Commit graph

772 commits

Author SHA1 Message Date
TehRealSalt
937d95e5a8 Remove collide debug stuff 2018-06-03 18:58:50 -04:00
TehRealSalt
ddb8e7a8c4 Incredibly rudimentary Jawz stuff 2018-05-31 20:51:05 -04:00
toasterbabe
626e36e50d * Bumpers and Balloons in a more final state.
* Blue diagonal springs, because that gap is very, very odd.
* Improved A_SpawnFreshCopy.
* Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
2018-05-20 00:04:39 +01:00
toasterbabe
29a0ce65ce The start of implementing FuriousFox's bumpers/balloons!
No hardcoding of states, but the test .wad they're stored in right now is predominantly state, object, and sprite definitions/assets right now - the only hook is for setting the colour of the balloons!!
2018-05-15 16:10:42 +01:00
toasterbabe
1ef8734d0b * Crushtacean!
* Behaves a bit differently to the one in DSZres.pk3.
   * Can now punch DSZ mines!
   * Also has mapthingnum 126 instead of 610.
* Some other mapthingnum changes.
   * DSZ2 stalagmite is now 1009, formerly 999.
   * Big DSZ gargoyle is now 1011, formerly 1009.
2018-05-14 01:19:24 +01:00
toasterbabe
838d9b8a72 * DrT's Spincushion hardcoded.
* Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
* A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
2018-05-13 14:09:20 +01:00
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
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
TehRealSalt
9ba13c8ea4 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c
#	src/k_kart.h
#	src/lua_baselib.c
#	src/p_inter.c
#	src/p_spec.c
2018-03-31 00:44:03 -04:00
mazmazz
02d525ae15 Add player_t marelap and marebonuslap, with logic 2018-03-30 20:28:27 -04:00
mazmazz
5a7e009eab Merge branch 'nightsplus-laplogic' into nightsplus-le
# Conflicts:
#	src/p_map.c
2018-03-30 14:39:00 -04:00
mazmazz
224eb980bb Add player_t marelap and marebonuslap, with logic 2018-03-30 14:38:28 -04:00
mazmazz
e28d30e1ee Nights LE checkpoint 2018-03-30 14:22:59 -04:00
TehRealSalt
ff96cfab11 zzzzz 2018-03-30 00:53:32 -04:00
TehRealSalt
6298f4e6ee MK rules for Battle scoring
and quick fix for karma items
2018-03-30 00:53:25 -04:00
TehRealSalt
7264c284cf WIP karma item stuff 2018-03-26 20:36:16 -04:00
mazmazz
e21bcbf619 NiGHTS drone loop: Change flyangle comparison to fix detection from vertical angles
Use > 90 && < 270 instead of >= 90 && <= 270. Fixes a bug where if you fly directly up (flyangle 90) or directly down (flyangle 270), that registers as a backwards direction, so you trigger the loop detection by flying BACKWARDS, not FORWARDS. This edge case (only possible via JUMPTOAXIS) should default to FORWARDS looping.
2018-03-26 01:04:02 -04:00
mazmazz
613cad1ffd Fix NiGHTS drone loop detection by using pl->flyangle 2018-03-26 00:33:17 -04:00
TehRealSalt
dfaa7aaad4 missed something 2018-03-14 16:37:42 -04:00
TehRealSalt
eb1b84ce5c Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/info.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_mobj.c
2018-03-14 16:12:15 -04:00
TehRealSalt
79ba08ac7d Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/d_netcmd.c
#	src/g_game.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_map.c
#	src/p_user.c
#	src/sounds.c
#	src/sounds.h
#	src/y_inter.c
2018-03-12 00:58:13 -04:00
Sryder
dee6c2b97d Comment out calls to CV_SetValue for cv_analog 2018-03-12 03:18:45 +00:00
TehRealSalt
18ece8db5e Made a lot of gametype checks use either G_RaceGametype or G_BattleGametype
Should make it a lot easier to add more gametypes later.
Also some minor fixes:
- Changed up how shell speed scales in mobjscale juuuust slightly, so
it's less messy
- Fixed CHECK showing spectators
2018-03-04 15:27:52 -05:00
TehRealSalt
62b45ff4b0 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c

