Commit graph

917 commits

Author SHA1 Message Date
toaster
00972a83d2 remove the prefix since everything seems to function 2021-04-17 11:30:08 +01:00
toaster
b3d006b093 structs gunched 2021-04-17 00:27:13 +01:00
James R
3f09cd4f2b Stair janking VFX
Little sparks spawn on one side of your jart while
stepping, plays for 4 frames on each side.
Loops if 10 tics of the janking animation remain.
2021-04-11 18:57:31 -07:00
SteelT
3545836ea1 Merge branch 'master' into invinc-changes 2021-04-07 01:20:12 -04:00
SteelT
fc8bd429f3 Merge branch 'master' into invinc-changes
Also made changes to sparkles, invincibility speedlines now replaces the sparkles if boosting.
2021-04-06 22:40:02 -04:00
James R
08348fcd43 Merge remote-tracking branch 'srb2/next' 2021-04-05 01:26:17 -07:00
Sally Coolatta
8bb1fa57d4 Merge branch 'master' into 22-merge-again 2021-04-05 01:11:26 -04:00
SteelT
32b1acb810 Disable the debug prints for now
Just incase they are needed again in the future, for whatever reason.
2021-03-31 23:38:05 -04:00
toaster
40cbc30bff Mammoth commit, sorry.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.

Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.

If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00
Latapostrophe
3b617337ee Fancy rotating sparkles 2021-03-29 00:27:56 +02:00
Monster Iestyn
b49eeac270 Merge branch 'custom3dcrash' into 'next'
Fix sigsegv caused by bad target check in A_Custom3DRotate

See merge request STJr/SRB2!1430
2021-03-24 14:24:21 -04:00
katsy
959a60d858 fix sigsegv in A_Custom3DRotate 2021-03-21 16:09:11 -05:00
Sally Coolatta
420a6ccccb Fix Dehacked loading 2021-02-28 22:39:47 -05:00
Sally Coolatta
9d7ec0ab8f Merge SRB2 next
Probably doesn't compile yet, but I got rid of all of the conflicts for anyone who wants to take a stab at it.
2021-02-27 05:18:36 -05:00
Lachlan Wright
67b06edf3e Revert "Merge branch 'player-speed' into 'next'"
This reverts merge request !1309
2021-02-27 03:38:13 +00:00
Sally Coolatta
dc1fbb2e9a Fix bug that caused bots to go into ring debt a lot 2021-02-26 05:42:59 -05:00
toaster
b66965185a Caltrop calstop (resolves #114).
If a ring isn't lost from the counter, don't drop a caltrop.

This is done by changing the function signature of P_GivePlayerRings to return the number of rings it has successfully given (or taken away) (which can differ from the rings provided to it). This change has been done for Lua as well.

Super Ring absorbtion now uses this system too, so you only need to change one location to modify the maximum and minimum number of rings a player can have (as far as I am aware).
2021-02-14 21:48:55 +00:00
LJ Sonic
85cd429d1d Revert "Replace all instances of P_AproxDistance with FixedHypot"
This reverts commit 498ff708bb.
2021-02-13 17:45:20 +01:00
Sally Coolatta
233d257791 Give fling rings shadows, remove afterimages
Both oni requests
2021-02-07 15:30:45 -05:00
LJ Sonic
f27881ac16 Merge branch 'fix-boss2pogotarget' into 'next'
Make several actions actually check for a player smh (Fixes #387)

Closes #387

See merge request STJr/SRB2!1340
2021-01-25 18:11:38 -05:00
Sal
542e0b88df Merge branch 'hitlag-fixes' into 'master'
Try and fix hitlag damage, lightning shield, & punting mines

See merge request KartKrew/Kart!340
2021-01-06 21:09:07 -05:00
Sally Coolatta
7c86c686cf Merge branch 'master' into hitlag-fixes 2021-01-06 18:30:23 -05:00
Latapostrophe
74a39837bb Merge conflicts 2021-01-06 18:33:42 +01:00
GoldenTails
a51fb151db Have A_ThrownRing check for a player too 2020-12-19 21:30:13 -06:00
GoldenTails
75f495ac5e Have A_DetonChase check for a player too 2020-12-19 21:12:09 -06:00
GoldenTails
4117196ba6 Actually check for a player smh 2020-12-19 20:33:29 -06:00
James R
498ff708bb Replace all instances of P_AproxDistance with FixedHypot 2020-12-12 14:53:54 -08:00
James R
e305de037c Merge branch 'player-speed' into 'next'
Make player->speed and other things use R_PointToDist2

