Commit graph

424 commits

Author SHA1 Message Date
mazmazz
2d86dddb00 Merge branch 'master' into flicky-things 2018-09-06 08:09:02 -04:00
mazmazz
0ff48976b1 Impose default radius for orbiting flickies 2018-09-06 08:08:53 -04:00
mazmazz
9ef7c09d89 Make default behavior: aimless flying flickies stay at Z height 2018-09-06 08:07:13 -04:00
mazmazz
6426d88141 Store extravalue1 (home radius) immediately in A_FlickyCenter, not during player look routine 2018-09-06 07:55:15 -04:00
Monster Iestyn
cd8a46b3a1 Fix mixed d+c in NiGHTS trigger code, fix stray "INT8" in A_ConnectToGround 2018-09-04 17:04:24 +01:00
mazmazz
73842cec71 Add MUSICPOSTBOSSFADEIN 2018-09-01 13:10:50 -04:00
mazmazz
f4e80bb0b0 Fix music fade out when MUSICPOSTBOSS is not specified or doesn't exist 2018-08-28 18:46:30 -04:00
mazmazz
c8a802bb6b Fixed post-boss music change with mapmusname comparison 2018-08-25 22:19:15 -04:00
mazmazz
1999544b62 Case-insensitive music matching 2018-08-25 21:50:56 -04:00
mazmazz
9fd8387830 Load mapmus vars post-boss even if another tune is playing, like a jingle 2018-08-25 17:42:46 -04:00
mazmazz
26d309992a MUSICPOSTBOSSPOSITION -> MUSICPOSTBOSSPOS 2018-08-25 16:18:09 -04:00
mazmazz
13854fbffb Added MUSICPOSTBOSSTRACK and MUSICPOSTBOSSPOSITION level header/variables 2018-08-25 16:10:46 -04:00
mazmazz
f30cf2b6cc Added MUSICPOSTBOSS level header for boss post-defeat music 2018-08-25 16:02:12 -04:00
mazmazz
ef9a03b021 Anchor Ideya logic
# Conflicts:
#	src/p_enemy.c
#	src/p_inter.c
2018-08-13 02:17:07 -04:00
mazmazz
32e922f552 A_OrbitNights: Move donotrescale to bit 19
* For compat with `nights-ideyaspawn`
2018-08-13 02:09:00 -04:00
mazmazz
200a5fccd0 Make Flicky color, move direction, and flags configurable by A_FlickyCenter var1 2018-08-12 09:23:50 -04:00
mazmazz
e203edb450 Decouple Flicky Thing logic from spawnpoint variables; use mobj variables 2018-08-12 02:34:37 -04:00
mazmazz
89cf2b8793 A_OrbitNights make actor scale to target
* Added `donotrescale` input to disable this behavior
* Reverted previous commit changes for scaling Ideya because unneeded
2018-08-12 01:07:26 -04:00
mazmazz
d8cafeba7d Remove A_OrbitNights additional input offset on current target Z, don't need it 2018-08-11 12:06:50 -04:00
mazmazz
2dc74aa186 A_OrbitNights height offset by target height implementation 2018-08-11 00:07:26 -04:00
mazmazz
3463ec212a A_FlickyCenter implementation - now Flickies can be attracted to players!
* Changed default movement to attraction, vs. aimless
* Flickies spawned from this will always have the FLICKY_CENTER mobj as its target
    * Use P_IsFlickyCenter to identify FLICKY_CENTER mobjs versus players
* FLICKY_CENTER mobj tracer points to the spawned Flicky
* Thanks toaster for the original code~~
