Commit graph

14 commits

Author SHA1 Message Date
Lach
6055ac7bc1 Pitch starpost sparkles 2024-08-25 17:23:49 +10:00
Ashnal
ee74b747ac Exp hud math for target 500 at 1.0 exp 2024-08-24 23:27:20 +00:00
Ashnal
9cfa67dae6 WIP Exp math
temp changes to distribution debugger
2024-08-19 00:10:45 -04:00
Ashnal
57fb5b758c Update pwr levels on checkpoint cross 2024-08-18 21:05:13 -04:00
Ashnal
b4827de43d WIP basic exp
modifies item odds based on checkpoint and finishlin grading
2024-08-18 20:54:16 -04:00
Ashnal
cd625acab7 Remove amps from checkpoints 2024-08-18 19:05:33 -04:00
Antonio Martinez
f9b72269f7 Further checkpoint amp nerfs 2024-08-13 18:14:45 -07:00
Antonio Martinez
89544772b3 Amps for checkpoints (and small amp fixes) 2024-08-13 17:54:31 -07:00
Ashnal
df4e99b050 WIP Race Checkpoints
MobjList count

WIP: Checkpoints grant lap bonus

help?

can't allocate vector

 fixed tagged line iteration and collision detection

Multiplayer animations and map retart fixes

Clear between maps
2024-08-13 20:20:21 -04:00
bitten2up
cfacbd91be Fix implicit casts of int expecting 4-byte width
This fixes the issue with certain compilers that have int set to
different sizes by either explicitly casting or setting templates
manually
2024-05-03 17:53:53 +00:00
Sally Coolatta
747f09852d SRB2 -> DRRR copyright in objects folder 2024-04-05 10:26:52 -04:00
Eidolon
2433d37d44 Switch from CPM to vcpkg 2023-12-15 02:49:15 +00:00
James R
02bacc9a6f Battle UFOs, Checkpoints: use srb2::MobjList instead of standard containers
- Net synced; new mechanism in p_link.cpp to automatically
  manage mobj pointers at the global scope
2023-12-03 10:44:11 -08:00
James R
e83923a365 Checkpoints: add object configuration, collision, animations
This commit handles everything except actually respawning
the player at a checkpoint.

- Checkpoints are formed by two checkpoint things (2030):
  - thingarg0 - The ID for the checkpoint. Must be the
                same for these two things, and these two
                things only. ID cannot be 0.
  - angle - The direction the player is intended to face
            after respawning. Must be the same for both
            things.

- Each checkpoint thing is a starpost with a stick and an
  orb at the end.
- By default, the sticks are lowered to horizontal and
  face toward the opposite starpost.
- Rainbow tether sparkles form a field between the two
  starposts.
- When a player crosses between these two starposts, each
  spins in the direction that the player crossed. The
  sparkles also fly out in that direction.
- Over time the sticks pivot upward.
- When the starposts are done spinning, the sticks will be
  pointing straight upward.
- Orb at the end of the stick begins flashing when the
  starpost is done spinnning.

- Players may cross multiple checkpoints.
- When this happens, any previously activated checkpoint
  will have its stick lowered back to horizontal, and its
  orb will stop flashing.
2023-09-16 21:46:22 +01:00