MascaraSnake
b8aac236f2
Hardcoded the Canarivore
2019-06-10 13:58:16 +02:00
MascaraSnake
6f7b77f650
Hardcoded train cameo
2019-06-09 13:48:07 +02:00
MascaraSnake
4910c213b2
Hardcoded wood debris
2019-06-09 12:27:09 +02:00
MascaraSnake
3653d5b46e
Hardcoded the TNT barrels and proximity shell (using mazmazz's A_TNTExplode implementation from the minecart branch)
2019-06-09 10:51:33 +02:00
MascaraSnake
50a9a6c0bb
Fixed dust scaling, changed sound captions
2019-06-08 14:12:39 +02:00
MascaraSnake
80f09c35bb
Hardcoded dust devil
2019-06-08 09:51:46 +02:00
TehRealSalt
6f66ef20bf
Merge branch 'master' into new-items
2019-06-03 19:09:46 -04:00
TehRealSalt
3967a5d409
Reduce angle offset back down again
2019-05-30 01:46:25 -04:00
TehRealSalt
ccdcb1dbd4
Minor change
2019-05-29 23:31:33 -04:00
TehRealSalt
dfe197b380
Double ring rotate speed, base it off current angle, slightly offset it
2019-05-29 23:21:58 -04:00
TehRealSalt
cba86ee6ea
Unused i
2019-05-29 22:55:59 -04:00
TehRealSalt
189c2d06fd
Merge branch 'rings' into new-items
2019-05-29 22:17:51 -04:00
TehRealSalt
e8edfb03fb
Merge branch 'master' into rings
2019-05-29 22:15:05 -04:00
James R
d8967112c6
Fix compiler errors
...
The truncation handling in this one spot is okay, but the compiler isn't smart
enough for it. I'm leaving it as a warning because I'd like to make a dedicated
function for handling snprintf truncation in the future.
2019-05-28 15:11:37 -07:00
TehRealSalt
127935edc2
New papersprite sparkle effect
2019-05-27 00:03:02 -04:00
Monster Iestyn
10430628e6
Hardcoded ACZ3.wad's version of A_TNTExplode under the name of A_Boss5BombExplode. After a lot of confusion and silly misunderstandings on my part (as well as a lot of mess cleaning), I've finally got there!
...
The states for the actual bomb explosion effect itself are yet to be hardcoded, but that I'll do tomorrow afternoon probably.
2019-05-21 21:51:19 +01:00
Latapostrophe
cd4b9abb78
SPB intangibility
2019-05-17 03:55:23 -05:00
TehRealSalt
c2a07b486b
Add Flame Shield
2019-05-11 15:20:06 -04:00
TehRealSalt
3d129ad4ca
Merge branch 'v1' into rings
2019-05-06 23:54:20 -04:00
TehRealSalt
f48a08cd53
Merge v1
2019-05-06 21:23:29 -04:00
Monster Iestyn
2d650bf484
fix an inconsistency I introduced between counting the waypoints and finding them again
2019-05-05 21:16:44 +01:00
Monster Iestyn
27722be6a1
hardcoded the boss's A_BossDeath behaviour.
...
(also turned this part of the function into a switch case to make things neater)
2019-05-05 16:03:34 +01:00
Monster Iestyn
2702b998ed
I just checked how P_LookForPlayers works, and it turns out it doesn't modify the target *unless* it returns true. So I guess we've no need to account for a change in target in A_LookForBetter after all?
2019-05-05 14:09:09 +01:00
Monster Iestyn
21f62c9d8c
Mystery solved, he was turning "invisible" because of this mistake in A_DoNPCSkid
2019-05-04 22:38:14 +01:00
Monster Iestyn
a431cb9cdd
Fix some compiler complaints about A_Boss5FindWaypoint
2019-05-04 20:17:00 +01:00
Monster Iestyn
cfa9da9b45
Fix A_LookForBetter to not leave a stray thinker reference lingering potentially forever, as toaster pointed out it might do.
2019-05-04 17:15:59 +01:00
Monster Iestyn
7dddfb3466
AND I forgot these checks, confound it
2019-05-03 23:16:11 +01:00
Monster Iestyn
d506c403fa
ah, forgot to do this
2019-05-03 23:12:03 +01:00
Monster Iestyn
faf353b546
Hardcoded A_Boss5FindWaypoint
...
...that took a while x_x
2019-05-03 22:58:54 +01:00
Monster Iestyn
59c345d68f
Hardcoded A_Boss5MakeItRain
2019-05-03 20:52:56 +01:00
Monster Iestyn
fd2c5a31a6
Hardcode A_DoNPCSkid
2019-05-03 20:00:31 +01:00
Monster Iestyn
1c8ec85019
Hardcoded A_Boss5PinchShot
2019-05-03 19:46:41 +01:00
Monster Iestyn
e1482e1f6b
Hardcoded A_LookForBetter
2019-05-03 19:14:17 +01:00
Monster Iestyn
2dd9c81259
Hardcoded A_PrepareRepeat and A_Boss5Calm, added missing prototype for A_Boss5ExtraRepeat (and also fixed its description)
2019-05-03 18:51:17 +01:00
TehRealSalt
8f4d93995b
Merge v1
2019-05-02 17:51:54 -04:00
Monster Iestyn
1fb8aa1f25
fix a slipup in A_DoNPCPain I just noticed I made, whoops
2019-05-02 21:34:00 +01:00
Monster Iestyn
d10a524d9a
Hardcoded A_Boss5CheckFalling
2019-05-02 21:32:28 +01:00
Monster Iestyn
2b7614b3db
Hardcoded A_Boss5ExtraRepeat
2019-05-02 21:21:15 +01:00
TehRealSalt
b22426bce9
Prevent unused var
2019-05-02 15:03:01 -04:00
Monster Iestyn
6083771dd2
Hardcoded A_Boss5CheckOnGround
2019-05-02 19:09:40 +01:00
TehRealSalt
ac1ae12746
Slight nerf to the ring power ceiling
...
Chao previously would get 15 tics of ring boost per ring, now Chao gets 11. Omega still gets 3 tics per ring.
2019-05-02 14:00:12 -04:00
TehRealSalt
d38004c310
Disable incomplete ring sparkle effect temporarily
2019-05-02 13:51:40 -04:00
Monster Iestyn
2feca194f7
hardcoded A_DoNPCPain
2019-05-02 18:32:43 +01:00
TehRealSalt
9314a0d9a9
Fix normalspeed
...
Alright fuck this branch it's misery
2019-05-02 02:58:34 -04:00
TehRealSalt
f1f664e9b1
Merge v1
2019-05-02 01:36:19 -04:00
Latapostrophe
313b971e17
Fix SPB being way too fast in current sections where the player has no control
2019-04-22 20:40:17 -05:00
Nev3r
09ff071656
Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
...
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
baeda5060c
Basic multiple thinker list implementation
...
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
089be795a2
Huge splitscreen refactor
...
Did not get to finish all refactoring or even compile this, I'll continue later
2019-04-18 03:08:11 -04:00
toaster
e676cd89ea
* Add FF_SEMIBRIGHT.
...
* Ranges between full brightness to half-brightness (50% of fullbright effect).
* Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
* Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
* Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
* Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
* Should be no in-game affect; let me know if you notice any regressions.
2019-04-17 18:46:35 +01:00