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
f8d37e5df7
fix commenting and indentation that was rushed for new years
2017-01-01 00:39:33 +00:00
toasterbabe
be140d8143
Added "Flickylist = All" option.
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Couldn't get it to default to anything - it was causing crashes, and new years is in ten minutes, so let's do that tomorrow.
2016-12-31 23:47:47 +00:00
Monster Iestyn
6ca806a8c0
Fix FOF lighting being stupid with repeating midtextures.
2016-12-31 20:44:16 +00:00
Louis-Antoine
d4f153d3ca
Random changes in the netcode lol
2016-12-31 19:26:33 +01:00
toasterbabe
311886e582
* Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
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* 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.
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* 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.
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* 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.
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* 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
Monster Iestyn
7711f64eb7
Whoops forgot to commit this extra thing I was doing (just disables the old code for animal spawning)
2016-12-27 21:14:19 +00:00
Monster Iestyn
cecc1912fe
Starting work on adding new system for spawning animals; added A_FlickySpawn and level header "animallist"/"flickylist" parameter
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No idea if this compiles yet (let alone if what is there works at all), just getting this out the way so I can work on certain other things *cough plane displacement cough*
2016-12-27 21:01:20 +00:00
Inuyasha
8fb9a3b3d5
Ignore modifier keys in chat
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(Fixes LSHIFT typing D repeatedly into chat)
2016-12-26 21:32:35 -08:00
toasterbabe
4a53d96099
* Fixed changing skins during differing-length sprite animations resulting in sprite errors.
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* Added PF_BOUNCING to a place where it would likely be wanted.
2016-12-26 18:36:57 +00:00
toasterbabe
2ba3afaeda
Implemented unique attract shield sound (patch.dta).
2016-12-26 13:02:26 +00:00
toasterbabe
90758b47ec
* Limit spawning of endsign head to if a sprite for it exists.
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* Rearrange colouropposite so lavender's opposite is crimson, considering gamegear.
2016-12-25 22:20:20 +00:00
toasterbabe
877065250e
Some NiGHTS change oversights I forgot to correct before.
2016-12-25 19:56:33 +00:00
toasterbabe
5164ee7fc9
Fun gameplay tweak: Turn CA_FLOAT into a limited CA_SLOWFALL when moving slowly, to double down on it being for speedrun characters and punishing slowing down. Rob-approved.
2016-12-24 22:23:34 +00:00
toasterbabe
578b809557
* Turned CA_DASHMODE into SF_DASHMODE.
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* 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
toasterbabe
102f26182b
* Tweaks to CA_BOUNCE.
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* Tweaks to drowning number placement for altered sizes.
2016-12-24 14:23:11 +00:00
toasterbabe
f60233027d
On Rob's suggestion: Allow your controls to turn CA_BOUNCE users to turn on a dime when coiling for the next bounce.
2016-12-24 13:31:23 +00:00
toasterbabe
942065ba9f
* CA_BOUNCE users now play animation/sound when bouncing on enemies, monitors.
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* CA_BOUNCE users harmlessly bounce off Sharps.
2016-12-24 13:17:53 +00:00
toasterbabe
b84ad05061
Okay, failed experiment fixed. (This has nothing to do with the ability to pierce bustable FOFs, I just modified it for kicks to see what would happen.)
2016-12-24 00:12:29 +00:00
toasterbabe
a61f5e4521
* CA_BOUNCE can now break downwards.
2016-12-23 23:58:12 +00:00
toasterbabe
0a7fe9569d
* Fixed issue where CA_BOUNCE users can harmlessly bounce on deathpits (and not Cakewalk style!)
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* Minor quality-of-life improvements to CA_BOUNCE handling.
2016-12-23 23:13:31 +00:00
toasterbabe
10a137620a
First commit, CA_BOUNCE almost completed.
