Commit graph

41 commits

Author SHA1 Message Date
James R
05dd7d7871 Merge remote-tracking branch 'origin/master' into HEAD 2022-10-01 14:45:39 -07:00
James R
23408e7d3b Let savecheckpoint work online, work at all
Actually respawns you at this location! 😃

Uses object Z position instead of floor height.
2022-09-29 06:43:44 -07:00
toaster
871de857ae Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into setangle
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2022-09-24 20:23:35 +01:00
Sally Coolatta
dd94b1449e Juicebox gates forward port for SPB 2022-09-21 07:05:26 -04:00
toaster
3a4b485c5d Remove P_InitAngle and its kin, considered on a case-by-case basis for also setting old_angle as well. 2022-08-25 11:35:09 +01:00
Sally Coolatta
afdb2908f2 Interrupt tumble when hitting springs 2022-08-22 23:53:32 -04:00
James R
1800970ed9 Death: respawn from where you died and take an invisible lightsnake 2022-06-09 22:49:30 -07:00
Sally Coolatta
c606e1e96b Force shrink can be toggled individually online
In preparation for a "make yourself small by default" cheat on the char select like SMK.
2022-01-09 04:08:26 -05:00
Sally Coolatta
23f9649fb9 More extremely scaled grow & shrink players!
- Grow is x2 instead of x1.5.
- Shrink is x0.5 instead of x0.75.
- Physics were left ALONE!! This is purely a HITBOX / VISUAL change!! Grow isn't any faster, and Shrink isn't any slower!! The only potential worry is low ceilings in maps!!
2022-01-09 00:00:01 -05:00
Sally Coolatta
cc250afd45 P_InitAngle, to fix angle interpolation on spawning objects 2021-12-24 12:45:51 -05:00
James R
f205d6d8fd Speed up lightsnaking if dying with airtime 2021-11-21 22:02:45 -08:00
toaster
a43b64cb76 Tumble nerfing, on Oni's request.
- Maximum tumble height that leads into last bounce is now 60 mfu (mobjscaled fracunits), from 40 mfu.
- All tumbles that are over 100 mfu high have extra attenuation applied to them.
- Tumble into lightsnake now puts you in 1.5 seconds of wipeout, rather than the last tumble.
2021-10-17 22:14:42 +01:00
lachablock
aeaf6c94f5 Give purple & rainbow driftboosts a 30% speed boost 2021-04-21 14:40:13 +10:00
lachablock
5e327e09c6 Merge master (resolve structgunch conflicts) 2021-04-20 16:09:59 +10:00
Sal
fa5ef9ed58 Merge branch 'kickstartaccel' into 'master'
Acceleration Kickstart

See merge request KartKrew/Kart!398
2021-02-25 02:34:32 -05:00
toaster
a43a762b46 Instead of hacking ticcmd generation, add/modify helper functions acting as intermediaries that add the necessary changes.
* Introducing K_GetKartButtons(player_t), for adding false presses to.
* K_GetForwardMove(player_t) takes kickstarting into account, and is now applied to engine sound generation too.
* BT_REALACCELERATE has been deleted.
2021-02-22 12:21:48 +00:00
toaster
97d404de7b A few changes to cameras.
* When lightsnaking, update the camera angle at each waypoint step to prevent being dropped the wrong way around.
    * The above bullet point is WIP. I've tried to restrict manual turning while lightsnaking, but it still happens and just gets yanked back at each waypoint. Would appreciate a bit of insight here.
* Fix HUD tracking for spectators by setting thiscam->chase each tic more definitively.
    * Still happens for the very first tic of the map though, must be another data point I missed 😔
* Fix the vertical jittering when a spectator's camera is on the ground.
2021-02-19 16:25:12 +00:00
Sal
8853a4b8e3 Merge branch 'jumping-finish-line-distance' into 'master'
Finish line waypoint issues

