Sally Coolatta
1f7fd96e32
Bot controller linedef
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Controls bot behavior while they're touching a tagged sector.
X texture offset is angle to force the bot in (0 is east, 90 is north, 180 is west, 270 is south)
Y texture offset is trick type -- if a bot enters the sector while in trick panel state, then they'll do the input for the trick. Without the effect present, they'll do nothing and eventually tumble.
Y offset 1 does a left trick, 2 is right, 3 is forward, 4 is back/up.
2021-02-11 19:08:44 -05:00
James R
eabb97ea93
Line special 2003: No Climb - only respawn when crossing front side
2021-02-04 18:51:32 -08:00
James R
8c047372a6
Line special 2003: respawn player if crossing this line
2021-02-04 18:40:50 -08:00
Sally Coolatta
d627da7510
Fix lap executors not happening, and also edit it so they act like Each Time rather than Once
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Allows for simplified executor logic on Desert Palace and Chrome Gadget, possibly Egg Zeppelin too
2021-02-01 14:34:48 -05:00
James R
802dd22de4
Sector Parameters Ripple
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Upper Unpegged - Ripple on floor plane
Lower Unpegged - Ripple on ceiling plane
2021-01-12 22:33:49 -08:00
Sally Coolatta
cfda66103d
Merge branch 'master' into just-tumble
2021-01-06 23:02:51 -05:00
Latapostrophe
fe4d9ce889
New trick panel shit (but only the gameplay part)
2021-01-06 21:20:28 +01:00
Latapostrophe
74a39837bb
Merge conflicts
2021-01-06 18:33:42 +01:00
James R
71553a8ad0
Merge branch 'battle-rethink' into 'master'
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Battle rethink
See merge request KartKrew/Kart!335
2020-11-29 19:13:38 -05:00
toaster
f72108c4fa
A whole bunch of cleanup to get most record attack/replay stuff reasonably functional.
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* Fix the screen being stuck black at the very start of start record attack.
* Bump up the demoversion to 7, because I want all previous v2 demos to be guaranteed kaput (it was previously 4, but 7 is a nice number).
* Fix a ton MORE shitcausing misalignments in the replay system, this time specifically focused on getting ghosts functional.
* Plug a few holes in the "best lap" record implementation that allowed for stupidly easy records due to the way v2's finish lines work.
* Make a few follower-related things sane, to prevent spurious console prints that were getting in the way of my test prints.
2020-11-27 20:30:28 +00:00
Sally Coolatta
14b379fd27
Cherry-pick 4eb69a664
2020-11-16 19:52:26 -05:00
Sally Coolatta
56a20d05df
Merge branch 'master' into battle-rethink
2020-11-11 00:11:18 -05:00
Sally Coolatta
0e28470228
Merge master
2020-11-08 02:34:24 -05:00
Sally Coolatta
470e399abe
Merge master, add support for hitlag jitter in OpenGL
2020-11-08 01:56:27 -05:00
Sally Coolatta
91ed67bece
Start on Chaos Emeralds
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Functional! However, you don't drop them yet.
2020-11-01 23:44:54 -05:00
Sryder
11386e12ba
Keep NUMTRANSMAPS what it was, instead add NUMEFFECTMAPS to end of enum
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Should have easier merging and be less likely to break current effects.
2020-10-26 11:18:53 +00:00
Sryder
a585d3c9d1
Revert "Fix various things that used NUMTRANSMAPS for the number of translucent trans maps"
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This reverts commit dc453fbbda .
2020-10-26 11:07:17 +00:00
Sryder
dc453fbbda
Fix various things that used NUMTRANSMAPS for the number of translucent trans maps
2020-10-25 23:19:20 +00:00
Sally Coolatta
9b6aa946ea
Merge remote-tracking branch 'srb2/master' into the-scary-22-merge
2020-10-24 19:28:06 -04:00
Sally Coolatta
884eb3d515
Error icon for when a map is missing its signpost
2020-09-30 06:00:13 -04:00
Sally Coolatta
2f6962c103
Correct player angle when respawning from crushing
2020-09-26 03:12:22 -04:00
Sally Coolatta
efaf2c8c7d
Remove print
2020-09-26 02:00:18 -04:00
James R
3cad7398f0
Fix slope spawning; let polyobjects spawn again
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Move P_SpawnMapThings before P_SpawnSpecialsThatRequireObjects.
Do not remove special from lines with ML_NETONLY or ML_NONET until after
slopes are spawned.
