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3540 commits

Author SHA1 Message Date
Inuyasha
e62b0f219f Merge branch 'damage-control' into 'master'
Damage control + Match rebalancing

This is two branches in one since while I was working on damage-control's changes months back, I felt it was best Match rebalancing was merged in here too (thanks JTE for helping me do so).

Changes from damage-control:
* `player->health` (formerly the "HUD copy" of `player->mo->health`) is now `player->rings`, and is also now the player's actual ring count.
* `player->mo->health` (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched.
* P_RingDamage now includes ring spilling code.
* P_ShieldDamage now has a damagetype argument, allowing me to remove the last MT_NULL hack left in from the pre-damagetype days that I forgot about.
* The old "switch-to-seestate" enemy damaging behavior in P_DamageMobj has been removed. This was a Doom left-over and doesn't really affect SRB2's enemies anyway - see, Doom enemies had a random chance of using seestate or painstate, SRB2 enemies always use painstate.
* Other minor efforts to reorganise damaging code and have it make more sense, but otherwise nothing that should affect gameplay in general.

Changes from match-rebalancing:
* New weapon/ammo dropping behavior: if you have the weapon panel + ammo, you drop the panel (but not the ammo); if you don't, you just drop the ammo.
* New Match ammo consumption: Weapon rings can now be fired with no rings at double the ammo cost.
* New emerald behaviour: collecting all 7 emeralds no longer turns you super (read: Match super is dead now) but instead steal points from enemies and gives you and teammates invincibility + sneakers
* Tails ringslinger buff: Any character with CA_FLY will now throw rings 1.5x as fast.

See merge request !28
2016-11-13 16:47:05 -05:00
toasterbabe
b7298a5574 Revert "Nev3r wants to make barrels which are both shootable and die when you break them like you break monitors."
This reverts commit 286a8b0289.
2016-11-12 15:39:47 +00:00
toasterbabe
0cca852eb6 Revert "Correction of some other relevant places to the previous commit."
This reverts commit a88b21f703.
2016-11-12 15:39:42 +00:00
toasterbabe
11a391dbb5 Making FF_SPR2ENDSTATE consistent between P_SetMobjState and P_SetPlayerMobjState. 2016-11-12 15:06:49 +00:00
toasterbabe
a88b21f703 Correction of some other relevant places to the previous commit. 2016-11-12 14:34:25 +00:00
toasterbabe
286a8b0289 Nev3r wants to make barrels which are both shootable and die when you break them like you break monitors.
To that end, I've made MF_MONITOR *without* MF_SHOOTABLE act like MF_MONITOR does, and MF_SHOOTABLE allow for both missiles AND players to destroy. This has had the side effect of allowing MF_ENEMY and MF_BOSS to use MF_MONITOR as a substitute for MF_SHOOTABLE that doesn't allow missiles to cause them damage, which might be useful for Jetty-syns.
2016-11-12 14:08:27 +00:00
toasterbabe
645e7298c0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-11-12 13:43:02 +00:00
toasterbabe
20677c7a66 * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* All Lua-originated sprite2 settings are now forced through P_GetMobjSprite2. Makes sense because of SPR2_JUMP, which none of the main characters have sprites for yet all use.
* Cleaned up P_GetMobjSprite2 to not set irrelevant, otherwise-unused variable.
2016-11-11 23:23:41 +00:00
toasterbabe
4756b4ce2c Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into spr2stuff 2016-11-11 21:38:35 +00:00
toasterbabe
9aa41582c3 Lua support for sprite2. 2016-11-11 21:37:28 +00:00
Inuyasha
c545194bef update colors to new palette 2016-11-10 16:53:27 -08:00
toasterbabe
d8096d237a Nullification of a lot of irrelevant nextstates for infinite length states. It makes sense. 2016-11-11 00:30:49 +00:00
Inuyasha
1ff498fcfd Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/console.c
2016-11-10 16:20:03 -08:00
toasterbabe
6c1483266c You know, I should've converted these with the earlier commit. Silly me. 2016-11-11 00:15:41 +00:00
toasterbabe
07e5fe9546 Swapped around in an attempt to streamline. 2016-11-10 22:35:33 +00:00
Monster Iestyn
47c67472ff Added bubble form of spin dust 2016-11-10 21:09:05 +00:00
toasterbabe
fc64feee60 FF_ANIMATE now cooperates with Sprite2, and to this end a few player states which have non-varying animation speeds (some which previously had a speed of 0) now use it. 2016-11-10 18:27:01 +00:00
Monster Iestyn
ce97c1e986 Added basic spindash dust
Also cleaned up some of the code in P_DoSpinAbility while I was at it
2016-11-10 17:51:10 +00:00
Monster Iestyn
fea97b4880 Merge branch 'master' into next 2016-11-10 16:45:49 +00:00
toasterbabe
080b3c1d6d Decouple the Sprite2 defaulting from P_SetPlayerMobjState. 2016-11-10 16:05:40 +00:00
Inuyasha
2569a1eda6 Merge branch 'console-improvements' into 'master'
Console improvements

* Unused console backgrounds no longer take up memory
* Input cursor can now move left and right
* Support for selections (Shift-arrow keys, CTRL-A, etc)
* Clipboard support (CTRL-C to copy, CTRL-V to paste, CTRL-X to cut)
* Fixed handling of simultaneous modifier key presses

https://dl.dropboxusercontent.com/u/3518218/21/console.gif

None of this affects chat yet, that's not part of the console. I'll look at it later.

