Commit graph

1881 commits

Author SHA1 Message Date
MascaraSnake
4d5cb2ddf8 Set mthing->mobj before the flags handling code, since at this point the setup can't fail anymore 2019-12-23 20:12:45 +01:00
MascaraSnake
901cc827ff P_SpawnMapThing(): Separate handling of MTF_AMBUSH and MTF_OBJECTSPECIAL in its own functions 2019-12-23 19:08:40 +01:00
MascaraSnake
2cac61dd28 P_SpawnMapThing(): Separated the giant post-Lua hook switch-case statement into its own function, and separated some of the larger cases into their own function as well 2019-12-23 18:59:11 +01:00
MascaraSnake
06bbfb11d8 P_MapThingSpawn(): Move early returning/substitution code into their own functions 2019-12-23 17:28:21 +01:00
MascaraSnake
d3ac0a305a Move P_GetMobjtype above first use 2019-12-23 16:54:26 +01:00
MascaraSnake
a99a307ed4 Separate handling of non-mobj mapthings in P_SpawnMapThing into its own function 2019-12-23 16:53:45 +01:00
MascaraSnake
0fa8936966 Add P_GetMobjtype for finding the mobjtype for a given mapthingnum 2019-12-23 14:45:43 +01:00
MascaraSnake
26d80c2b12 Split up P_SpawnHoopsAndRings() into subfunctions 2019-12-23 12:42:09 +01:00
MascaraSnake
783b2fbb3c Move spawning of ring-like items into its own function, use P_GetMobjSpawnHeight() 2019-12-23 12:07:03 +01:00
MascaraSnake
9d33c02367 Merge branch 'next' into hoop_refactor
# Conflicts:
#	src/p_mobj.c
2019-12-22 18:12:58 +01:00
MascaraSnake
0fd9596e3c Make both NiGHTS hoop types use the same spawning code.
As a result, the old generic hoops now use 24 sprites instead of 32.
2019-12-22 17:37:54 +01:00
Jaime Passos
2eec0b6a9b Don't spawn End Level Signs without the GTR_ALLOWEXIT rule 2019-12-19 17:06:07 -03:00
Jaime Passos
063d4d0d86 Organise rules 2019-12-19 16:12:10 -03:00
Jaime Passos
ad317cd8a2 Merge remote-tracking branch 'origin/next' into gametype-clownery 2019-12-19 02:15:45 -03:00
Jaime Passos
25481512e7 Special Stages/token stuff 2019-12-18 22:46:17 -03:00
Jaime Passos
0323205a9a How did I mess this up? 2019-12-18 15:23:41 -03:00
Jaime Passos
8f4ea4a11e More spectator tweaks 2019-12-18 15:14:24 -03:00
Jaime Passos
78f4997164 GTR_EMERALDHUNT and GTR_SPAWNENEMIES 2019-12-18 14:57:42 -03:00
Jaime Passos
789e881abc GTR_TEAMFLAGS 2019-12-18 11:43:50 -03:00
Jaime Passos
448494e19b More gametype rules yay!! 2019-12-18 01:54:45 -03:00
Jaime Passos
be227cc58c un-ROTSPRITE rollangle and spriteinfo 2019-12-17 13:09:25 -03:00
James R
eb39e72a10 Merge branch 'spawn_z_refactor' into 'next'
(UDMF prereq.) Spawn Z refactor

