toasterbabe
3ce411b62a
Mario mode is boring again. (I'm going to revert this commit as soon as possible, but shield_actions needs to be clean of Mario stuff for now.)
2016-10-24 12:35:40 +01:00
toasterbabe
80300ac476
Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO)
2016-10-13 15:14:13 +01:00
toasterbabe
4997564d30
I like this timing more.
2016-10-12 23:55:16 +01:00
toasterbabe
a36912baef
In Mario mode...
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* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
2016-10-12 23:47:18 +01:00
toasterbabe
71b7db4e0d
Refinements to flashing.
2016-10-12 22:06:12 +01:00
toasterbabe
d4f0afa0d1
A Heckloada Mario Stuff
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https://gfycat.com/MasculineSatisfiedAfricanwilddog and https://gfycat.com/PastCompetentGypsymoth describe this all in varying states of completion
2016-10-12 17:55:07 +01:00
toasterbabe
64a1fa5421
Players are half height in Mario mode when they don't have any shields, the Mario mode pity shield is invisible, and Mario mode players immediately get a pity shield when they lose any other type of shield. So basically that's a Red Mushroom, right?
...
https://gfycat.com/ThoughtfulAcademicChrysalis
2016-10-11 23:35:48 +01:00
Monster Iestyn
0fb89c620d
Merge branch 'master' into damage-control
2016-09-30 21:05:44 +01:00
toasterbabe
f1fb276e5a
Fixed a bug where using your shield ability just before your shield changed got you stuck in whatever state it left you.
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To do that, P_SwitchShield was born! Don't use with Force.
2016-09-30 13:48:33 +01:00
toasterbabe
e05528e4a3
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-09-30 12:44:08 +01:00
Inuyasha
f1b8bfcfe7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
# src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe
a8be1e6b7d
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/d_player.h
# src/p_inter.c
# src/p_mobj.c
# src/p_user.c
2016-09-27 18:24:53 +01:00
toasterbabe
be0e898bae
* Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
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* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
Inuyasha
1a4b894589
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe
d8065fa525
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
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# Conflicts:
# src/d_player.h
# src/dehacked.c
# src/info.c
# src/p_user.c
2016-07-16 17:23:25 +01:00
toasterbabe
c2aba46298
New S_SKIN attributes.
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* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
Alam Ed Arias
8f0994b38b
Merge branch 'public_next' into master
2016-07-11 16:22:05 -04:00
Alam Ed Arias
765d68899f
Merge branch 'master' into next
2016-07-11 16:10:40 -04:00
Alam Ed Arias
b347ed2ca6
Merge branch 'public_next' into master
2016-07-11 15:52:27 -04:00
Alam Ed Arias
0c8fcb5e4d
Merge branch 'master' into repeat-monitors
2016-07-11 15:29:06 -04:00
toasterbabe
0fefd86d1e
More generic name for P_ElementalFireTrail upon MI's request
2016-07-08 22:56:17 +01:00
toasterbabe
f8dd9b64ab
Elemental shield ability now coded. REQUIRES NEW PATCH.DTA FROM THE FTP.
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- Press spin in midair to stomp directly downwards (losing horizontal momentum), creating a flickering fireball around you.
- No bouncing on enemies, item boxes, etc - just go straight through.
- Hurts other players on touch whilst you're stomping.
- Spawns a bunch of flames around you when you hit the ground.
Also:
- Electric shield's ability now uses different sounds, because I'm picky.
2016-07-08 21:55:17 +01:00
toasterbabe
95ac0fa9a0
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-07-08 13:20:24 +01:00
ZTsukei
e4a970f894
Starting from scratch. SRB2 v2.1.15
2016-07-06 00:10:19 -04:00
Alam Ed Arias
4d6a3e3398
FUNCMATH fun
2016-06-12 16:08:48 -04:00
toasterbabe
661da15146
Reinforcing encapsulation I originally broke down to allow for P_GetMobjGravity.
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When I first wrote this, I thought the .h file that contained a function declaration needed to have the same name as the .c file the function was in. Now I know that's not the case, off to p_local.h with you.
2016-06-09 18:16:13 +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
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
Monster Iestyn
d31fd95d75
Armageddon & Sparkles confusion is no more, DMG_NUKE exists to sort that out now
2016-04-07 22:02:52 +01:00
Monster Iestyn
e8a4d7b7b8
Fix replay camera not being turnable when climbing, sliding ...and several other things.
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If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
Monster Iestyn
f9c4b877ca
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into damage-control
2016-03-13 20:37:43 +00:00
Inuyasha
e7ff405c52
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/hardware/hw_md2.c
# src/p_mobj.c
# src/p_mobj.h
2016-02-29 00:14:16 -08:00
ZTsukei
9d2e9e24c3
Fixing tabs
2016-02-15 20:39:08 -05:00
ZTsukei
69f9c10a99
16/02/15 Starting some setup
2016-02-15 11:08:54 -05:00
Inuyasha
1bdd4cf641
backport state-animations from internal master to public next
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most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Monster Iestyn
69550e98fe
Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
...
It helps make P_UpdateSpecials less messy-looking anyway.
2016-01-14 16:32:30 +00:00
Inuyasha
c81571f0af
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
2016-01-13 19:27:59 -08:00
Inuyasha
265a607b58
rewrite of monitors to accomodate repeat use monitors.
...
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
2015-12-31 08:38:23 -08:00
Monster Iestyn
08c0c7676c
Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
...
It helps make P_UpdateSpecials less messy-looking anyway.
2015-10-11 21:01:04 +01:00
Monster Iestyn
7dcf0d3d09
Fix an error from match-balancing being merged in. Apparently match-balancing also doesn't have a prototype for P_StealPlayerScore for whatever reason.
2015-10-01 20:02:44 +01:00
Yukita Mayako
ba77b235d1
Merge branch 'match-rebalancing' into damage-control
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Conflicts:
src/p_inter.c
src/p_user.c
src/st_stuff.c
2015-09-30 20:40:27 -04:00
Alam Ed Arias
6ad1086128
Merge branch 'public_next' into master
2015-09-03 15:58:16 -04:00
Yukita Mayako
2fb03a7cff
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
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Conflicts:
src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
Alam Ed Arias
c0ae3fa895
Merge remote-tracking branch 'private/public_next' into private_master
2015-08-14 18:26:33 -04:00
Monster Iestyn
fa935be129
Fixed the issue where diagonal springs couldn't teleport you to their centers anymore (guess whose fault that was! =D ). Basically I just made P_DoSpring boolean, which probably could be useful to Lua peeps as well. (it returns true if you were sprung, false if not)
2015-07-28 19:28:51 +01:00
Alam Ed Arias
fb5cba78d3
Merge branch 'public_next' into private
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Conflicts:
src/p_mobj.c
2015-06-18 10:54:53 -04:00
Monster Iestyn
b88600dac6
tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
...
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako
4a1f0ce91c
New attract shield active
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Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00