2018-08-09 17:28:37 -04:00
mazmazz
999eff8eba Flicky stand implementation by MTF_AMBUSH
* MTF_OBJECTSPECIAL: Set no gravity for flicky
2018-08-09 02:08:25 -04:00
mazmazz
baa16c55fb Fix FlickyFly momentum on MTF_OBJECTSPECIAL 2018-08-09 00:57:35 -04:00
mazmazz
2526d2996e FlickyFly: Configure gravity by MTF_AMBUSH 2018-08-09 00:13:08 -04:00
Monster Iestyn
1c30318bd3 fix compiler errors (shadowed vars, comparisons between unsigned + signed, an unused function arg, and a non-static function with no prototype) 2018-07-02 21:03:04 +01:00
Monster Iestyn
e662d6cbf1 Since there is only one type of the old spikeball that doesn't rotate, there is no point using A_RotateSpikeBall in its states anymore.
Likewise, A_RotateSpikeBall no longer has to care about the object type of the actor, for the same reason.
2018-07-01 22:01:00 +01:00
toaster
9a00e2efe1 Fix hanging bug if A_ConnectToGround's supplied object's height is zero. 2018-06-06 22:36:55 +01:00
toaster
ecd7010d33 * Some minor info.c tweaks I discovered I needed to make while transferring material across from patch.dta to srb2.pk3.
* Making the particle generator dynamic, as requested by Nev3r.
* i....... think this is done? i'll double check in the morning.
2018-06-06 00:40:23 +01:00
toaster
2cc8696bf1 Bit of a random one today, but the branch approaches completion...
* Bomb sphere! Paraloopable hazard. Replaces MT_SPECIALSPIKEBALL.
* Blueberry bushes, both normal and Xmas, from patch.dta.
* BSZ tulips, also from patch.dta!
* Frozen Hillside badniks - Penguinator and Pophat.
* Frozen Hillside ice decoration!
* Fixed some big bugs with the DSZ light beams.
* Made multi-mare special stages work, in a troll way - the Chaos Emerald disappears in a puff of smoke, and the Spinbobert laughter sound plays... >:3c
* Reverted the mobjtype number changes from the source SOC/Lua, which we can do later when doing a final pass of the levels.
* State optimisation.
* Serious cruft-removal of the NiGHTS drone thinker.
* Fix the issues where the player wouldn't curl into jump in waterslides or dropping off rope-hangs.
* Tweak NiGHTS player flashing.
* Add text colour support to the titlecard font.
* Use that to make the PRESS SPIN\nMID-JUMP thing when you get all Chaos Emeralds use the titlecard font for readability.
* Fix the GOT ALL EMERALDS page not lasting the correct, extended amount of time.
* Fix that thing where flying mid-spin didn't enact autobrake.
* Modify graymap a little on Sryder's suggestion.
* [COMPLETELY UNRELATED] fix that thing where the addons menu will fail on files/paths with spaces in [/COMPLETELY UNRELATED]
2018-06-05 17:22:28 +01:00
toaster
849eeae3b9 MONSTER COMMIT.
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...

NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)

SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif

NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif

RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 22:41:54 +01:00
toaster
9dd5da2670 New CEZ hardcoding done!!
* Better Robo Hood arrows.
* Shield break animation for Egg Guard. (Temporary state slot so I don't have to compile from scratch until I do something more complicated later.)
* Suspicious Facestabber Statue animates a little before bursting open.
* Fix Facestabber radius.
* Fix some stuff in Flicky functions that could be overwritten in Lua call actions by mistake.
2018-05-31 21:00:12 +01:00
toaster
5680e8ffad First commit on new tablet-laptop!
* Robo Hood.
* Hi MI, I know you're looking at this just because it features Robo hood. :V
2018-05-30 23:16:57 +01:00
toasterbabe
14c85108f9 Realised I forgot to commit these, didn't want to move to a new laptop-tablet and just have them disappear on me.
* Facestabber statues now have fun breaking effects.
* Fake coronas for candles and prickets.
* hnext and hprev are properly dealt with in MobjThinker if P_MobjIsRemoved.
2018-05-29 18:48:57 +01:00
toasterbabe
bc015903a7 Fix bugs (uninitialised memory the compiler didn't pick up, and not setting scale) I sleepily caused last night. 2018-05-24 13:19:42 +01:00
toasterbabe
0e5ef6080a * Castlebot Facestabbers.
* Facestabber statues, of both the suspicious and non-suspicious kind.
* New object type for the end of grabbable chains.
* I moved my compilation .bat file to my Releases folder, so it should .gitignore .bat's.
* Random extra stuff.
2018-05-24 01:40:57 +01:00
toasterbabe
612885150e * New Egg Guard behaviour!
* Fix the thing I mistakenly messed up with all of the things I moved out of P_SpawnMapThing without good reason to.
2018-05-22 23:02:54 +01:00
toasterbabe
7b99787300 * CEZ decorations!
* Moved a bunch of stuff that had no business being in mapthing spawns into mobj spawns.
2018-05-22 11:04:28 +01:00
toasterbabe
626e36e50d * Bumpers and Balloons in a more final state.
* Blue diagonal springs, because that gap is very, very odd.
* Improved A_SpawnFreshCopy.
* Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
2018-05-20 00:04:39 +01:00
toasterbabe
29a0ce65ce The start of implementing FuriousFox's bumpers/balloons!
No hardcoding of states, but the test .wad they're stored in right now is predominantly state, object, and sprite definitions/assets right now - the only hook is for setting the colour of the balloons!!
2018-05-15 16:10:42 +01:00
toasterbabe
6a3e330c66 * Minor changes to make A_CrushclawAim more useful.
* Some fun with the chain. https://cdn.discordapp.com/attachments/402861856219463681/445539938633515018/srb20022.gif
* More corrections to closed captions.
2018-05-14 13:20:24 +01:00
toasterbabe
1ef8734d0b * Crushtacean!
* Behaves a bit differently to the one in DSZres.pk3.
   * Can now punch DSZ mines!
   * Also has mapthingnum 126 instead of 610.
* Some other mapthingnum changes.
   * DSZ2 stalagmite is now 1009, formerly 999.
   * Big DSZ gargoyle is now 1011, formerly 1009.
2018-05-14 01:19:24 +01:00
toasterbabe
838d9b8a72 * DrT's Spincushion hardcoded.
* Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
* A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
2018-05-13 14:09:20 +01:00
toasterbabe
e158a405f3 * Add new damagetype flag (DMG_CANHURTSELF) that allows a player to hurt themselves indirectly.
* Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
* Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
* Enemies are solid to other enemies movement-wise now.
* (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
* Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
* Miscellaneous tiny code tweaks.
2018-05-08 23:26:36 +01:00
toasterbabe
a5b3f3b975 * Hive Elementals and Bumblebores, plus associated useful action functions.
* Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
* Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
* MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
2018-05-04 21:30:15 +01:00
toasterbabe
228fb577ed * Remove Commander-specific hack, incorporate into A_CrawlaCommanderThink.
* Make my changes to its thinker slightly more consistent.
2018-05-03 14:04:29 +01:00
toasterbabe
6099ae4bcb * Add native support for multi-hit badiks to MF_ENEMY.
* MF2_FRET application and removal.
   * Flashing when flag present.
   * Bounce player back on successful damaging.
   * Add their spawnhealth to the chain.
* Reduce code duplication in P_TouchSpecialThing.
* Play with Crawla Commander a little bit as a test of its power.
2018-05-02 23:48:50 +01:00
toasterbabe
316c3c5d73 Kill MF2_STANDONME (mechanically; still occupies the slot... will change that next time I have to handle the DEHACKED lists.) 2018-05-02 20:35:20 +01:00
toasterbabe
187642ec48 * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
* MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
* A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
* Some other, relatively hacky A_ functions.
* (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
* Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
2018-04-28 15:13:44 +01:00
toasterbabe
4a2701477b * Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once.
* Explosion executors.
* Minor refactor of P_KillMobj.
2018-04-26 20:18:51 +01:00
toasterbabe
7a73f8b65b Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again 2018-04-08 16:23:19 +01:00