See merge request STJr/SRB2!536
2019-12-16 23:21:07 -05:00
MascaraSnake
7fba63d1fa Cleaned up GetMobjSpawnHeight a bit. Ring-likes no longer ignore MF_SPAWNCEILING, because why should they? 2019-12-15 00:22:17 +01:00
Nev3r
eff34fc970 Fix oversight on mapthing spawn Z calculation; ONFLOORZ and ONCEILINGZ don't equal to spawning the object at the base plane intersection. 2019-12-12 15:04:48 +01:00
Tatsuru
2e1460cb5c Hugging now requires being in the same Z position
Don't try this at home
2019-12-11 19:13:22 -06:00
Nev3r
935a1d182c Epic oversight in upside-down spawn offset. 2019-12-11 15:48:44 +01:00
Nev3r
a57ead226e Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now. 2019-12-11 11:10:31 +01:00
Nev3r
be3234a4e8 Do not use mapthing flags to spawn hoops and rings; use the the previously set mapthing Z instead. 2019-12-11 10:13:52 +01:00
Nev3r
3214ad0b3a Fix NiGHTS bumpers height. 2019-12-10 18:53:49 +01:00
Nev3r
842afa8d67 Move mobj spawn Z calculating to a separate function. 2019-12-10 18:03:15 +01:00
toaster
3b7b788e4c Revert paperprojection, but keep it as a #define in case someone fixes it in a patch. 2019-12-07 10:22:10 +00:00
MascaraSnake
fffd385151 Merge branch 'datestuff' into 'master'
Date stuff

See merge request STJr/SRB2Internal!618
2019-12-06 16:10:36 -05:00
Steel Titanium
a5cdb0a4b3 Update copyright date on source files 2019-12-06 13:49:42 -05:00
lachwright
415b6663c9 Actually fix F12 issues 2019-12-07 02:27:48 +08:00
lachwright
e2d4c9e8a7 Hopefully fix F12 issues 2019-12-07 01:52:40 +08:00
Alam Ed Arias
8a37eaeaa0 Fix compiling for MSVC 2019-12-05 12:38:50 -05:00
MascaraSnake
0dd9a3a58b Merge branch 'nullplayerslopelaunch' into 'master'
Fix slope launch with NULL player causing SIGSEGV.

See merge request STJr/SRB2Internal!595
2019-12-04 17:07:04 -05:00
MascaraSnake
2908335e17 Merge branch 'tokenultimate' into 'master'
Fix tokens not spawning in ultimate mode

See merge request STJr/SRB2Internal!594
2019-12-04 17:06:43 -05:00
toaster
415e172059 Fix slope launch with NULL player causing SIGSEGV. 2019-12-04 12:13:27 +00:00
toaster
efa87d95ce Spawn tokens in ultimate mode now they no longer give you rings on successful special stage completion. 2019-12-03 23:21:36 +00:00
Alam Ed Arias
b869d29580 Fixup compiling errors 2019-12-02 12:12:26 -05:00
toaster
7252546100 Fix the flung Brak not being removed on deathpits. 2019-11-30 10:29:51 +00:00
MascaraSnake
a0c10542dd Merge branch 'brakyeet' into 'master'
This Black Eggman? ***YEET*** (resolves #399)

Closes #399

See merge request STJr/SRB2Internal!575
2019-11-30 05:21:55 -05:00
toaster
bffeb25e5b Discovered this was wrong when working on the config for brakyeet, MS objected to the hack so he's updating the tutorial map accordingly. 2019-11-30 10:12:45 +00:00
toaster
e3c8f7bcd3 This Black Eggman? ***YEET***
Resolve issue #399 in the silliest way possible: by having Brak be yeeted off the platform by an explosion at his feet, preventing the downed mech from being anywhere near the escape pod.
2019-11-29 21:55:25 +00:00
MascaraSnake
4a5b746533 Merge branch 'sleepwalkin' into 'master'
Sleepwalkin (resolves most of #382)

Closes #382

See merge request STJr/SRB2Internal!567
2019-11-28 16:08:40 -05:00
MascaraSnake
0e1da4e4b1 Merge branch 'campokes' into 'master'
Camera pokes (resolves #359, #363, and #383).

Closes #359, #363, and #383

See merge request STJr/SRB2Internal!566
2019-11-28 14:21:18 -05:00
toaster
4d4aca1082 Change required for Tails' tails to behave like falling sprite. 2019-11-27 13:54:13 +00:00
toaster
300159143a Fix camera not being flipped when camera is stopped due to game design hack reasons (resolves #383). 2019-11-27 13:37:03 +00:00
LJ Sonic
3eea61558e Merge branch 'exit-move-lj' into 'master'
No more drowning with exitmove now.

See merge request STJr/SRB2Internal!563
2019-11-27 08:17:22 -05:00