See merge request KartKrew/Kart!384
2021-02-18 18:23:08 -05:00
toaster
2ec943a214 Several changes to respawning and race start.
* Becoming a spectator is now instant, and leaves no bumpable corpse behind.
* Players will now FAULT if they:
    * change from a spectator into a player after the initial camera turnaround but before the end of POSITION.
    * touch an instant kill FOF or get crushed during POSITION.
    * become a spectator during POSITION. (I might change this later, seems overkill)
* If you respawn during POSITION, the jingle will not restart from the beginning.
* Change the FAULT animation to match spinout/currents.
* Clean up some of the spawning code to not place spectators on the ground.
2021-02-17 21:48:09 +00:00
James R
82718216cc Respawn slightly before a waypoint, in the direction you came from, if the waypoint is exactly on a line
See notably the finish line. Basically respawning exactly on a line can let you
cross it twice, if you crossed it before respawning, or NOT cross it, depending
on which direction you drive after landing. So this just respawns very slightly
before the line so you can cross (or not cross) it normally.
2021-02-15 23:01:13 -08:00
Sally Coolatta
c698ddaa6c Balloons by default will randomly pick CNZ colors
Would like this actually for CNZ instead of manually picking them by number & then the numbers get desynced... :v
2021-02-02 22:44:53 -05:00
Sally Coolatta
f57651e51f Removed a bounce from tumble 2021-02-02 01:29:44 -05:00
Latapostrophe
3cd4c87df5 Weaker tumble, some effects + tumble on spring panel fail 2021-01-09 21:58:35 +01:00
Sally Coolatta
fda698a290 Merge master 2020-10-24 18:34:07 -04:00
Sally Coolatta
857f295836 Fix instances of things still using (options >> ZSHIFT) 2020-09-27 04:22:09 -04:00
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
a251c3909b Lots of little fixes
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
9efdc98de6 Makes it through all kart files
All that's left is SDL, OGL, maybe also Lua
2020-08-15 04:42:56 -04:00
James R
11a4ca28d7 Remove PF_SKIDDOWN, just use PF_FAULT 2020-08-06 17:59:09 -07:00
James R
3332c22801 Fault again if you spectate then respawn during a fault 2020-08-05 05:07:42 -07:00
Sal
21dfe49bf8 Merge branch 'antigrav-respawn' into 'master'
Antigravity fixes, round 2

See merge request KartKrew/Kart!305
2020-07-31 21:55:38 -04:00
Latapostrophe
de7147008e Let's not try to outsmart the way mf2_objectflip works and just disable it entierely alongside mfe_verticalflip if the waypoint isn't flipped. 2020-07-31 18:13:28 +02:00
Sally Coolatta
b39c8562a6 Fault HUD scrolls, faulting respawns you & holds you until the countdown's over 2020-07-29 01:47:00 -04:00
Sally Coolatta
babe71cdee Try to avoid respawning you past the finish line 2020-07-24 18:01:36 -04:00
Sally Coolatta
8acace7a50 Fault on death 2020-07-24 17:16:12 -04:00
Latapostrophe
b8f2fe4bcc Fix respawns in antigrav 2020-07-24 15:04:55 +02:00
Sally Coolatta
2f0e11c7c5 Make more exaggurated 2020-06-04 01:40:44 -04:00
Sally Coolatta
285de3357d Add back to resynch & savegame, shorten names of a few variables 2020-05-29 13:12:07 -04:00
Sally Coolatta
0879459142 Add distance based on air time
Using the respawn command gives you barely any distance, while flying off huge  MGZ pits gives you a bunch.
2020-05-29 10:37:34 -04:00
Sally Coolatta
d062a35a3a Huge respawn overhaul
- Moved respawn code to its own file
- Reorganized a lot of the code related to respawning
- As a result of the massive reorganization, I squashed several bugs. Most notably: mid-game joiners having weird spawns, being able to skip laps by respawning.
- Respawn lightsnake no longer takes you straight to your nextwaypoint -- it now has a minimum distance forward that it tries to put you at when you respawn.
2020-05-29 01:04:51 -04:00