Nev3r
9a43511cf6
Merge branch 'console-wait-fix' into 'master'
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Don't count down wait timer when executing a command line
See merge request STJr/SRB2!483
2019-05-06 12:56:07 -04:00
Nev3r
809975b1ff
Merge branch 'opengl-sprite-billboarding' into 'master'
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OpenGL Sprite Billboarding
See merge request STJr/SRB2!485
2019-05-06 12:45:53 -04:00
Sryder
64fb7f90f0
Add a cvar for sprite billboarding, off by default.
2019-05-06 16:57:32 +01:00
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
4536569cfb
fix P_CheckSight to consider FOFs that completely block the view
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(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-05 21:03:15 +01:00
Monster Iestyn
e944553514
Hardcoded the cork's stun-you-even-while-flashing behaviour
2019-05-05 19:16:30 +01:00
Monster Iestyn
f9c113a19a
Hardcoded the boss's TouchSpecial hook.
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Also cleaned up this part of P_TouchSpecialThing a bit while I'm here
2019-05-05 18:22:19 +01:00
Monster Iestyn
0ae86e4401
Hardcode "slapstick"
2019-05-05 17:36:55 +01:00
Monster Iestyn
c209377d42
Hardcoded MT_FSGNA's MobjThinker hook function
2019-05-05 16:42:50 +01:00
Monster Iestyn
27722be6a1
hardcoded the boss's A_BossDeath behaviour.
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(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
4ad410dc0b
Hardcode the boss thinker function
2019-05-05 15:34:06 +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
d159cddde6
hardcode MT_FBOMB's MobjSpawn hook function
2019-05-04 22:46:27 +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
ccf78f3660
S_FANG_SLIDE wasn't defined in the Lua script, despite being declared :|
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Also Fang seems to turn invisible after his first jump for some reason, and I can't figure out why???
2019-05-04 21:31:46 +01:00
Monster Iestyn
e06f85d847
Swap "S_TNTBARREL_EXPL1" for S_NULL as a temporary measure until I actually hardcode the explosion states.
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As of now, you can now compile this branch with no issues. But Fang won't work properly for a while yet, we'll get there don't worry.
2019-05-04 20:20:34 +01:00
Monster Iestyn
a431cb9cdd
Fix some compiler complaints about A_Boss5FindWaypoint
2019-05-04 20:17:00 +01:00
Monster Iestyn
3362a0672b
DO NOT USE FRACUNIT AS A LAZY WAY TO DO UPPER 16 BITS FOR ACTION VARS
2019-05-04 19:43:14 +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
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...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
Monster Iestyn
055aeddb6f
Merge branch 'public_next'
2019-05-03 16:42:42 +01:00
Monster Iestyn
cbb20fc147
Merge branch 'master' into next
2019-05-03 16:40:13 +01:00
Monster Iestyn
5cd8ff01ba
add parentheses around these conditions to fix sloped lights cutting out lights on FOF walls for apparently no reason
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not making a merge request because this is so laughably stupidly simple
2019-05-03 16:38:59 +01:00
Monster Iestyn
57edf46531
Merge branch 'master' into next
2019-05-03 16:00:45 +01:00
mazmazz
d2236a32c3
Remove song_length tag search
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Because songs without this tag will skiplag when loading.
2019-05-02 19:14:23 -04:00
mazmazz
7301140b10
Remove MP3 widechar tag searching
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1. It's slow, 2. It's incorrect
2019-05-02 19:13:56 -04:00
mazmazz
d944156744
Merge remote-tracking branch 'origin/master' into menu-execs
2019-05-02 18:47:43 -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
Monster Iestyn
6083771dd2
Hardcoded A_Boss5CheckOnGround
2019-05-02 19:09:40 +01:00
Monster Iestyn
2feca194f7
hardcoded A_DoNPCPain
2019-05-02 18:32:43 +01:00
Monster Iestyn
5979fc8540
Hardcode Fang waypoint object type (turns out no state is needed)
2019-05-02 18:11:44 +01:00
Monster Iestyn
61693e3f2e
Hardcoded all the main Fang-specific object types, states and sprites.
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This cannot be compiled as-is right now for the following reasons:
* Numerous actions still need to be hardcoded.
* MT_FBOMB uses the TNT barrel explosion (and by extention A_TNTExplode) for its death state. This is a pickle, I'll deal with it when I get to it.
Also missing:
* Fang waypoint object type+states.
* Fang's good looks (to be put in the resource files obviously).
* Fang's brain.
2019-05-02 18:01:18 +01:00
Sryder
913d5dd595
OpenGL sprite billboarding
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Should work on both normal and precipitation sprites.
Sprites that are split by lighting should work correctly.
2019-05-01 20:15:00 +01:00
Nev3r
c0665acad3
Merge branch 'further-mace-advancements' into 'master'
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Further Mace Advancements
See merge request STJr/SRB2Internal!147
2019-04-30 15:15:35 -04:00
Nev3r
622a045f57
Add back the p_slopes.h header guard
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 18:05:16 +02:00
Nev3r
3c64354eaa
Send the slope thinkers list after the mobj list
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Keeping the sector list before the mobj list stops the objects from "entering" or "floating" on slopes. However this induces a new slope adhesion problem in fast-moving slopes, so it is more desirable to leave the "indent/float-on" behavior for now since fixing this one seems like a big can of worms and falls off this branch's scope.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 17:16:35 +02:00
Nev3r
09ff071656
Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
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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
9e76730866
Add a temporary limbo list for thinkers that need to be freed, in order to keep other lists clean, especially the mobj list.
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 16:17:47 +02:00
Nev3r
721c866895
Give precip. its own thinker list
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 14:58:18 +02:00
Monster Iestyn
04e212873f
Rename thinkers.iterate to mobjs.iterate, kill the "mobjs" arg (though you still need the parentheses). Done a bit messily/lazily, I'll clean up if we can confirm this works
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I do wonder whether this library can be extended for all of thlist's lists... but for now it's mobj-only, since we only have the ability to mess with mobjs anyway.
2019-04-21 13:52:55 +01:00
Nev3r
345984a396
Fix mobj list iteration oversights.
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 12:58:22 +02:00