Commit graph

2100 commits

Author SHA1 Message Date
toasterbabe
3f92a2305a * Modified MT_SEED to have aesthetically nicer behaviour.
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
2017-01-01 21:54:30 +00:00
toasterbabe
df88d888e6 Prevented Mario mode from bailing out P_InternalFlickySpawn. What's the point? Goombas don't call A_FlickySpawn... 2017-01-01 18:16:21 +00:00
Monster Iestyn
0e6e52eabe Start mobjnums at 1 instead of 0, so that the first found mobj can be relinked as a target etc to other mobjs properly
This fixes Brak's electric barrier disappearing for joiners to ERZC. There seems to be some issues with the lava falls there too I've found, but the electric barrier actually stays around now at least
2017-01-01 17:03:13 +00:00
toasterbabe
6ed8d99b48 * Added "Flickylist = DEMO" option, creating the five species of flicky similar enough in appearance to the Freed Animals from the days of yore.
* Set the default flicky group to be equivalent to Flickylist = Demo.
* Refactored a little. (This also removed a crash-causing typo in a Z_Free in P_ClearSingleMapHeaderInfo.)
2017-01-01 16:57:07 +00:00
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.
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.
* 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.
* 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.
* 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.
* 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
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
(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.
* 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.
* 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.
* 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.
* 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.
* 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!)
* 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
Hook optimisation
2016-12-22 18:26:49 -05:00
Monster Iestyn
d782638da8 Merge branch 'zlib_pkgconfig' into 'master'
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'
# 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
Monster Iestyn
6f8969aec0 Merge branch 'spindash-dust' into 'master'
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'
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
Monster Iestyn
68c8b8a68a Merge branch 'multipatchtex-translucent-cyanpixel-fix' into 'master'
Multi-patch texture support for transparency AND translucency

Fixes the transparent bits of the multi-patch glass texture in THZ1 turning cyan when linedef types 900-908 are applied for translucency

See merge request !56
2016-12-12 14:29:44 -05:00
Monster Iestyn
3f3a26b7d4 Merge branch 'zoom_fix' into 'master'
Zoom tube camera fix

Fixed a mistake where I accidentially allowed people to change the player angle whilst in a zoom tube when previously improving them.

See merge request !57
2016-12-12 14:29:03 -05:00