Commit graph

927 commits

Author SHA1 Message Date
TehRealSalt
f48a08cd53 Merge v1 2019-05-06 21:23:29 -04:00
Monster Iestyn
2d650bf484 fix an inconsistency I introduced between counting the waypoints and finding them again 2019-05-05 21:16:44 +01:00
Monster Iestyn
27722be6a1 hardcoded the boss's A_BossDeath behaviour.
(also turned this part of the function into a switch case to make things neater)
2019-05-05 16:03:34 +01:00
Monster Iestyn
2702b998ed I just checked how P_LookForPlayers works, and it turns out it doesn't modify the target *unless* it returns true. So I guess we've no need to account for a change in target in A_LookForBetter after all? 2019-05-05 14:09:09 +01:00
Monster Iestyn
21f62c9d8c Mystery solved, he was turning "invisible" because of this mistake in A_DoNPCSkid 2019-05-04 22:38:14 +01:00
Monster Iestyn
a431cb9cdd Fix some compiler complaints about A_Boss5FindWaypoint 2019-05-04 20:17:00 +01:00
Monster Iestyn
cfa9da9b45 Fix A_LookForBetter to not leave a stray thinker reference lingering potentially forever, as toaster pointed out it might do. 2019-05-04 17:15:59 +01:00
Monster Iestyn
7dddfb3466 AND I forgot these checks, confound it 2019-05-03 23:16:11 +01:00
Monster Iestyn
d506c403fa ah, forgot to do this 2019-05-03 23:12:03 +01:00
Monster Iestyn
faf353b546 Hardcoded A_Boss5FindWaypoint
...that took a while x_x
2019-05-03 22:58:54 +01:00
Monster Iestyn
59c345d68f Hardcoded A_Boss5MakeItRain 2019-05-03 20:52:56 +01:00
Monster Iestyn
fd2c5a31a6 Hardcode A_DoNPCSkid 2019-05-03 20:00:31 +01:00
Monster Iestyn
1c8ec85019 Hardcoded A_Boss5PinchShot 2019-05-03 19:46:41 +01:00
Monster Iestyn
e1482e1f6b Hardcoded A_LookForBetter 2019-05-03 19:14:17 +01:00
Monster Iestyn
2dd9c81259 Hardcoded A_PrepareRepeat and A_Boss5Calm, added missing prototype for A_Boss5ExtraRepeat (and also fixed its description) 2019-05-03 18:51:17 +01:00
TehRealSalt
8f4d93995b Merge v1 2019-05-02 17:51:54 -04:00
Monster Iestyn
1fb8aa1f25 fix a slipup in A_DoNPCPain I just noticed I made, whoops 2019-05-02 21:34:00 +01:00
Monster Iestyn
d10a524d9a Hardcoded A_Boss5CheckFalling 2019-05-02 21:32:28 +01:00
Monster Iestyn
2b7614b3db Hardcoded A_Boss5ExtraRepeat 2019-05-02 21:21:15 +01:00
TehRealSalt
b22426bce9 Prevent unused var 2019-05-02 15:03:01 -04:00
Monster Iestyn
6083771dd2 Hardcoded A_Boss5CheckOnGround 2019-05-02 19:09:40 +01:00
TehRealSalt
ac1ae12746 Slight nerf to the ring power ceiling
Chao previously would get 15 tics of ring boost per ring, now Chao gets 11. Omega still gets 3 tics per ring.
2019-05-02 14:00:12 -04:00
TehRealSalt
d38004c310 Disable incomplete ring sparkle effect temporarily 2019-05-02 13:51:40 -04:00
Monster Iestyn
2feca194f7 hardcoded A_DoNPCPain 2019-05-02 18:32:43 +01:00
TehRealSalt
9314a0d9a9 Fix normalspeed
Alright fuck this branch it's misery
2019-05-02 02:58:34 -04:00
TehRealSalt
f1f664e9b1 Merge v1 2019-05-02 01:36:19 -04:00
Latapostrophe
313b971e17 Fix SPB being way too fast in current sections where the player has no control 2019-04-22 20:40:17 -05:00
Nev3r
09ff071656 Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 16:39:57 +02:00
Nev3r
baeda5060c Basic multiple thinker list implementation
Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 22:39:22 +02:00
TehRealSalt
089be795a2 Huge splitscreen refactor
Did not get to finish all refactoring or even compile this, I'll continue later
2019-04-18 03:08:11 -04:00
toaster
e676cd89ea * Add FF_SEMIBRIGHT.
* Ranges between full brightness to half-brightness (50% of fullbright effect).
    * Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
    * Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
    * Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
    * Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
    * Should be no in-game affect; let me know if you notice any regressions.
2019-04-17 18:46:35 +01:00
TehRealSalt
6733a485cf wip ring sparkles 2019-04-12 23:29:32 -04:00
TehRealSalt
3b352bceea Better SPB ring locking
Now triggers when locked on instead of when out, and has a temporary HUD colorize animation when ring pickup is locked.