See merge request STJr/SRB2!1309
2020-12-12 17:38:02 -05:00
James R
20e0d99ea0 Remove trailing whitespace 2020-12-12 02:40:46 -08:00
Zippy_Zolton
3c041d7304 snailer 2020-12-10 19:01:09 -06:00
Tatsuru
8502675e1b Initialize junk line tag lists 2020-11-30 18:21:06 -03:00
LJ Sonic
079df8df4d Merge branch 'fix-stacktrace' of https://git.do.srb2.org/STJr/SRB2.git into next
# Conflicts:
#	src/dehacked.c
#	src/dehacked.h
2020-11-29 21:54:15 +01:00
Louis-Antoine
ff7ca5450f Only call the Lua API for overridden actions 2020-11-15 01:15:58 +01:00
Sally Coolatta
1a58d0d24b Try and fix hitlag damage, lightning shield, & punting mines 2020-11-12 01:43:37 -05:00
Sally Coolatta
56a20d05df Merge branch 'master' into battle-rethink 2020-11-11 00:11:18 -05:00
Sally Coolatta
94eca0f928 Don't explode mines multiple times while they're in hitlag 2020-11-10 23:50:59 -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
619402666a Better Jawz
- More friction in Battle
- Throwables take your momz (has been bothering me for an eternity)
2020-10-30 22:57:42 -04:00
James R
8ae579d672 Merge branch 'master' into paper-items-i-hate-my-life 2020-10-28 22:36:08 -07:00
James R
c609dffdab Stupid P_MapStart crash because of flicky teleport before map load 2020-10-28 22:35:31 -07:00
Nev3r
df6a903592 Merge branch 'next' of https://git.do.srb2.org/STJr/SRB2 into udmf-multitag
# Conflicts:
#	src/lua_baselib.c
#	src/lua_maplib.c
2020-10-27 20:48:25 +01:00
Sally Coolatta
2509d5a29c Merge branch 'the-scary-22-merge' into battle-rethink 2020-10-24 21:39:32 -04:00
Sally Coolatta
9b6aa946ea Merge remote-tracking branch 'srb2/master' into the-scary-22-merge 2020-10-24 19:28:06 -04:00
Sally Coolatta
fda698a290 Merge master 2020-10-24 18:34:07 -04:00
Sally Coolatta
0969ca1af9 Karma bombs rework
- Fixed the bugs with them in our last netgame
- Karma bombs are no longer slippery or have stat changes
- Karma bombs cannot pick up spheres. Their remaining spheres before they died are removed 1 per tic.
- Karma bombs are out of the game permanently when touching the overtime barrier
- When successfully hurting another player, instead of getting 0.5 bumpers, they steal ALL of the opponent's bumpers, effectively swapping places with them. One bumper is lost in the process, meaning bumpers are slowly flitered out the more people need to come back.
- Removed karma items/eggboxes... hopefully this is temporary and we can bring them back later, but currently we don't have a design for how they should work under the new rules :x. They are still in the code behind the `OTHERKARMAMODES` define
- Bumpers & comeback timer are now player_t variables instead of kartstuff shit
- eliminated boolean on player_t for checking when a player touched the barrier
2020-10-24 11:27:42 -04:00
Monster Iestyn
f13d938c57 A_Boss1Laser (pinch phase): Reset var1 to locvar1 each time so we don't accidentally spawn koopas (or something else) as a result of hitting enemies with the laser 2020-09-26 17:31:49 +01:00
Sally Coolatta
2f6962c103 Correct player angle when respawning from crushing 2020-09-26 03:12:22 -04:00
Sally Coolatta
285ec3e08c Player death uses damage types
- 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
861cb8e144 Fix springs giving you way too many
(Also removed a bunch of instances of PF_SPINNING since we haven't used it)
2020-09-25 02:24:19 -04:00