Commit graph

216 commits

Author SHA1 Message Date
Yukita Mayako
aa3e52f05e Fix ANIMDEFS parsing to allow overwrite.
ANIMATED and ANIMDEFS are now processed in reverse order,
and duplicate definitions in ANIMDEFS are dropped.
2016-10-19 03:24:26 -04:00
Monster Iestyn
fc44e53056 Merge branch 'slopes-even-more-fixes' into 'next'
Even more slope-related fixes

What it says on the tin pretty much:

Currently included fixes:
* Pusher specials applied to FOFs did not properly account for slopes applied to the bottom plane; this probably was just a minor slipup that appeared on adding the support in the first place, I take it? (some waterfall in the last section of SUGOI's Fudge Canyon is the only place I can think of offhand where this bug is noticable)

See merge request !114
2016-10-18 17:19:13 -04:00
toasterbabe
ace44df8b4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-16 01:32:05 +01:00
toasterbabe
aa8a454ea9 Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...) 2016-10-16 01:23:00 +01:00
Monster Iestyn
8931a6f0fb Merge branch 'public_next' 2016-10-15 22:31:56 +01:00
Nevur
c558900c61 Deleted the Add_WallScroller function entirely from code.
Removed commented out instance using the function.
2016-10-07 18:56:10 +02:00
Monster Iestyn
0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
Monster Iestyn
155882d2f1 Merge branch 'master' into crumble-FOF 2016-09-30 20:15:20 +01:00
Monster Iestyn
2f85704d87 Merge branch 'master' into lua-additions 2016-09-30 20:14:53 +01:00
toasterbabe
8f181abbb2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/p_mobj.c
#	src/p_spec.c
2016-09-29 13:34:13 +01:00
toasterbabe
5f4f6fdac8 Public remake of a merge request I shouldn't have put in Internal in the first place. 2016-09-26 18:35:13 +01:00
toasterbabe
f933210c03 Let's simplify a lot of stuff. PF_CANCARRY instead of a horrible assortment of checks. 2016-09-24 13:18:08 +01:00
toasterbabe
1de32b3dac Fixed my mistake with static rope hangs.
Also, the same smoothness changes have been ported over to zoom tubes!
2016-09-24 00:37:18 +01:00
toasterbabe
e16648a72b Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +01:00
Monster Iestyn
9f87841936 Fix bottom of FOF with a pusher special not accounting for slopes 2016-09-08 22:55:11 +01:00
Monster Iestyn
df9ad4a0e6 wall-scroll-by-linedef specials now use just linedef dx/dy to determine scrolling direction, rather than the complex system that was in place before
If there's any reason to bring the old system back we could make it togglable by one of the linedef flags I suppose. Not that many people would actually use it though, most likely
2016-08-16 17:15:39 +01:00
toasterbabe
4ccb3b88d0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/p_mobj.c
2016-08-10 00:10:18 +01:00
toasterbabe
aa93f8a25c Refactored the movefactor changes that made the player go Looney Tunes style on ice. 2016-08-10 00:05:46 +01:00
Alam Ed Arias
c3690092e1 Merge branch 'public_next' into master 2016-08-07 23:29:01 -04:00
RedEnchilada
02d3382408 Leave a note to anyone foolish enough to try to fix this 2016-08-07 12:17:31 -05:00
Monster Iestyn
6ac84687d3 Merge branch 'master' into lua-additions 2016-08-04 18:55:14 +01:00
Monster Iestyn
2b985bda85 Make sure we detect if start >= numlines so we can deal with that properly
for some apparent reason the compiler didn't like the while loop condition edit on its own (it complained about inline failures for P_MobjReadyToTrigger for some reason), so I had to add that extra bit above the while loop... and it was happy again, huh
2016-07-28 14:57:19 +01:00
Alam Ed Arias
59fd7bbe46 Merge branch 'public_next' (early part) into private 2016-07-11 15:50:06 -04:00
Monster Iestyn
3fba690d0a Allow $$$.sav to archive and read ffloor_t userdata Lua extvars
Oh, and P_GetFFloorByID is now a thing, to assist with the above. Also added a suitable description for P_GetFFloorBySec
2016-07-10 17:58:54 +01:00
toasterbabe
26f34d1038 Compiling fixes. 2016-07-09 17:36:24 +01:00
Monster Iestyn
3b2ab4da1d added linedef type 446, for making FOFs remotely fall down 2016-06-21 22:04:58 +01:00
toasterbabe
7af14c20ed Everywhere in the code that was doing things wrong has been changed.
Two interesting points of note:
* The touchspecial sector flag seems to actually do its job now.
* Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways).
* There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general.
2016-06-09 14:56:24 +01:00
toasterbabe
17e0adcbac Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00
toasterbabe
356dd03234 Mario block improvements. (I JUST CAN'T STOP)
* Only change texture when stationary or moving down, for additional fidelity to source material. This has zero overhead, and actually might REDUCE lag in some circumstances... my nitpickiness wins again.
* Apply ML_EFFECT1 to it to make it invisible and intangible (removing (FF_SOLID|FF_RENDERALL|FF_CUTLEVEL) from it) from every side except the bottom. Becomes visible and tangible when it's hit once. Might fuck over players in mp, but really our Mario blocks are so high in the air (and we'd need to update Pipe Towers to take advantage anyways) that they're super unlikely to get a kill this way
* Checks for the Brick Block have been switched over to the presence of FF_SHATTERBOTTOM instead of checking for the source linedef's flags every time.
2016-06-06 18:30:58 +01:00
Alam Ed Arias
fc54ab5917 Merge branch 'master' into flat_alignment_revamp 2016-06-04 22:37:57 -04:00
toasterbabe
76a3c1687c Noticed an assymetry in the Zoom Tube code. I assume the forward-going zoom tube's cancelling of gliding and climbing solved some bug, so I'm mirroring it for the backwards version. 2016-06-05 02:20:26 +01:00
toasterbabe
482c1ce665 Speed pads are now nicer.
Linedef type 4 now works as follows.
* Frontside x offset is dash speed.
* Effect 4 flag doesn't center the player. (same as before)
* Effect 5 flag sends them off in rolling frames. (as a result there is only one speed pad sector type now, not two)
* Frontside upper texture is sound to play on launch, defaults to sfx_spdpad when not given
2016-06-05 00:23:20 +01:00
toasterbabe
7c7a8413c9 Instead of hacking the existing Question Block thinker to ignore the object, let's just... not give the Brick Block a thinker in the first place. 2016-06-04 20:02:11 +01:00
toasterbabe
6f291d667e Bustable blocks revamped. I'm on a roll!
Linedef type 14 (Bustable block parameter)
* Applied to one of the linedefs of any FOF's control sector
* Concatenation of frontside textures is MT_ object type to spawn, defaults to MT_ROCKCRUMBLE1 if not present
* Sound played when being busted is object type's activesound
* Frontside x offset is spacing (in fracunits) of spawned particles, defaults to 32<<FRACBITS
* Frontside y offset is the fuse of spawned particles in tics, defaults to 3*TICRATE, if set to -1 assume infinite lifetime
* Effect 1/Slope Skew flag makes particles fly out