also:
- SPB spawns rings more frequently
- There's only a chance for Super Ring while in debt if you mashed at all
- Added Battle fallback items when alone, for the future Break the Capsules
2019-04-09 13:11:55 -04:00
TehRealSalt
583b3bb4a7 2 more tweaks
- Ring pickup is disabled while SPB is locked onto you (HUD animation to signify this is not implemented yet)
- Ring afterimages only spawn while in the air, to reduce lag
2019-04-09 12:25:11 -04:00
TehRealSalt
ed0267d7d8 Various more tweaks
- Ring attraction is now much more preformant. Instead of each ring checking for all players for a shield & then doing a distance check, players with an attraction shield already will do a blockmap check around them for rings.
- Draft leeway period is longer, from 10 tics to 1 second
- During the draft leeway period, your draft sparkles will still be attached to the last player you drafted, but transparent
- Scale drafting speed requirements, distances, and visuals with player scale instead of map scale. While shrunk, this will make it so you need to be closer to draft, but don't need to be moving as fast.
2019-04-08 14:30:27 -04:00
TehRealSalt
3dd89eb7c8 Extra touches
- Re-enable ring respawn
- Make Attraction Shield chasing rings faster
- Combi-band is invisible to non-affected players
- Used rings animate faster
- Sync ring animation to a global timer
2019-04-07 14:49:51 -04:00
fickleheart
be458c1d05 Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
# Conflicts:
#	src/doomdef.h
#	src/g_game.c
#	src/p_user.c
2019-03-19 22:17:25 -05:00
mazmazz
7f0b923107 Merge branch 'public-gl-next' into public-musicplus-jingle 2019-03-15 18:42:19 -04:00
TehRealSalt
aa7660f0fe fix warnings 2019-03-12 01:39:55 -04:00
TehRealSalt
40093a9213 Merge branch 'master' into rings 2019-03-12 01:27:11 -04:00
TehRealSalt
6aa55bdbe2 Merge remote-tracking branch 'kartpublic/next' into fortnite 2019-03-11 13:49:12 -04:00
TehRealSalt
6be405953f Auto-use rings from Super Ring if they'd be wasted due to the cap 2019-03-11 12:39:26 -04:00
TehRealSalt
2d8f8b0791 Spawn ghost trails behind spilled rings, SPB spawns a trail of rings 2019-03-11 03:21:31 -04:00
TehRealSalt
db8f23561d Minor (but important!) polishing
- Thunder Shield now attracts rings
- Colorize the ring counter at max yellow
- Rings in the collecting animation are considered for determining if you can't pick up rings anymore, preventing a LOT of rings being deleted from the map over time.
- Flung rings don't lose speed over time anymore
- Flund rings last way longer
- Using rings is much less touchy (holding the button from before an item roulette will let you continue using them until you let go, using certain items won't make you use a couple rings afterwards)
- 0 rings is now counted as debt when getting hit, making debt easier to get out of (getting hit by a spike now would put you at -2 instead of -5)
- Move Super Ring toward the end of the item (so I don't have to modify gfx.kart to fix dropped items)
2019-03-09 04:33:46 -05:00
TehRealSalt
129268121d Added rings. 2019-03-07 17:11:31 -05:00
wolfy852
096cd50bae Merge branch 'upsidedown-brain' into next
# Conflicts:
#	src/k_kart.c
#	src/k_kart.h
2019-02-17 20:45:12 -06:00
fickleheart
0bbff7f6d4 [WIP, CRASHES] Save ghost data in netreplays 2019-02-16 12:42:24 -06:00
Sally Cochenour
b2d2d64323 Merge branch 'master' into fortnite 2019-02-04 20:01:20 -05:00
Sally Cochenour
50b23b7512 Add delay to Jawz target switching, set Jawz target when fired 2019-01-30 15:39:29 -05:00
Latapostrophe
4a35b95fbf Start of a fix for antigrav 2019-01-30 00:30:48 +01:00