Commit graph

3536 commits

Author SHA1 Message Date
Monster Iestyn
3b7bf18971 Fix both Bouncy FOF and Space Countdown sector specials working on FOFs without the FF_EXISTS flag
Also move the Bouncy FOF sector special check above the FOF heights checking in P_CheckBouncySectors, because it means not having to waste time calculating FOF heights only for it not to be bouncy anyway :P
2018-05-11 20:35:46 +01:00
Alam Ed Arias
9726134af7 Merge branch 'master' into next 2018-05-08 21:26:26 -04:00
Steel Titanium
9bd92b7e2d Fix small typo 2018-05-08 18:38:28 -04:00
Steel Titanium
a41f8756e1 Add indentation 2018-05-08 18:36:47 -04:00
toasterbabe
e158a405f3 * Add new damagetype flag (DMG_CANHURTSELF) that allows a player to hurt themselves indirectly.
* Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
* Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
* Enemies are solid to other enemies movement-wise now.
* (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
* Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
* Miscellaneous tiny code tweaks.
2018-05-08 23:26:36 +01:00
Steel Titanium
d85f42689b Don't increment totalplaytime if a demo is playing. 2018-05-08 18:16:01 -04:00
toasterbabe
a5b3f3b975 * Hive Elementals and Bumblebores, plus associated useful action functions.
* Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
* Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
* MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
2018-05-04 21:30:15 +01:00
toasterbabe
228fb577ed * Remove Commander-specific hack, incorporate into A_CrawlaCommanderThink.
* Make my changes to its thinker slightly more consistent.
2018-05-03 14:04:29 +01:00
toasterbabe
588d17cb29 Forgot to do this before making the previous commit; completes support for no-points drone badniks. 2018-05-03 00:00:22 +01:00
toasterbabe
6099ae4bcb * Add native support for multi-hit badiks to MF_ENEMY.
* MF2_FRET application and removal.
   * Flashing when flag present.
   * Bounce player back on successful damaging.
   * Add their spawnhealth to the chain.
* Reduce code duplication in P_TouchSpecialThing.
* Play with Crawla Commander a little bit as a test of its power.
2018-05-02 23:48:50 +01:00
toasterbabe
5b859f8a45 Remove the ugly double-hack for monitors! Doesn't QUITE do it via the return value of P_DamageMobj like MI and I theorised it should do, but it's functionally identical whilst being less code to maintain. 2018-05-02 20:55:07 +01:00
toasterbabe
316c3c5d73 Kill MF2_STANDONME (mechanically; still occupies the slot... will change that next time I have to handle the DEHACKED lists.) 2018-05-02 20:35:20 +01:00
toasterbabe
4046439230 * Springs no longer need MF_SOLID to function. (I tried to add a special Sonic 1-3 style "springs are solid from the side" thing with native support, but it turns out that requires too many hacks for an optional extra feature not used in the campaign, so No.)
* Springs no longer send you flying relative to the slope whilst you're on a slope. (I tried fixing this before, but this is a much more solid fix.)
2018-05-02 20:03:18 +01:00
toasterbabe
187642ec48 * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
* MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
* A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
* Some other, relatively hacky A_ functions.
* (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
* Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
2018-04-28 15:13:44 +01:00
toasterbabe
4a2701477b * Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once.
* Explosion executors.
* Minor refactor of P_KillMobj.
2018-04-26 20:18:51 +01:00
Monster Iestyn
f677746603 Merge branch 'dedicated-nosoundinit' into 'master'
Don't init the sound system on dedicated servers

See merge request STJr/SRB2!225
2018-04-21 17:40:45 -04:00
Monster Iestyn
ee85d2a974 Merge branch 'connect-empty-address-fix' into 'master'
Fixed "invalid pointer" error when passing "" to Command_connect().

See merge request STJr/SRB2!234
2018-04-21 17:32:50 -04:00
Monster Iestyn
fe529f26e4 Merge branch 'connect-server-fix' into 'master'
Removed contradictory `-connect` check

See merge request STJr/SRB2!236
2018-04-21 16:25:28 -04:00
Monster Iestyn
2ddd15333e Merge branch 'findfile-rewrite' into 'master'
Rewrite of d_netfil.c's findfile

See merge request STJr/SRB2!240
2018-04-21 16:22:21 -04:00
Monster Iestyn
f2b3bac6a5 Merge branch 'dedicated-debug-hotfix' into 'master'
Dedicated debug hotfix

See merge request STJr/SRB2!239
2018-04-21 16:13:38 -04:00
Monster Iestyn
400c6698bd Merge branch 'movie-spec-stage-fade-fix' into 'master'
Movie mode: special stage intro fade recording fix

See merge request STJr/SRB2!229
2018-04-21 16:12:46 -04:00
Monster Iestyn
df7c54d620 Rewrote findfile to store whether any of the three paths searched had a bad MD5 rather than just simply being not there.
This means that, if the three paths are not the same, you should be able to tell if at least one of them has a file that just had a bad MD5. Most relevant for Linux peeps I expect.