Linedef type 250 (Mario Block):
* No Climb flag turns it into a brick block (busts when hit from the bottom, player hits their head/fist/whatever, no more upwards momentum)
2016-06-04 18:59:24 +01:00
toasterbabe
1e6b213d6c Okay, this is way beyond the scope of the branch... but low-friction surfaces (ice, oil, etc) now:
* Actively impede your acceleration
* Make your animation speeds faster whenever you're moving (to give off that Looney Tunes effect)

The former change is something that was present in the few low-friction circumstances in the classics, and makes low-friction surfaces more of an active challenge. The latter change is just something I did for fun to more clearly communicate that things are different with the physics here.

High friction surfaces DO NOT involve any of this, since it ended up basically cheesing their existing gameplay.
2016-06-03 17:26:50 +01:00
Alam Ed Arias
083350cab2 whitespace cleanup 2016-06-02 21:25:04 -04:00
toasterbabe
27f825f41b Dedicated laser blocks flash less awfully now. 2016-06-03 02:23:27 +01:00
toasterbabe
55bb716c1e On FuriousFox's request: All waypoint sequences now use linedef frontside texture offset for speed and row offset for sequence, ending what is a very long reign of clusterfuck. 2016-06-03 01:30:07 +01:00
Alam Ed Arias
c23b40fa9c Merge branch 'public_next' into master 2016-06-02 18:39:08 -04:00
toasterbabe
fc0d6e5195 Movefactor removed from Friction thinker. Smaller memory footprint, less processing, and no more potential corrupting of what some objects use as a memory dumping ground. 2016-06-02 23:30:50 +01:00
toasterbabe
577f9e8801 Going beyond the scope of the branch:
*Friction linedef effect is now -
1) controlled by x offset instead of length - offset of -100 is maximum iciness, offset of +483(!!!) is the maximum sludginess BUT things are scaled such that +100 is about the maximum sludginess any reasonable human being would want in a level, 0 is ORIG_FRICTION)
2) not reliant on a sector special to function (can be applied solely by tag to in-map sectors or solid FOF control sectors)
2016-06-02 22:46:27 +01:00
Monster Iestyn
d24cc49443 Fix FOF height checks all over p_spec.c to account for slopes
This fixes certain sector specials and linedef executor specials etc not accounting for players/mobjs touching sloped FOFs
2016-05-31 21:31:29 +01:00
toasterbabe
a8248fb6c9 Added new functionality, reorganised functionality from last commit, cursed a lot. Again, more info in merge request. 2016-05-30 22:44:23 +01:00
toasterbabe
7a1b309653 Making Linedef type 7 less awful. More details (and test file) in merge request. 2016-05-29 20:47:08 +01:00
Monster Iestyn
9007904a72 Merge branch 'master' into damage-control
# Conflicts:
#	src/p_inter.c
#	src/p_mobj.c
2016-05-25 15:33:09 +01:00
Alam Ed Arias
b51a1148d1 Merge branch 'public_next' into master 2016-05-25 10:21:55 -04:00
Alam Ed Arias
f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
398dbed4ed Merge branch 'public_next' into master 2016-05-07 11:35:05 -04:00