Monster Iestyn
e944553514
Hardcoded the cork's stun-you-even-while-flashing behaviour
2019-05-05 19:16:30 +01:00
Monster Iestyn
f9c113a19a
Hardcoded the boss's TouchSpecial hook.
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Also cleaned up this part of P_TouchSpecialThing a bit while I'm here
2019-05-05 18:22:19 +01:00
Nev3r
09ff071656
Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
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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
345984a396
Fix mobj list iteration oversights.
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 12:58:22 +02:00
Nev3r
baeda5060c
Basic multiple thinker list implementation
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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
ea2bcb3b99
Update from master
2019-04-19 20:14:06 -04:00
TehRealSalt
089be795a2
Huge splitscreen refactor
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Did not get to finish all refactoring or even compile this, I'll continue later
2019-04-18 03:08:11 -04:00
TehRealSalt
3b352bceea
Better SPB ring locking
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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
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- 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
Monster Iestyn
257f31c1ba
Merge branch 'public_next'
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# Conflicts:
# src/doomstat.h
# src/g_game.c
2019-03-28 14:19:02 +00:00
Alam Ed Arias
17768854e0
P_SuperDamage() is too big for inlining
2019-03-25 15:30:25 -04:00
fickleheart
f60e92aa70
Move public demo vars to a single struct
2019-03-24 21:32:15 -05:00
fickleheart
be458c1d05
Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
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# 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
mazmazz
5e06530829
Implement MIXNIGHTSCOUNTDOWN
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An alternate mode to NiGHTS countdown jingle: play it as an SFX while fading down the music.
2019-03-14 23:10:14 -04:00
TehRealSalt
40093a9213
Merge branch 'master' into rings
2019-03-12 01:27:11 -04:00
fickleheart
e536252a8a
Merge remote-tracking branch 'remotes/internal/upsidedown-brain' into HEAD
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# Conflicts:
# src/k_kart.c
# src/p_mobj.c
2019-03-11 21:59:45 -05:00
wolfs
f4947820e4
Merge branch 'maxskins-bump' into 'next'
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Bump MAXSKINS to 128 + Clean up skin struct
See merge request KartKrew/Kart-Public!82
2019-03-11 19:28:16 -04:00
TehRealSalt
12e41dfb00
I *can't stand* waiting an entire minute minimum every time I need to test the tiniest thing -- time limit is now in seconds
2019-03-11 14:05:53 -04:00
TehRealSalt
6aa55bdbe2
Merge remote-tracking branch 'kartpublic/next' into fortnite
2019-03-11 13:49:12 -04:00
wolfy852
19e515d439
Kill all skin flags but SF_HIRES
2019-03-09 23:18:55 -06:00
fickleheart
00e5b59fe2
bah
2019-03-09 20:23:49 -06:00
fickleheart
1743d35fc2
Disable stacking thunder shields
2019-03-09 17:28:05 -06:00
TehRealSalt
8c79e57f89
Don't lose rings with a shield on hit
2019-03-09 16:39:43 -05:00
TehRealSalt
db8f23561d
Minor (but important!) polishing
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- 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
74a757ad69
Merge remote-tracking branch 'kartpublic/next' into rings
2019-03-07 21:31:45 -05:00
TehRealSalt
6803e68420
Fix up item order of operations, spilled rings carry some momentum, don't pick up rings in spinout/wipeout
2019-03-07 21:23:28 -05:00
TehRealSalt
129268121d
Added rings.
2019-03-07 17:11:31 -05:00
Sally Cochenour
354a90330f
Put eggbox sniping behind an #if
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On second thought, the old method is "sneakier"
2019-03-05 22:06:47 -05:00
Sally Cochenour
75a2ed7534
Add banana snipe sound effect to eggboxes & sinks
2019-03-05 22:02:41 -05:00
Latapostrophe
2b47818d66
Fix respawning in reverse gravity
2019-02-18 14:00:36 +01:00
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
TehRealSalt
3246ca6b33
More finished power level
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broken, can't finish
2019-01-16 14:49:42 -05:00
TehRealSalt
553f3a9295
Fix really dumb flags on MT_SPBEXPLOSION
2019-01-14 21:55:10 -05:00
TehRealSalt
1a10499779
Attempt to fix the stupid bug where SPB decides to not hurt
2019-01-14 21:38:38 -05:00
Marco Z
74c57ad447
Kart Public Next merge
2019-01-08 18:43:49 -05:00
TehRealSalt
c6c13bda64
Use mapobjectscale
2019-01-08 18:36:02 -05:00
TehRealSalt
f8a1cf849f
Merge branch 'master' into fortnite
2019-01-08 18:17:09 -05:00
mazmazz
72ff758b07
Dummy out unused functions (OSX xcode errors)
2019-01-02 20:10:53 -05:00
SeventhSentinel
ea9fc3c5a1
Comment these out again
2019-01-02 19:37:01 -05:00
SeventhSentinel
8391dd520a
Add item spinning, turn into papersprites, spawn more orbs
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Also tried to fix a memory issue I only get from Sev's compiles by removing the need to free memory for this... but didn't fix anything :/
2019-01-02 14:08:00 -05:00
mazmazz
81352aece1
WIP 20190101 merge
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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
TehRealSalt
b27c709879
a bunch of stuff I left uncommited
2018-12-15 19:14:30 -05:00
SeventhSentinel
d9a3b37e30
Add a mapobjectscale global
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Should be no different than it was before, now it's just less tedious to type :V
2018-12-12 21:55:59 -05:00
TehRealSalt
312dd3f57f
Ensure ALL boxes are respawned for overtime
2018-12-07 18:50:36 -05:00
TehRealSalt
43af067415
Add a 5-second delay before the kill-field kicks in
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Until it's ready, the orbs are transparent and the minimap icon blinks. Also, tons more sounds. ALSO, Super Overtime mode.
2018-12-06 18:13:40 -05:00
TehRealSalt
dfa0522326
Battle Mode overtime
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After the time limit is up, spawn a shrinking kill-field. This is one hefty initial commit!
2018-12-06 13:46:38 -05:00
TehRealSalt
7f335e9c46
Actually, best of both:
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Let Grow/Shrink revert itself when it changes to 0, as well as add a function for removing either. Means we don't have to modify every single > 0/< 0 check, and is overall cleaner.
2018-12-05 23:28:44 -05:00
TehRealSalt
6a8913e192
Back to numstarposts/2
2018-12-02 02:29:47 -05:00