Note: Untested as of writing
2018-04-15 22:00:31 +01:00
Monster Iestyn
a3b345f6b1 Don't use CV_StealthSetValue on cv_itemfinder if running the game in dedicated mode 2018-04-15 19:59:57 +01:00
Steel Titanium
8f169e184d Default sound volume is too loud 2018-04-11 14:40:05 -04:00
toasterbabe
7a73f8b65b Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again 2018-04-08 16:23:19 +01:00
toasterbabe
8fdbb3a97b [13:01] toaster: hey
[13:01] toaster: would anyone object if i pushed this to master
[13:02] toaster: so my changes to devmode don't fuck with gifs, for example https://cdn.discordapp.com/attachments/428262628893261828/432500920773771264/srb20575.gif
[13:02] NEV3R: ¯\_(ツ)_/¯
[13:02] toaster: ok i'll just do it
2018-04-08 13:03:40 +01:00
toasterbabe
52c7a57052 comment goof 2018-04-07 23:10:34 +01:00
mazmazz
21d0feb127 Merge branch 'master' into nightsplus-laplogic 2018-04-07 07:54:46 -04:00
mazmazz
963f3d167a Add ML_DONPTEGTOP flag to Nights LE
* Nightserize: Run only if player is already NiGHTS
* DeNightserize: Run only if >0 players are NiGHTS
2018-04-07 07:33:07 -04:00
mazmazz
6f55212e0f Merge branch 'master' into nightsplus-le 2018-04-07 07:09:41 -04:00
Digiku
91b9e5308e Fix whitespace weirdness 2018-04-07 06:28:31 -04:00
toasterbabe
504f162b59 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into delag_maces
# Conflicts:
#	src/p_mobj.c
2018-04-07 01:54:43 +01:00
Digiku
9f46d30ba2 Merge branch 'op-nightsbumper' into 'master'
NiGHTS Objectplace: Preserve MT_NIGHTSBUMPER vertical angle upon WRITETHINGS

See merge request STJr/SRB2Internal!137
2018-04-06 20:21:25 -04:00
toaster
f4e2d7afd5 Merge branch 'texture-fixes' into 'master'
Texture fixes

See merge request STJr/SRB2Internal!135
2018-04-06 17:44:17 -04:00
toaster
ab1fa8d7ed Merge branch '100-make-slopes-static-by-default-and-require-flag-to-turn-them-dynamic' into 'master'
Resolve "Make slopes static by default, and require flag to turn them dynamic."

Closes #100

See merge request STJr/SRB2Internal!140
2018-04-06 17:43:47 -04:00
toasterbabe
4e02562182 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
# Conflicts:
#	src/hardware/hw_draw.c
2018-04-06 19:38:19 +01:00
Monster Iestyn
43743722c7 Merge branch 'public_next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/hardware/r_opengl/r_opengl.c
#	src/sdl12/hwsym_sdl.c
#	src/sdl12/i_video.c
2018-04-06 18:42:07 +01:00
toasterbabe
6a037d09e5 * Improve devmode text.
* Make sure showfps never covers anything relevant to the base game.
* Tweak spectator text for raising/lowering.
* Minor code-smell squishes.
2018-04-06 18:40:08 +01:00
toasterbabe
4a2cad49fc * Correct V_PERPLAYER's screen-centered (no snapto flags on a given axis) behaviour.
* Fix that one comment Digiku mentioned. ;P
* Make extra lives/100 ring rewards consistent between lives being relevant and lives being infinite/not present, which was a problem this branch made evident when Race ended up getting the infinite lives symbol!
2018-04-06 14:42:49 +01:00
toasterbabe
d7111f67c0 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff 2018-04-06 12:54:39 +01:00
Monster Iestyn
0b76c3e07f Merge branch 'master' into hardcoding-time-again 2018-04-05 19:03:49 +01:00
Wolfy
b62752a7b4 Revert "THZ Hardcoding"
This reverts commit c6fc425648.

Note to self: read through the fucking merge requests
2018-04-05 12:49:39 -05:00
Wolfy
c8eb016404 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal 2018-04-05 03:55:03 -05:00
Wolfy
c6fc425648 THZ Hardcoding
Feel free to reorganize as necessary.
2018-04-05 03:23:27 -05:00
Steel Titanium
bd928ddb80 Merge remote-tracking branch 'upstream/master' into dedicated-nosoundinit 2018-04-03 16:16:20 -04:00
Steel Titanium
91d2ffd660 Indentation fixup 2018-04-03 16:11:07 -04:00
Alam Ed Arias
afa68c8ccb Merge branch 'public_next' into master 2018-04-03 16:09:11 -04:00
Alam Ed Arias
583e6dd10f Merge branch 'master' into next 2018-04-03 15:48:06 -04:00
toasterbabe
73fdba9941 A minor assortment of changes. 2018-04-03 01:46:42 +01:00
toasterbabe
8f8ac3810f * Optimise them even further... AGAIN! Using an offset-based system rather than a multiplication-based one...
* Again, tweak the spawning code to take maximum advantage of these gains.
* Fix potential crashes with MT_NULL mace/chain types supplied.
* #ifdef out the height-clipping code. It needs more TLC than I can give it right now, and the existing behaviour is less obviously broken (sadly enough).
* Fix chainmace points, which were apparently broken without anyone realising.
2018-04-03 01:10:10 +01:00