Commit graph

953 commits

Author SHA1 Message Date
mazmazz
a1e2ee2e11 Postboss: S_ChangeMusicAdvanced -> Ex 2018-09-16 23:44:42 -04:00
mazmazz
5f5ea5eec6 Merge branch 'musicplus-core' into musicplus-feature-postboss 2018-09-16 23:32:18 -04:00
Latapostrophe
a487ab1913 Thunder Shield effect hardcode. 2018-09-16 10:31:24 +02:00
toaster
d0fdd09be5 Bugfix a Jawz crash Jeck got a few days ago.
Not menu-based, but I guess this branch is misc PLUS menu stuff, not just menu stuff based on sal-misc.
2018-09-08 17:50:53 +01:00
mazmazz
56d9522a62 Merge branch 'master' into nights-dronebox 2018-09-07 09:06:32 -04:00
mazmazz
fbd6b2c826 Flicky colors indexing fix 2018-09-06 13:20:55 -04:00
mazmazz
a430d133b4 Compiler errors 2018-09-06 13:16:50 -04:00
mazmazz
4dcf3835e3 Stray comments 2018-09-06 12:13:03 -04:00
mazmazz
7f404345f0 Make default flicky home radius 384 2018-09-06 11:59:55 -04:00
mazmazz
fd037fe763 Limit random fish color to SRB2's defaults 2018-09-06 11:56:55 -04:00
mazmazz
2b93a38f8e Change default radius to 448
* Put default radius back in FLICKY_CENTER states
2018-09-06 11:54:06 -04:00
mazmazz
7b3c4aee33 Impose home radius on aimless flickies; improve randomness of flickyhitwall angle 2018-09-06 11:17:08 -04:00
mazmazz
c61cbcdf22 Erase default home radius from states and impose default on home check 2018-09-06 10:20:01 -04:00
mazmazz
fe508088b2 Re-organize flags for FLICKY_CENTER
* Flickies can be in-place with just one flag (MF_GRENADEBOUNCE)
* Flickies can now hop whether orbiting, aimless, or in-place
* Removed ability to customize movedir for orbit; will always be random
* Removed ability to customize gravity sink for aimless flying flickies
* Misc: Use P_SetTarget to set actor->tracer for flicky center
2018-09-06 10:17:41 -04:00
mazmazz
2d86dddb00 Merge branch 'master' into flicky-things 2018-09-06 08:09:02 -04:00
mazmazz
0ff48976b1 Impose default radius for orbiting flickies 2018-09-06 08:08:53 -04:00
mazmazz
9ef7c09d89 Make default behavior: aimless flying flickies stay at Z height 2018-09-06 08:07:13 -04:00
mazmazz
6426d88141 Store extravalue1 (home radius) immediately in A_FlickyCenter, not during player look routine 2018-09-06 07:55:15 -04:00
Monster Iestyn
cd8a46b3a1 Fix mixed d+c in NiGHTS trigger code, fix stray "INT8" in A_ConnectToGround 2018-09-04 17:04:24 +01:00
mazmazz
73842cec71 Add MUSICPOSTBOSSFADEIN 2018-09-01 13:10:50 -04:00
TehRealSalt
5fa2ffd26e Jawz reticule 2018-08-30 19:24:22 -04:00
TehRealSalt
56e74678af More fundamental Jawz changes.
1.) Instead of prioritizing best angle above all else, it averages both distance and angle to figure out which is the best overall target.
2.) Jawz will completely cut out angles higher than 45 degrees, preventing instances where someone behind you is considered a better target than who you're looking at.
3.) Jawz does the 45 degree angle checking in Race as well, meaning that they will ignore racers that are neck & neck with you, even if they're technically the next place above you, so that Jawz doesn't take a hard left into a wall.
