09-22 00:35:44 -04:00
James R
ef108cbb36
Merge remote-tracking branch 'pub/next'
2020-09-20 14:07:54 -07:00
SteelT
d8bcc13fec
Merge branch 'master' into trick-panels
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# Conflicts:
# src/d_player.h
# src/dehacked.c
# src/k_kart.c
# src/p_user.c
2020-09-18 00:54:45 -04:00
lachwright
0a7802c8e9
Allow JumpSpin abilities to be used with non-ability shields
2020-09-16 16:50:10 +09:30
Bartu İnce
3a84946e98
no message
2020-09-08 03:03:48 +03:00
FlykeSpice
2d9ec1687c
Remove POLYOBJECTS POLYOBJECTS_PLANES #ifdefs(backport from srb2 2.2)
2020-08-20 13:02:13 -04:00
FlykeSpice
2424418390
Remove ESLOPE #ifdef(backport from srb2 2.2)
2020-08-20 13:02:13 -04:00
lachwright
49fa372b8d
Instantaneous lookback camera (v2 backport)
2020-08-20 13:41:03 +08:00
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
8fd64ca607
Fix ring usage & gravity
2020-08-16 02:12:17 -04:00
Sally Coolatta
a251c3909b
Lots of little fixes
...
Gameplay seems to work (besides the addplayer & client config stuff), but visuals (mostly sprites, but a little bit of HUD) are really messed up
2020-08-16 00:29:04 -04:00
Sally Coolatta
631f698432
Cleanup
...
So for whatever reason it's still giving me a warning about functions in i_threads having duplicate definitions, even though they clearly do not.
I'm completely stumped so I'm just gonna mess with my compile setup....... in the mean time, if anyone else could try to compile it, I'd appreciate it, so we know if it's just my end or if its something else
2020-08-15 08:32:56 -04:00
Sally Coolatta
19016db338
Got through OGL
2020-08-15 06:20:22 -04:00
Sally Coolatta
dfd733eb80
Up to screen.o
...
Lots of renderer files I didn't need to touch at all here :)
2020-08-15 00:55:30 -04:00
Sally Coolatta
9b9ab8a2d5
Get up to p_user
2020-08-14 23:23:14 -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
2f2e813e52
m_anigif, m_cheat, m_cond, m_fixed
...
Up to m_menu, and it's screaming, so I'm going to take a break :V
2020-08-14 01:31:37 -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
135e9b9797
f_finale now compiles
2020-08-11 23:13:25 -04:00
Sally Coolatta
8731c6b7a4
Another round of fixing up
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- 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
a50a9a1843
Lots of splitscreen fixes
...
LOTS of stuff I changed to use arrays instead of constantly duplicated code
2020-08-10 23:38:32 -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
ecec1e8a8f
OK the compiler still didn't like it, so just properly remove it entirely.
2020-08-10 17:22:55 -04:00
Sally Coolatta
8071ec92e8
InputDown -> PlayerInputDown, JoyAxis -> PlayerJoyAxis
2020-08-10 17:00:45 -04:00
Sally Coolatta
f1c37f350a
Merge p_user.c
2020-08-10 15:00:43 -04:00
James R
0a85046b22
Merge branch 'bt_spin' into 'next'
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Replace all occurances of BT_USE with BT_SPIN (2.2!)
See merge request STJr/SRB2!982
2020-08-09 21:03:17 -04:00
Sally Coolatta
e296e1309a
YAY, round 2
2020-08-09 21:02:56 -04:00
Sally Coolatta
f317b327b2
Merge p_user.c
2020-08-09 19:11:46 -04:00
James R
11a4ca28d7
Remove PF_SKIDDOWN, just use PF_FAULT
2020-08-06 17:59:09 -07:00
James R
66c7cd4844
k_spinouttype magic numbers begone
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Fixes wipeout running out in the air. It was really
only intended for explosions.
2020-08-05 16:28:47 -07:00
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
7e7e56f0c6
Add distance easing, so it doesn't jitter around too much when you're stuck.
2020-07-31 15:46:44 -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