(Also I added some extra music for voting, because I forgot I didn't
commit the merge :V)
2018-02-11 12:18:25 -05:00
TehRealSalt
496eac9705 Minor adjustments in hopes that I fixed the resynch bomb on gametype switch? 2018-02-08 17:13:06 -05:00
TehRealSalt
acc4b0bb76 Belp
- Minimap heads that aren't yours are transparent
- Minimap has a visibility slider
- Bomb stuff renamed to Mine
2018-02-07 22:33:27 -05:00
TehRealSalt
bfe58a819a Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/dehacked.c
#	src/hardware/hw_main.c
#	src/info.c
#	src/info.h
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_user.c
#	src/r_things.c
2018-02-05 19:08:49 -05:00
TehRealSalt
806dba97ae So much
- Renamed fucking everything
- Threw out all of the item code because it looks at me funny
2018-02-05 18:55:52 -05:00
Sryder13
fb87601d52 Some explosion stuff
Sphere spawns at centre and quickly grows before stopping
While sphere grows players get flung up
Fix some issues with battle mode stuff stopping bobombs from working
2018-02-05 19:24:54 +00:00
TehRealSalt
1cad084fad Mobj scale fixes
- MAXSTEPMOVE is affected by mobjscale
- Minimum bump speeds (both wall & object) are affected by mobjscale
- Minimum speed required for drifting is affected by player scale
- Speedometer speeds are proportional to mobjscale
- Camera no longer scales with player scale, to make the fact that
you're either Lightning'd or Mega'd more obvious :V
- Sevvvvvv go work on Dimension Heist
2018-01-15 16:14:45 -05:00
TehRealSalt
7f9f13bb97 A bunch of little things
- Minimum wall bounce speed decreased from 25*FRACUNIT to 15*FRACUNIT
- Solid objects now bump players instead of stop them
- Bounce pad strength scales with object scale
- Fixed Boo stealing being inconsistent and sometimes not stealing
anything
2018-01-08 15:48:19 -05:00
TehRealSalt
c096b97b12 Rearranging some things
Player minimum bounce is set in P_HitBounceLine instead of P_BounceMove,
which is simpler and appears to give even more consistent results
2018-01-04 16:39:29 -05:00
TehRealSalt
02d50629c7 Rewrote P_HitBounceLine
Instead of reflecting momentum (iirc), it thrusts you away prependicular
from the wall.
2018-01-04 01:49:34 -05:00
TehRealSalt
f0bb6686d6 You know what? Let's just, try removing the weird hacky bounceback stuff :V
Might be better? (I had trouble reproducing the weird bounces before, so
I can't tell if it's completely fixed)
2018-01-03 20:20:27 -05:00
TehRealSalt
5db53c519f Minimum wall bump speed copied from K_KartBouncing 2018-01-02 13:06:49 -05:00
TehRealSalt
4458cfdb9f Tweeeeeaks
- MT_FALLINGROCK bumps you instead of spinning you out! RIP annoying af apples
- Made some Battle-related messages only happen in netgames
- Messed with the timing on the intro
2017-12-28 18:37:25 -05:00
TehRealSalt
fc9d426660 More stuuuuff 2017-12-17 01:21:24 -05:00
TehRealSalt
0393e24fa6 A lot lol
The importants:
- Fixed compiling
- Combined G_BuildTiccmd for all players, no more need for a function
for each
- You can actually start 3p/4p mode
2017-12-16 22:32:43 -05:00
TehRealSalt
e430a3bced Mooore tweaks
- Fixed position numbers; orders by balloons first then points (before
it was doing it the other way around), and the leading players should
never display as like 3 or something if there's ties :v
- Messed with Boo & Feather frequencies to be less common in Battle
- Fixed the issue when a karma bomb steals a balloon from one of the two
last people standing, kills them, and comes back, and the game ends
anyway, giving two players the "win" bonus
- Removed karma items being able to pass their items to other karma
bombs. This never worked correctly in the first place, and I'm 95% sure
it's what's been causing people to be ghosts forever
2017-11-30 17:34:48 -05:00
TehRealSalt
d43c731b55 3 minor tweaks
- Enemies can no longer award points
- You should no longer get karma for "bombing" someone during their
invincibility frames
- Red shells have slightly more friction in Battle
2017-11-29 18:31:17 -05:00
TehRealSalt
a2767fe341 Some more minor comeback tweaks
- Comeback players are now 1 speed with -20 friction
- Bombing gives 2 karma now
- Item players should no longer be able to be hit
- Attempted to fix instances of trying to bomb someone while they can't
be touched causing you to lose all your karma and start a console
message saying you're back in the game, despite not rewarding a balloon
- Fixed a few places where kartspeed & kartweight were being read as
fixed point numbers, despite being UINT8's
- Fixed up kartstuff Lua support more, functions properly now
2017-11-19 19:39:40 -05:00
TehRealSalt
cca30d1095 Lots of small tweaks & fixes, that should make Battle a LOT more bearable
- Comeback timer is now always 10 seconds instead of scaling
- Takes 10 seconds before exiting
- Flashing tics is doubled in Battle Mode
- Removed a bunch of bomb nerfs
- Bombs are back to making only 1 point per hit
- Exposed K_GetKartAccel & K_GetKartFlashing to Lua
- Item boxes should no longer drop while going up slopes
- Trading item boxes with a bomb should turn you back into a bomb
- Balloons should no longer all respawn when dying in pits in 2-player
games
- Flashing players are able to kill *thrown* shells again (shields and
trap items are still unkillable). Prevents red shells from being able to
stick to a flashing player and hurt them again as soon as they're done
flashing
- CHECK appears at a farther distance
2017-11-17 00:48:36 -05:00
TehRealSalt
2360516e66 Yet more comeback stuff!
- You can now choose to carry an item to someone instead of bombing
- You need to bomb someone or give an item a combined total of three
times in order to come back.
- Bombing somone gives 2 points while giving items doesn't award you any
points.
- Position number still flashes after you've won, and it flashes rainbow
for people who have won and are in 1st place!
- Flashing players can no longer eat items
- Fixed kartstarsfx playing the alarm in conjunction with music
- Fixed some items no longer causing wipeout
2017-11-12 22:48:32 -05:00
TehRealSalt
c5920b431f Lots of misc stuff
- Bomb overlay is invisible during comeback timer, and flickers back in
when it's almost up
- Show comeback timer on HUD
- Feather is stronger & has more gravity
- Option to use SMK star alarm instead of overlapping music
- Using P_MobjDamage normally on players now defaults to normal spinout
instead of shell's instant stop
- Some general gametype case fixes (most notably, being able to spin
people out in Race using a mushroom)
2017-11-10 21:10:01 -05:00
TehRealSalt
7fcca8f2d1 Added feather 2017-11-07 00:57:42 -05:00
TehRealSalt
7eb4a958f7 More adjustments
- Comeback timer gets higher the more you get hit
- Your ghost appears over the bomb
- Speed & accel is set to worst while a bomb
- CHECK range scales with kartcc
2017-11-05 23:18:58 -05:00