Commit graph

185 commits

Author SHA1 Message Date
Sryder
7756620028 Merge branch 'rings' of git@git.magicalgirl.moe:KartKrew/Kart.git into rings_slopechange
# Conflicts:
#	src/k_kart.c
2019-05-17 22:39:01 +01:00
Sryder
c0d2689ae4 Allow slope physics to apply on all but slight gradients. 2019-05-10 21:32:54 +01:00
Sryder
927c5e0080 Use spin slope physics on all players
Disable increased slope strength with more speed
2019-05-07 23:35:19 +01:00
wolfy852
2222738e1c Merge remote-tracking branch 'remotes/srb2pub/public_flatsprite' into next
# Conflicts:
#	src/d_netcmd.c
#	src/doomdef.h
#	src/doomstat.h
#	src/f_finale.c
#	src/g_game.c
#	src/hu_stuff.c
#	src/m_menu.c
#	src/p_spec.c
#	src/p_user.c
#	src/r_main.c
#	src/r_things.c
#	src/s_sound.c
#	src/v_video.c
#	src/y_inter.c
2019-05-06 22:40:12 -05:00
Nev3r
79aeaa6a62 Give slope thinkers their own list right before mobjs'.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 12:00:10 +02:00
Nev3r
924ed2d623 Remove dynamic slope queue list due to now being unnecessary.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 11:52:18 +02:00
Nev3r
17edcd55e5 Things spawning over copied slopes now properly align on the new plane
While I believe the opposite behavior was intentional at first, it has proven to be problematic and makes alignment a tedious task for copied planes.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 19:03:50 +02:00
Nev3r
a5e83d3f0c Add a slope thinker queue.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 13:06:06 +02:00
Nev3r
c574cb98f4 Fix line-based slopes' normals.
The game never uses the normals directly yet so it's been left unnoticed ever since.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-19 20:34:22 +02:00
Nev3r
d343770f1f Small code cleanup
- Removed unused vars from the slope struct. I'm pretty sure they were meant for something at some point, but right now there's nothing using them and frankly I find it hard to understand what they were meant for.
- Removed unused slope flags.
- Flipped dynamic slope flag naming convention.


Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-19 20:30:13 +02:00
Nev3r
bb083f20b4 Dynamic slopes now use thinkers.
* Moved dynamic slope-related data into its own thinker.
* Vertex slopes no longer use the mapthings directly.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-19 14:14:43 +02:00
Monster Iestyn
974e3aa4f2 Merge branch 'public_next'
# Conflicts:
#	src/d_main.c
#	src/dehacked.c
#	src/m_menu.c
#	src/m_menu.h
2019-02-27 22:36:01 +00:00
Steel Titanium
93bed5f40d Show line number on error, also hide under devmode 2019-02-11 16:39:58 -05:00
mazmazz
81352aece1 WIP 20190101 merge
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
SeventhSentinel
d9a3b37e30 Add a mapobjectscale global
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
4507ee18fd Merge remote-tracking branch 'srb2public/next' into merge-next 2018-11-29 08:49:50 -05:00
Sryder
5533f03351 Revert change to P_SlopeLaunch
Don't call slopelaunch just from object z difference if the slope has no physics.
2018-11-26 23:10:24 +00:00
Sryder
fa24e37526 Rotate All MD2s to match their standing slopes
Needs to be tested in gravity flip
Also flips the normal on linedef based slopes so that it's facing the correct direction
Also makes it so slopelaunch doesn't always remove the standingslope (going down some slopes would cause it to be constantly unset and reset)
2018-11-26 00:17:34 +00:00
Monster Iestyn
d824e05a6f Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn
7989e9a482 Merge branch 'public_next'
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/dehacked.c
#	src/g_game.h
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/lua_baselib.c
#	src/lua_hook.h
#	src/lua_hooklib.c
#	src/lua_hudlib.c
#	src/lua_libs.h
#	src/lua_maplib.c
#	src/lua_script.c
#	src/m_misc.h
#	src/p_mobj.c
#	src/s_sound.c
#	src/sdl12/mixer_sound.c
#	src/w_wad.c
2018-11-10 15:41:57 +00:00
TehRealSalt
5b6efcba0c Merge remote-tracking branch 'srb2public/next' 2018-11-08 17:37:05 -05:00
Monster Iestyn
7729abe5b9 Merge branch 'next' into lua-slopes
# Conflicts:
#	src/lua_maplib.c
2018-10-20 18:31:06 +01:00
toaster
2df598f148 Flip dynamic slope toggle. 2018-09-28 12:58:07 +01:00
TehRealSalt
5c73357dee Remove an #ifdef here 2018-09-02 20:50:22 -04:00
TehRealSalt
1be9b16f3a Scale the speed of SA dash pads with higher scales
Also, added a define for GROWNEVERMISSES, which fixes every single jump with Grow but with feels terrible.
2018-08-31 00:05:46 -04:00
Nevur
0e5a389d01 asdf
Signed-off-by: Nevur <apophycens@gmail.com>
2018-03-29 20:12:19 +02:00
Sryder
4e062ed22a Nerf slope push because of stronger gravity 2017-03-13 00:10:38 +00:00
Sryder
0163548433 Buff gravity, slopes now throw you as nature intended
Springs have updated spring power
2017-03-10 21:26:16 +00:00
toasterbabe
19f31b958d * Put all of the wall transfer code in one place.
* Made the name of P_PrepareSlopeToWallTransfer (now P_GetWallTransferMomz) make sense.
* Bugfixed the case where you couldn't reliably guess the angle of the wall you just hit.
2017-01-23 17:23:42 +00:00
toasterbabe
12da89b1ce Late night commit!
* Seriously reworked a lot of stuff behind the scenes, thanks to Red's comments.
* More consistent behaviour.
* Launching power is now scaled to the slope's angle relative to the wall you hit, so no massive launches when you hit the side of a steep slope.
* The code is a lot messier and the function name doesn't make any sense any more, so I need to clean that up in the morning.
* Need to figure out how to prevent tiny launches that uncurl you when spindashing up against walls.
* Spindashing trails now takes into account vertical momentum as well as horizontal - it was stupid not seeing your spintrail just because you weren't moving very fast horizontally!