See merge request !133
2016-11-09 20:42:56 -05:00
Monster Iestyn
5be8e4f1b0 Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2016-11-07 21:55:56 +00:00
Monster Iestyn
14cd274baa Change 0xF7 to 0xFF in R_GenerateTexture 2016-11-07 20:27:12 +00:00
Monster Iestyn
817f0908e4 made HWR_CreateBlendedTexture's color switch case take up not so many lines, and only one V_GetColor call is used now 2016-11-07 18:34:51 +00:00
Alam Ed Arias
93c9841360 move Windows zlib options out of PNG to ZLIB 2016-11-06 15:11:02 -05:00
Monster Iestyn
bbd67a6960 Merge branch 'master' into opengl-improvements 2016-11-06 18:02:34 +00:00
Monster Iestyn
cb1fbbf345 Merge branch 'public_next' 2016-11-06 18:02:12 +00:00
Monster Iestyn
f97301b8b8 Merge branch 'master' into next 2016-11-06 17:59:35 +00:00
Monster Iestyn
2dfb841c38 Correcting slight mistake I made 2016-11-06 17:50:04 +00:00
toasterbabe
01f3aa5743 Fixed collision for MF_PAPERCOLLISION with respect to diagonals. 2016-11-06 16:46:27 +00:00
toasterbabe
b5a6bfe046 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-11-06 16:03:12 +00:00
Monster Iestyn
05860b2fa1 Ensure file is closed whenever MD2 reading errors happen 2016-11-05 20:51:48 +00:00
Monster Iestyn
b00c680437 Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version 2016-11-05 20:40:48 +00:00
Monster Iestyn
43cdcc94f9 remove commented-out HWRENDER code in V_DrawContinueIcon 2016-11-05 19:54:49 +00:00
Monster Iestyn
795b3aa552 Call V_DoPostProcessor only in software mode (it cancels itself in OGL anyway) 2016-11-05 19:54:38 +00:00
Monster Iestyn
2df7d8c4aa Merge branch 'public_next' 2016-11-05 19:52:27 +00:00
Monster Iestyn
7b9328781f Merge branch 'master' into next 2016-11-05 19:36:04 +00:00
Monster Iestyn
8909b7c27b Change >= to >, I THINK having exactly 4096 vertices is safe? 2016-11-05 17:38:36 +00:00
Louis-Antoine
6f4699fb77 MobjThinker, MobjCollide and MobjMoveCollide hooks are now directly linked to the mobjtype they belong to, so you no longer iterate through all existing hooks. 2016-11-04 18:56:25 +01:00
Inuyasha
55400a262d go fuck yourself stupid compiler
...your guesses should not be treated as errors.
2016-11-04 02:02:26 -07:00
Inuyasha
010c52aed2 show highlight BG over ellipses if highlight extends offscreen
+ bug fixes
2016-11-03 19:36:43 -07:00
Inuyasha
bb92986aee Merge branch 'console-improvements' of http://git.magicalgirl.moe/STJr/SRB2 into console-improvements
# Conflicts:
#	src/sdl/i_system.c
2016-11-03 17:31:24 -07:00
Inuyasha
e245cdfcbf Console with moving cursor, selections, etc 2016-11-03 17:30:30 -07:00
Monster Iestyn
efe02e2a42 allow triangle/frame limits too 2016-11-03 22:53:49 +00:00
Monster Iestyn
561a0fe768 Attempt loading of an MD2 only once; if we failed then don't bother again
This keeps my new error messages from flooding the console and log.txt
2016-11-03 21:06:23 +00:00
Monster Iestyn
2ec972af54 check numVertices, bail out and print error message if there are too many
I added similar checks for the other num* but it seems some MD2s break the other limits without knowing anyway ...so I've commented these checks out for now, unless we have further discussion regarding them later on
2016-11-03 20:40:17 +00:00
Alam Ed Arias
1f6388a2e0 Fix up Win32 interface code misdeclaration of I_ClipboardPaste() 2016-11-03 14:35:32 -04:00
Alam Ed Arias
8040a68fa0 Clipboard: remove Win32 code for SDL Clipboard API 2016-11-03 14:29:51 -04:00
Alam Ed Arias
f3751828cb Merge branch 'master' into next 2016-11-03 12:51:48 -04:00
Inuyasha
bb20cfd6be Clipboard copy/paste testing
(unfinished, but basics work)
2016-11-03 01:43:57 -07:00