Commit graph

174 commits

Author SHA1 Message Date
toasterbabe
7a73f8b65b Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again 2018-04-08 16:23:19 +01:00
toasterbabe
504f162b59 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into delag_maces
# Conflicts:
#	src/p_mobj.c
2018-04-07 01:54:43 +01:00
toasterbabe
4a2cad49fc * Correct V_PERPLAYER's screen-centered (no snapto flags on a given axis) behaviour.
* Fix that one comment Digiku mentioned. ;P
* Make extra lives/100 ring rewards consistent between lives being relevant and lives being infinite/not present, which was a problem this branch made evident when Race ended up getting the infinite lives symbol!
2018-04-06 14:42:49 +01:00
toasterbabe
1ac48b08d0 Mace optimisation!
* Handle all chain objects as a hnext/hprev chain.
* When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet).
* Fix hidden slings, which I accidentially broke when I revamped maces the first time.
* Kill MF2_MACEROTATE. Not needed for anything anymore.
* P_MaceRotate now available to Lua to make up for it.
* Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
2018-04-01 20:54:19 +01:00
Monster Iestyn
a79d064d15 The contents of DSZ-f16.wad's LUA_A000 Lua script are in now
Thing type numbers may be changed later
2017-12-08 18:26:32 +00:00
Alam Ed Arias
7f4424b4a0 whitespace cleanup 2017-11-02 23:13:34 -04:00
toaster
c84d4261d1 Merge branch 'unca_scrooge' into 'master'
The hardcoded part of ACZ3 so far

See merge request STJr/SRB2Internal!124
2017-11-02 16:43:11 -04:00
toasterbabe
eea5c9d56a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
# Conflicts:
#	src/dehacked.c
#	src/info.h
#	src/p_enemy.c
2017-10-21 12:48:41 +01:00
TehRealSalt
f0b938eb98 Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
# Conflicts:
#	src/p_saveg.c
2017-10-14 16:20:56 -04:00
toasterbabe
87fc24ccbb Fancy super transformation changes! About to go out for dinner, so no major writeup,but let's just say all this changed code means that the transformation animation is smoother in colour change. 2017-10-04 17:45:03 +01:00
TehRealSalt
f31cdf395a Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
# Conflicts:
#	src/p_user.c
2017-09-30 22:29:16 -04:00
Alam Ed Arias
2629301947 Merge branch 'public_next' into master 2017-09-28 17:29:02 -04:00
Alam Ed Arias
01602fa1f1 Build: fixup warnings in Debug builds 2017-09-28 16:54:26 -04:00
Alam Ed Arias
1be137f461 cleanup 2017-09-28 11:10:24 -04:00
Alam Ed Arias
f1a347e55f Merge branch 'public_next' into master 2017-09-28 11:01:20 -04:00
Alam Ed Arias
2ccd397d11 Build: kill GCC 7's implicit-fallthrough warning 2017-09-28 09:39:47 -04:00
TehRealSalt
09c3c58575 Obligatory "fixing a very tiny and very stupid mistake" commit :p 2017-09-21 17:38:42 -04:00
TehRealSalt
6b448f72ee A_GhostMe lets you change fuse with var1, fixed the walking-spin frames bug For Real This Time 2017-09-21 17:34:53 -04:00
toasterbabe
2e6c09a636 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
Monster Iestyn
9f726bc66d Merge branch 'new_coop' into 'master'
New Co-op

See merge request !104
2017-08-16 15:01:39 -04:00
toasterbabe
a00deee209 * Combine all shield-giving functions into a single one, since they were practically identical anyways.
* Expose P_SwitchShield(player, shieldnum) to Lua.
2017-08-10 13:57:09 +01:00
toasterbabe
a61be91523 Add a new feature to MT_PARTICLEGEN, per Sphere's request - if you give the parameters line a backside, then the backside x offset controls the number of tics between particle spawn. (By default, it's 3.) 2017-08-08 18:22:44 +01:00
toasterbabe
780f9b1645 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
# Conflicts:
#	src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00
Monster Iestyn
42ed41aeb1 Merge branch 'maces_but_better' into 'master'
Maces but better

See merge request !103
2017-08-07 15:27:05 -04:00
toasterbabe
e2a9d47ef6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop 2017-08-05 12:28:31 +01:00
toasterbabe
8941379c64 Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff. 2017-07-22 23:24:12 +01:00
toasterbabe
b2e92e7a09 * Invert solidity flag for vertical spikes and wallspikes.
* (unrelated) Per a request by sphere, make the ambush flag stop sounds being made by the gas jet.
2017-07-19 17:07:31 +01:00
toasterbabe
4728c824a0 Comment correction. 2017-07-16 01:01:13 +01:00
toasterbabe
f04c5292c7 Revert pointless change to A_RandomState. 2017-07-15 22:38:43 +01:00
toasterbabe
b568816217 * Modified A_RandomState. If var2 is supplied, it picks between var1, var2 and nextstate - otherwise, it picks between var1 and nextstate.
* Changed a caption.
2017-07-11 12:55:24 +01:00
toasterbabe
b91dc51d6f * Lua P_MobjFromMobj.
* Make A_Repeat only set extravalue2 if it has a var1.
* Improve sound caption.
* Make activesound state-controllable.
2017-07-09 14:54:11 +01:00
toasterbabe
a5f336e51a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
# Conflicts:
#	src/dehacked.c
#	src/info.h
#	src/p_enemy.c
#	src/p_inter.c
2017-07-09 12:14:24 +01:00
toasterbabe
b197dcdb1f A little bit of monitor love.
* Rename "Unknown" options to "Mystery".
* Make Random monitors work consistently in singleplayer if hacked/SOC'd in.
2017-07-08 12:31:37 +01:00
toasterbabe
88546abb08 Fix a few things noted during a test netgame with Salt and FuriousFox.
* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
2017-07-07 13:35:48 +01:00
toasterbabe
370d9c3176 Hooh boy.
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
   - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
   - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
   - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
   - angle: tag of controlling linedef
   - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
   - line dx: number of chain links
   - line dy: speed (in FU)
   - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
   - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
   - frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
   - frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
   - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
   - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
   - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
   - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
   ----
   - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
   - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
   - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
   - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
   - ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****