No exe uploaded because it's almost 2am.
2017-01-23 01:40:11 +00:00
toasterbabe
aa6453382e SLOPE-TO-WALL TRANSFER 2017-01-22 18:26:05 +00:00
toasterbabe
71f5d4ea85 ...completely misunderstood the reasons we weren't merging toast_slopes, mom holy fuck i'm stupid and bad
Enjoy your slopes without physics, people :D
2016-06-20 00:20:20 +01:00
toasterbabe
86721f1457 Compilation fix of the patch to disable this feature ( :c ). 2016-06-19 17:29:04 +01:00
toasterbabe
3fe87eff97 Disabling the functionality of SL_NOPHYSICS for 2.1 patches by never applying it 2016-06-18 23:55:43 +01:00
toasterbabe
2c676eea43 P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
2016-06-12 19:27:34 +01:00
toasterbabe
661da15146 Reinforcing encapsulation I originally broke down to allow for P_GetMobjGravity.
When I first wrote this, I thought the .h file that contained a function declaration needed to have the same name as the .c file the function was in. Now I know that's not the case, off to p_local.h with you.
2016-06-09 18:16:13 +01:00
toasterbabe
ba528a075e Last few changes as reccomended by Red. (<3 u, no hetero) 2016-06-04 19:47:40 +01:00
toasterbabe
c1caf21323 Reccomended by MI: Dividing by the original friction value just so slopes with normal friction don't behave differently between next and this branch. 2016-06-02 16:51:12 +01:00
toasterbabe
882622d2e7 ...I made two major mistakes with P_GetMobjGravity.
*Didn't take into account object scale
*Doubled force when on the ground (ignore what the comment of the line I moved says, it was relevant for slopes...)

This also led to a mistake with slopes, where I was double-multiplying by the gravity constant to get half (because of a quirk of numbers...)
2016-06-02 16:42:07 +01:00
toasterbabe
213a9632ca Let's multiply the thrust by the mobj's friction. You should have less chance of purchase on a slippery slope (tee hee) and more on a rough one, but the slopes were basically identical during testing before I implemented this change. 2016-06-02 16:09:33 +01:00
toasterbabe
44a6e8bb54 I_Error description syntax consistency (buzzword buzzword buzzword). 2016-06-01 19:52:12 +01:00
toasterbabe
ae8b45965c No Size_t --> int
in an I_Error print!
[/rhyme]
2016-06-01 16:45:10 +01:00
toasterbabe
7071fbe29e I made a mistake. Fuck git reverts, they are a nightmare, let's just do this the old fashioned way. 2016-05-31 18:13:17 +01:00
toasterbabe
d4d44777f4 Okay, now vertex slopes aren't placement-order-dependent any more. Hopefully this is the best way to handle things. 2016-05-31 17:43:27 +01:00
toasterbabe
d998ddfae4 When you haven't found all the vertices, it's just not safe to carry on. Hit them with a descriptive I_Error so they don't get confused as hell like Glaber did. http://mb.srb2.org/showthread.php?t=41455 for reference.
Also took the opportunity to nuke or otherwise neuter a bunch of Kalaron's bizzare ramblings (most are questions which have long-been answered by Red's efforts) at the same time.
2016-05-31 17:07:28 +01:00
toasterbabe
da2abbb39f Failed a build because C is an obnoxious language. 2016-05-31 16:24:51 +01:00
toasterbabe
6058eec1c9 Holy shit. I spent two hours staring at how garbage this code was and didn't even realise it was #ifdef'd out behind a define not even mentioned in doomdef.h. It's not actually used anywhere (superseded entirely by the much nicer, much more relevant P_NewVertexSlope()... out with you, ancient, foul demons who should've been SPRINGCLEANed long ago. 2016-05-31 16:14:21 +01:00
toasterbabe
ad61050bb0 Whitespace removal. 2016-05-31 16:01:05 +01:00
toasterbabe
fa002e58ad Did a bunch of things to/for slopes.
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here?
*The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling.
*Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases.
*As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe?

Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
2016-05-31 15:01:19 +01:00