2018-08-30 15:30:27 -04:00
TehRealSalt
0fb69a859a Foolish 2018-08-29 18:12:18 -04:00
TehRealSalt
3bf3d6df33 - Revamped Jawz targetting for Battle Mode
- Cleaned up some redundant code
- Halved the speed of backwards thrown missiles (previously PROJSPEED/2, now is PROJSPEED/4)
2018-08-29 18:12:02 -04:00
mazmazz
f4e80bb0b0 Fix music fade out when MUSICPOSTBOSS is not specified or doesn't exist 2018-08-28 18:46:30 -04:00
mazmazz
c8a802bb6b Fixed post-boss music change with mapmusname comparison 2018-08-25 22:19:15 -04:00
mazmazz
1999544b62 Case-insensitive music matching 2018-08-25 21:50:56 -04:00
mazmazz
9fd8387830 Load mapmus vars post-boss even if another tune is playing, like a jingle 2018-08-25 17:42:46 -04:00
mazmazz
26d309992a MUSICPOSTBOSSPOSITION -> MUSICPOSTBOSSPOS 2018-08-25 16:18:09 -04:00
mazmazz
13854fbffb Added MUSICPOSTBOSSTRACK and MUSICPOSTBOSSPOSITION level header/variables 2018-08-25 16:10:46 -04:00
mazmazz
f30cf2b6cc Added MUSICPOSTBOSS level header for boss post-defeat music 2018-08-25 16:02:12 -04:00
toaster
7b82345948 Fixed battle item respawning (caused by a stupid accidential assignment typo that was my fault). 2018-08-13 14:22:13 +01:00
mazmazz
ef9a03b021 Anchor Ideya logic
# Conflicts:
#	src/p_enemy.c
#	src/p_inter.c
2018-08-13 02:17:07 -04:00
mazmazz
32e922f552 A_OrbitNights: Move donotrescale to bit 19
* For compat with `nights-ideyaspawn`
2018-08-13 02:09:00 -04:00
mazmazz
200a5fccd0 Make Flicky color, move direction, and flags configurable by A_FlickyCenter var1 2018-08-12 09:23:50 -04:00
mazmazz
e203edb450 Decouple Flicky Thing logic from spawnpoint variables; use mobj variables 2018-08-12 02:34:37 -04:00
mazmazz
89cf2b8793 A_OrbitNights make actor scale to target
* Added `donotrescale` input to disable this behavior
* Reverted previous commit changes for scaling Ideya because unneeded
2018-08-12 01:07:26 -04:00
mazmazz
d8cafeba7d Remove A_OrbitNights additional input offset on current target Z, don't need it 2018-08-11 12:06:50 -04:00
mazmazz
2dc74aa186 A_OrbitNights height offset by target height implementation 2018-08-11 00:07:26 -04:00
mazmazz
3463ec212a A_FlickyCenter implementation - now Flickies can be attracted to players!
* Changed default movement to attraction, vs. aimless
* Flickies spawned from this will always have the FLICKY_CENTER mobj as its target
    * Use P_IsFlickyCenter to identify FLICKY_CENTER mobjs versus players
* FLICKY_CENTER mobj tracer points to the spawned Flicky
* Thanks toaster for the original code~~
2018-08-09 17:28:37 -04:00
mazmazz
999eff8eba Flicky stand implementation by MTF_AMBUSH
* MTF_OBJECTSPECIAL: Set no gravity for flicky
2018-08-09 02:08:25 -04:00
mazmazz
baa16c55fb Fix FlickyFly momentum on MTF_OBJECTSPECIAL 2018-08-09 00:57:35 -04:00
mazmazz
2526d2996e FlickyFly: Configure gravity by MTF_AMBUSH 2018-08-09 00:13:08 -04:00
toaster
8b420c3e08 * Tweak battle odds in a few ways, as authorised by Sal.
* Steal a point from Ballhog and give to Orbinaut.
	* Make it based on the maximum number of bumpers someone has, not the average for everyone.
	* Improve the odds a tad if you're Wanted.
	* Tweak the score multiplication to give three points for Wanted and two for removing the last bumper (both disabled if you get the hit with a fake item).
* Allow Karma players to drop their Random box.
	* These boxes flicker out of existence after 15 seconds.
	* Causes a WAIT penalty, too.
* Remove some redundant PF_ATTACKDOWN stuff, given under the conditions the flag would be applied, it has definitely *already* been applied.
2018-08-06 18:37:03 +01:00
TehRealSalt
8b1f385748 Finishing touches on Ballhog
- Ballhog has explosion + sound on death
- Ballhog shrinks to nothing if it didn't hit anything
- Replaced a Mario sound on Orbinaut
- Fixed Jawz's sound effect
- Fixed Mines not being removed on death pits
2018-07-24 22:47:09 -04:00
TehRealSalt
2ef24d85e0 Chao's requests 2018-07-16 21:27:50 -04:00
toaster
8c1f17575f Mammoth commit!
* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
	* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
	* Dontdraw-ness, transparency, and colorization match the player's object!
	* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
	* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
	* Countdowns now play the drowning music again.
	* Removed/disabled extraenous P_RestoreMusics.
	* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
	* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
2018-07-16 20:19:30 +01:00
SeventhSentinel
5158508a00 Changed all instances of "balloon" to "bumper"
Also changed "It's you!" to "Select character & color..."
2018-07-03 15:14:47 -04:00
Monster Iestyn
1c30318bd3 fix compiler errors (shadowed vars, comparisons between unsigned + signed, an unused function arg, and a non-static function with no prototype) 2018-07-02 21:03:04 +01:00
Monster Iestyn
e662d6cbf1 Since there is only one type of the old spikeball that doesn't rotate, there is no point using A_RotateSpikeBall in its states anymore.
Likewise, A_RotateSpikeBall no longer has to care about the object type of the actor, for the same reason.
2018-07-01 22:01:00 +01:00