2016-12-23 17:31:07 +00:00
Inuyasha
37c8ef6369
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
2016-12-22 17:46:39 -08:00
Inuyasha
f4b0591174
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-12-22 17:44:28 -08:00
Alam Ed Arias
97f87827f4
hardware: init undef vars in HWR_SortVisSprites
2016-12-22 19:42:00 -05:00
Alam Ed Arias
fca398ae4d
Win32 Debugger: no need for Win32 interface code for SDL
2016-12-22 19:40:02 -05:00
Alam Ed Arias
1c16a4e670
m_aatree: add newline
2016-12-22 19:39:37 -05:00
Alam Ed Arias
fc9a86f6d2
Mingw: fixup unsigned/signed compare
2016-12-22 19:39:14 -05:00
Alam Arias
fe3916a60d
Merge pull request #147 from LJSonik/hook-optimisation
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Hook optimisation
2016-12-22 18:26:49 -05:00
Monster Iestyn
0538c98251
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
2016-12-21 22:31:09 +00:00
Monster Iestyn
41dfba65c9
Hack to make sure even (extra)subsectors without planepolys have segs adjusted
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this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
2016-12-21 22:10:27 +00:00
Monster Iestyn
106e1aa8d5
Merge branch 'master' into opengl-improvements
2016-12-21 19:49:02 +00:00
Monster Iestyn
d782638da8
Merge branch 'zlib_pkgconfig' into 'master'
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Zlib pkgconfig
Linux build to include libgme by default
See merge request !116
2016-12-18 21:44:19 -05:00
Monster Iestyn
752eca5253
Changed how return values work for the iteration function supplied to searchBlockmap
2016-12-18 16:53:11 +00:00
Monster Iestyn
7bcb595eaf
don't make NF_SUBSECTOR available to Lua either unless HAVE_LUA_SEGS is defined
2016-12-18 15:36:19 +00:00
Monster Iestyn
8e56582728
Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode
2016-12-17 19:59:54 +00:00
Monster Iestyn
a9cfd12e04
Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code)
2016-12-16 21:38:53 +00:00
Louis-Antoine
db20bfb3c3
Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists
2016-12-15 21:05:54 +01:00
Monster Iestyn
6ae2c24484
Merge branch 'public_next'
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# Conflicts:
# src/p_user.c
2016-12-14 18:53:00 +00:00
Monster Iestyn
f8961d396f
Initial commit of what I've done so far, DOES NOT COMPILE
2016-12-13 22:42:47 +00:00
toasterbabe
d8d5f31898
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-12-13 22:03:59 +00:00
toasterbabe
fe6b4c4875
Reduced momentum killing of groundpound into slime per Mystic's request.
2016-12-13 21:48:16 +00:00
Sryder
2e72539df2
Remove accidental leftovers
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Accidentally left a comment and stuff in there from previous attempts
2016-12-13 21:22:40 +00:00
Sryder
4fb2a18846
Fix a one character bug with clipping
2016-12-13 21:18:05 +00:00
Sryder
39d4f22660
Flat sprites for OGL
2016-12-13 21:02:23 +00:00
Monster Iestyn
6f8969aec0
Merge branch 'spindash-dust' into 'master'
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Spindash dust
Charging a spindash kicks up dust, we all know this feature was dying to get in at some point. Bubble and flame forms of spin dust are included from FSonic, for underwater and elemental respectively.
Oh, and as a bonus I reorganised the spindash/spinning/other ability2 stuff code to look a bit neater and more organised.
New resources:
* MT_SPINDUST - the object
* S_SPINDUST1 to 4 - the normal form's states
* S_SPINDUST_BUBBLE1 to 4 - the bubble form's states
* S_SPINDUST_FIRE1 to 4 - the bubble form's states
* SPR_DUST - the normal form's sprite set (uses frames A to D, just pinch FSonic's sprites really)
* SPR_FPRT - the flame form's sprite set (frame A only)
SF_NOSPINDASHDUST disables spindash dust for a character
See merge request !52
2016-12-13 15:15:33 -05:00
Monster Iestyn
aa82042cf8
Merge branch 'credit_switch' into 'next'
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No switching skins mid-credits/custom cutscene in SP
Does what it says on the tin.
See merge request !129
2016-12-13 09:33:53 -05:00