2020-09-25 13:35:56 -07:00
Sally Coolatta
285ec3e08c
Player death uses damage types
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- Fixed last place elimination not working (again)
- Replaces squishing from level geometry with good old fashioned crush death
2020-09-25 16:31:10 -04:00
Sally Coolatta
b5fcd74ef9
Merge master
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Slopes in a few maps are really broken ... think it's anchors, I'm gonna leave that to jart :V
2020-09-25 12:00:50 -04:00
Lachlan Wright
500e0dfba1
Merge branch 'fix-236' into 'next'
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Only allow explicitly living players to trigger sector specials
Closes #236
See merge request STJr/SRB2!1152
2020-09-25 09:31:06 -04:00
Lachlan Wright
ed58fab45f
Merge branch 'dye-fix' into 'next'
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Fix players not properly decolorizing via linedef action
See merge request STJr/SRB2!1127
2020-09-25 08:54:16 -04:00
Sally Coolatta
861cb8e144
Fix springs giving you way too many
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(Also removed a bunch of instances of PF_SPINNING since we haven't used it)
2020-09-25 02:24:19 -04:00
James R
0d573b514e
Stupid polyobjects require things to be spawned >:(
2020-09-24 15:10:07 -07:00
James R
388d56a5f8
Search FOF target sectors for slope anchors
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Requires spawning fake floors before slopes, and therefore before things,
basically before everything. Hopefully nothing breaks!
2020-09-24 01:56:38 -07:00
toaster
eb48f71f89
Fix deathpits not vwooping you around
2020-09-22 14:43:25 +01:00
Sally Coolatta
99a1bacb81
Turning code overhaul
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Packet drops are still broken, but at least netgames are playable now.
2020-09-22 00:35:44 -04:00
James R
ef108cbb36
Merge remote-tracking branch 'pub/next'
2020-09-20 14:07:54 -07:00
lachwright
511518f0e4
Only allow explicitly living players to trigger sector specials
2020-09-20 11:49:53 +09:30
SteelT
d8bcc13fec
Merge branch 'master' into trick-panels
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# Conflicts:
# src/d_player.h
# src/dehacked.c
# src/k_kart.c
# src/p_user.c
2020-09-18 00:54:45 -04:00
SteelT
6a168ac5e9
Merge branch 'pictureformats' into 'next'
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PNG conversion refactoring
See merge request STJr/SRB2!675
2020-09-10 15:58:18 -04:00
Tatsuru
57b1becfe0
Decolorize players as intended
2020-08-24 23:53:21 -03:00
FlykeSpice
2d9ec1687c
Remove POLYOBJECTS POLYOBJECTS_PLANES #ifdefs(backport from srb2 2.2)
2020-08-20 13:02:13 -04:00
FlykeSpice
2424418390
Remove ESLOPE #ifdef(backport from srb2 2.2)
2020-08-20 13:02:13 -04:00
Sally Coolatta
3e446a167c
Restructure how damage works in kart COMPLETELY
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Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.
2020-08-19 00:55:36 -04:00
James R
a566a8e245
Revert "Disable animated textures"
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This reverts commit 5e13555727 .
2020-08-16 00:10:49 -07:00
Sally Coolatta
a251c3909b
Lots of little fixes
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Gameplay seems to work (besides the addplayer & client config stuff), but visuals (mostly sprites, but a little bit of HUD) are really messed up
2020-08-16 00:29:04 -04:00
Sally Coolatta
5e13555727
Disable animated textures
2020-08-16 00:16:17 -04:00
Sally Coolatta
631f698432
Cleanup
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So for whatever reason it's still giving me a warning about functions in i_threads having duplicate definitions, even though they clearly do not.
I'm completely stumped so I'm just gonna mess with my compile setup....... in the mean time, if anyone else could try to compile it, I'd appreciate it, so we know if it's just my end or if its something else
2020-08-15 08:32:56 -04:00
Sally Coolatta
0dc21106e5
Lua stuff is done
2020-08-15 07:47:18 -04:00
Sally Coolatta
9efdc98de6
Makes it through all kart files
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All that's left is SDL, OGL, maybe also Lua
2020-08-15 04:42:56 -04:00
Sally Coolatta
9b9ab8a2d5
Get up to p_user
2020-08-14 23:23:14 -04:00
Sally Coolatta
5a98c00405
NOW we make it past p_mobj
2020-08-14 22:28:49 -04:00
Sally Coolatta
c665393bd0
actaully I was incorrect, it didn't make it past it. Now it makes it TO it at least :V
2020-08-14 21:21:17 -04:00
Sally Coolatta
5a6263c36b
Make it past p_mobj
2020-08-14 20:48:06 -04:00