Commit graph

95 commits

Author SHA1 Message Date
MascaraSnake
c2cf8d57d0 Remove P_FindSectorFromLineTag 2020-04-27 14:31:37 +02:00
Louis-Antoine
4e7605f0e2 Make SRB2 flat like Earth 2020-03-20 18:55:29 +01:00
Steel Titanium
fc042e90f0 Merge branch 'master' into next 2020-02-21 21:01:29 -05:00
James R
2274129f57 Update copyright year to 2020 2020-02-19 14:08:45 -08:00
fickleheart
598f66a997 Let scripters see if player just launched from slope 2020-02-16 21:34:07 -06:00
MascaraSnake
331fe7201c Merge branch 'udmf-vslopes' into 'next'
Add textmap vertex slope support

See merge request STJr/SRB2!633
2020-01-11 10:02:51 -05:00
Nev3r
aa2184989c Clarify ambiguity regarding mapthing-based vertex slopes. 2020-01-11 08:53:29 +01:00
MascaraSnake
fac733331d Some minor cleanup 2020-01-10 19:56:29 +01:00
Alam Ed Arias
fbee649c65 SpawnVertexSlops() is only used in p_slopes.c 2020-01-04 18:33:58 -05:00
Nev3r
275f07e05f Provide a fix for "non-sloped" slopes launch/land behavior by checking the normal's components. 2020-01-04 11:27:31 +01:00
Nev3r
42bbad4810 Revert "Provide a fix for "non-sloped" slopes launch/land behavior by checking the normal's components."
This reverts commit 4ca4335f19.
2020-01-04 11:25:46 +01:00
Nev3r
4ca4335f19 Provide a fix for "non-sloped" slopes launch/land behavior by checking the normal's components. 2020-01-04 11:17:54 +01:00
Nev3r
4c7604a107 Add vertex slope spawning function.
Rename P_ResetDynamicSlopes() to P_SpawnSlopes().
2020-01-04 10:39:45 +01:00
MascaraSnake
8d561a20c1 Merge branch 'kill-zshift' into 'next'
Eliminate all unnecessary uses of ZSHIFT

See merge request STJr/SRB2!580
2019-12-29 08:35:52 -05:00
MascaraSnake
d00a9a42a1 Cleaned up some more stuff in P_LoadLevel() 2019-12-28 12:48:32 +01:00
MascaraSnake
69539e640b Make slope vertices use mt->z directly instead of mt->options >> ZSHIFT 2019-12-25 09:10:20 +01:00
Steel Titanium
a5cdb0a4b3 Update copyright date on source files 2019-12-06 13:49:42 -05:00
toaster
a98bbafbc3 Fix all our landing woes. (For now.)
* Player state upon collision with ground after rolling now sets state properly.
* Fix the thing where Knuckles can glide up a slope like it's nothing WHILE keeping things working for bouncers.
2019-08-10 16:06:59 +01:00
MascaraSnake
3786604203 Don't zero out momz when landing on slopes.
This fixes Fang's bounce on slopes and doesn't seem to make a difference otherwise, but there's still a non-zero chance this broke something.
2019-08-06 23:18:53 +02:00
MascaraSnake
37af28da15 Remove character-specific flags, replace them with net-only/no-net flags 2019-07-03 00:10:22 +02:00
MascaraSnake
9f666e125e Merge branch 'master' into thinkerlists
# Conflicts:
#	src/f_finale.c
#	src/p_enemy.c
2019-07-02 23:08:37 +02:00
Monster Iestyn
e95696c94b Merge branch 'public_next' 2019-06-21 22:13:39 +01:00
Monster Iestyn
d1901a2030 fix type mismatch by typecasting 2019-06-17 20:54:06 +01:00
Monster Iestyn
4b5457ea74 Part 2 of fix, make sure copied slopes also pass on hasslope status to attached target sectors for FOFs
Also fix whitespace to use tab-style spaces instead of regular spaces, ew
2019-06-17 19:00:04 +01:00
Nev3r
79aeaa6a62 Give slope thinkers their own list right before mobjs'.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 12:00:10 +02:00
Nev3r
924ed2d623 Remove dynamic slope queue list due to now being unnecessary.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 11:52:18 +02:00
Nev3r
17edcd55e5 Things spawning over copied slopes now properly align on the new plane
While I believe the opposite behavior was intentional at first, it has proven to be problematic and makes alignment a tedious task for copied planes.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 19:03:50 +02:00
Nev3r
a5e83d3f0c Add a slope thinker queue.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 13:06:06 +02:00
Nev3r
c574cb98f4 Fix line-based slopes' normals.
The game never uses the normals directly yet so it's been left unnoticed ever since.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-19 20:34:22 +02:00
Nev3r
d343770f1f Small code cleanup
- Removed unused vars from the slope struct. I'm pretty sure they were meant for something at some point, but right now there's nothing using them and frankly I find it hard to understand what they were meant for.
- Removed unused slope flags.
- Flipped dynamic slope flag naming convention.


Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-19 20:30:13 +02:00
Nev3r
bb083f20b4 Dynamic slopes now use thinkers.
* Moved dynamic slope-related data into its own thinker.
* Vertex slopes no longer use the mapthings directly.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-19 14:14:43 +02:00
Monster Iestyn
974e3aa4f2 Merge branch 'public_next'
# Conflicts:
#	src/d_main.c
#	src/dehacked.c
#	src/m_menu.c
#	src/m_menu.h
2019-02-27 22:36:01 +00:00
Steel Titanium
93bed5f40d Show line number on error, also hide under devmode 2019-02-11 16:39:58 -05:00
mazmazz
81352aece1 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
Monster Iestyn
d824e05a6f Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn
7989e9a482 Merge branch 'public_next'
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/dehacked.c
#	src/g_game.h
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/lua_baselib.c
#	src/lua_hook.h
#	src/lua_hooklib.c
#	src/lua_hudlib.c
#	src/lua_libs.h
#	src/lua_maplib.c
#	src/lua_script.c
#	src/m_misc.h
#	src/p_mobj.c
#	src/s_sound.c
#	src/sdl12/mixer_sound.c
#	src/w_wad.c
2018-11-10 15:41:57 +00:00
Monster Iestyn
7729abe5b9 Merge branch 'next' into lua-slopes
# Conflicts:
#	src/lua_maplib.c
2018-10-20 18:31:06 +01:00
Nevur
0e5a389d01 asdf
Signed-off-by: Nevur <apophycens@gmail.com>
2018-03-29 20:12:19 +02:00
toasterbabe
19f31b958d * Put all of the wall transfer code in one place.
* Made the name of P_PrepareSlopeToWallTransfer (now P_GetWallTransferMomz) make sense.
* Bugfixed the case where you couldn't reliably guess the angle of the wall you just hit.
2017-01-23 17:23:42 +00:00
toasterbabe
12da89b1ce Late night commit!
* Seriously reworked a lot of stuff behind the scenes, thanks to Red's comments.
* More consistent behaviour.
* Launching power is now scaled to the slope's angle relative to the wall you hit, so no massive launches when you hit the side of a steep slope.
* The code is a lot messier and the function name doesn't make any sense any more, so I need to clean that up in the morning.
* Need to figure out how to prevent tiny launches that uncurl you when spindashing up against walls.
* Spindashing trails now takes into account vertical momentum as well as horizontal - it was stupid not seeing your spintrail just because you weren't moving very fast horizontally!

No exe uploaded because it's almost 2am.
2017-01-23 01:40:11 +00:00
toasterbabe
aa6453382e SLOPE-TO-WALL TRANSFER 2017-01-22 18:26:05 +00:00
toasterbabe
71f5d4ea85 ...completely misunderstood the reasons we weren't merging toast_slopes, mom holy fuck i'm stupid and bad
Enjoy your slopes without physics, people :D
2016-06-20 00:20:20 +01:00
toasterbabe
86721f1457 Compilation fix of the patch to disable this feature ( :c ). 2016-06-19 17:29:04 +01:00
toasterbabe
3fe87eff97 Disabling the functionality of SL_NOPHYSICS for 2.1 patches by never applying it 2016-06-18 23:55:43 +01:00
toasterbabe
2c676eea43 P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
2016-06-12 19:27:34 +01:00
toasterbabe
661da15146 Reinforcing encapsulation I originally broke down to allow for P_GetMobjGravity.
When I first wrote this, I thought the .h file that contained a function declaration needed to have the same name as the .c file the function was in. Now I know that's not the case, off to p_local.h with you.
2016-06-09 18:16:13 +01:00
toasterbabe
ba528a075e Last few changes as reccomended by Red. (<3 u, no hetero) 2016-06-04 19:47:40 +01:00
toasterbabe
c1caf21323 Reccomended by MI: Dividing by the original friction value just so slopes with normal friction don't behave differently between next and this branch. 2016-06-02 16:51:12 +01:00
toasterbabe
882622d2e7 ...I made two major mistakes with P_GetMobjGravity.
*Didn't take into account object scale
*Doubled force when on the ground (ignore what the comment of the line I moved says, it was relevant for slopes...)

This also led to a mistake with slopes, where I was double-multiplying by the gravity constant to get half (because of a quirk of numbers...)
2016-06-02 16:42:07 +01:00