Whooh. Requires new patch.dta for sprites.
2017-07-02 15:11:09 +01:00
toasterbabe
a0fa548e8b * Make spinning (normal) maces play the activesound once per rotation, instead of once every 64 tics.
* Make swinging (as opposed to spinning) maces play the activesound at the peak of their speed.
* Decouple the tilt of all maces from the angle.
* Improve DBG_GAMELOGIC message.
* Refactor.
2017-06-28 14:55:48 +01:00
toasterbabe
23bdb14eda * Make maces use the x offset of their controlling linedef to set the stage in the cycle the mace should be at, instead of contributing to the tilt of the plane of the maces.
* Make the noclimb flag of the mace-controlling linedef turn the mace types that have spiked balls on the ends to also have the middles of the chain be spiked, CEZ3 style.
* Partake in some refactoring.

https://cdn.discordapp.com/attachments/293238104096112641/329335623250870275/srb20026.png An image of both changes in action!
2017-06-27 20:16:14 +01:00
toasterbabe
2f3e4c3c65 * Per Mystic's request, made lives for 100 rings individual.
* P_GiveCoopLives bundles the coop lives reward for everyone versus reward for one person in other gametypes thing into one function. Available in Lua.
2017-05-29 22:18:02 +01:00
toasterbabe
726cd9757b Spectators in new Coop instead of staring at a dead screen all the time!
Needs a bunch of changes to HUD rendering, especially in splitscreen, which doesn't try to show spectator stuff whatsoever. Also, if you're the player whose respawn determines when the map reloads, you'll see the spectator text during the front half of the fade. Unless, of course, it's 2-player mode.
2017-05-29 21:23:00 +01:00
toasterbabe
ce181da83c ...i am fool 2017-05-28 17:08:41 +01:00
toasterbabe
965e1f6b45 * Make 100 rings give everyone a oneup in New Coop.
* Make oneup boxes only give everyone a oneup in New Coop.
2017-05-28 17:07:20 +01:00
toasterbabe
3723eff9f7 The start of the Co-Op revamp! Not tested over netplay yet, but uses TD's implementation of various Co-op friendly things as a reference (or in one place an outright code steal, thanks Sryder!)
* cv_sharedstarposts - Makes everyone share starposts, defaults to "On"
* cv_respawntype - Defaults to "Starpost". If set to that, people respawn at the starpost you just hit (assuming cv_sharedstarposts is on - may have to combine the two variables later, but seperate for testing for now). The other option is the old, unrestricted spawning. We COULD add TD bubble spawning at a later time using this variable, though.

The level DOES reset if everyone dies, but not in a way which allows for Mystic Realm style non-resetting resets. I'll handle that later.
2017-05-28 15:33:35 +01:00
Monster Iestyn
f0de3a407d Merge branch 'public_next' 2017-05-11 22:58:03 +01:00
Monster Iestyn
41130465b4 Use NF instead of normal P_SetMobjState to prevent endless looping 2017-05-07 22:21:17 +01:00
toasterbabe
22f5b67af6 Fixing a race condition forcing speed shoes captions to disappear almost instantly. 2017-04-29 18:10:09 +01:00
toasterbabe
73f1550242 There are now captions for specific types of music! (Currently signified with an M, but I'll change that in a bit...) A whole lotta things needed to be modified for this, though.
* Serious refactor of - and internal exposure of - what has become S_StartCaption().
* Renaming of a few existing captions.
* The prevention of access to - or writing over - sfx_None's stuff in SOC or Lua.
* The new Lua wrapper function S_StartMusicCaption(string, tics, optional player), which essentially allows custom music captions to be created. (This is best used for stuff like final lap music in SRB2 Kart or bonus time in a thokker-like game, not a comprehensive Now Playing expy. That'd be a different kettle of fish.)

Also, updated all the lock-on stuff to use P_IsLocalPlayer instead of rolling my own.
2017-04-29 16:27:52 +01:00
toasterbabe
2d9c37d800 MONITORS IS UNFUCKED
A less memetic message: On permission of Mystic, rejiggered a few things such that Race uses cv_competitionboxes, allowing the menu to be nicer.

Also:
* disabled the doomednum for ? boxes
* made A_MixUp play sfx_lose if you're in a gametype that can't use it
* Removed the all-teleporters option from cv_competitionboxes. It could just be done by tweaking the random monitor toggles, anyways.
2017-04-28 22:45:17 +01:00
toasterbabe
61b19aff58 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/p_user.c
2017-04-05 16:01:02 +01:00
toasterbabe
805784a175 Made it possible for nojumpspin characters to juke the Minus into exposing itself by jumping over it slowly, allowing its vulnerability to be exploited. 2017-03-25 12:51:38 +00:00
toasterbabe
b53e69b949 Corrected a silly oversight. No, you can't swap your carry stuff when recycling! 2017-03-15 20:42:01 +00:00