Commit graph

500 commits

Author SHA1 Message Date
MascaraSnake
80f09c35bb Hardcoded dust devil 2019-06-08 09:51:46 +02:00
Monster Iestyn
36415b0050 Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both 2019-05-23 21:51:58 +01:00
Monster Iestyn
3cb336bdbc Merge branch 'master' into acz-boss-hardcode 2019-05-23 20:38:25 +01:00
Steel Titanium
ed6bd64014 Hardcode some ACZ things 2019-05-11 22:56:23 -04:00
Monster Iestyn
e06f85d847 Swap "S_TNTBARREL_EXPL1" for S_NULL as a temporary measure until I actually hardcode the explosion states.
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
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
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.
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
MascaraSnake
3c0cb14a29 In-map emblem coordinates are now set via emblem mapthings (thing type 322) instead of X/Y/Z fields in SOC 2019-02-03 14:32:07 +01:00
mazmazz
81352aece1 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
Monster Iestyn
d824e05a6f Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Digiku
7e48af8afd Merge branch 'nights-ideyaspawn-dronebox' into 'master'
NiGHTS: Ideya Anchor Points

See merge request STJr/SRB2Internal!160
2018-11-21 21:03:29 -05:00
Digiku
aed64a7c73 Merge branch 'nights-dronebox' into 'master'
NiGHTS: Drone hitbox improvements and player position correction on Nightserize

See merge request STJr/SRB2Internal!158
2018-11-21 20:19:39 -05:00
Steel Titanium
924594e6c6 Fix skybox disappearing after using objectplace command 2018-11-13 17:25:42 -05:00
mazmazz
8f5f32a1b8 Trigger line exec by whether mobj is facing its tracer
* MFE_TRACERANGLE
* Thing 758 MT_ANGLEMAN
* mobj thinker behavior
* Line Exec 457/458 Enable/Disable
2018-11-04 16:28:25 -05:00
Monster Iestyn
27435053a1 Fix slipup from when the smashing spikeballs from HHZ were hardcoded 2018-10-20 12:54:40 +01:00
mazmazz
56d9522a62 Merge branch 'master' into nights-dronebox 2018-09-07 09:06:32 -04:00
mazmazz
7f404345f0 Make default flicky home radius 384 2018-09-06 11:59:55 -04:00
mazmazz
2b93a38f8e Change default radius to 448
* Put default radius back in FLICKY_CENTER states
2018-09-06 11:54:06 -04:00
mazmazz
c61cbcdf22 Erase default home radius from states and impose default on home check 2018-09-06 10:20:01 -04:00
mazmazz
2d86dddb00 Merge branch 'master' into flicky-things 2018-09-06 08:09:02 -04:00
mazmazz
a095b47980 Change flicky thing #s to 2200s 2018-09-06 07:24:46 -04:00
Monster Iestyn
fa637475ae Hardcoded Brambles.lua from CEZRes.pk3, changed thing type to 1125 2018-08-22 17:16:11 +01:00
mazmazz
f445d9d934 MT_IDEYAANCHOR: Use type 1714 instead of 1717 2018-08-13 03:18:23 -04:00
mazmazz
1dab7b2f79 MT_IDEYAANCHOR info and spawn logic 2018-08-13 02:03:36 -04:00
mazmazz
b17f3e7e40 Set Drone hitbox radius by upmost 4 bits of Angle 2018-08-12 13:34:27 -04:00
mazmazz
123eb4bc3e MT_FLICKY_CENTER flag adjustments 2018-08-12 12:49:23 -04:00
mazmazz
14301a62d5 Make Drone hitbox height and player Z alignment configurable
* Default hitbox height is 80
* Drone Thing parameter sets height to multiples of 32
* Player aligns by default to bottom+24 of hitbox (offsetted)
* `MTF_OBJECTSPECIAL` aligns player to hitbox top
* `MTF_EXTRA` aligns to hitbox center
* `MTF_OBJECTSPECIAL|MTF_EXTRA` aligns to real bottom of hitbox
* Goalpost and sparkle Z alignment is changed to reflect configurableness
2018-08-11 15:52:42 -04:00
mazmazz
76dc4d99bc Remove ORBIDYA CENTER states, we don't need 'em 2018-08-11 12:06:17 -04:00
mazmazz
3b18d3984e * Bounce Droneman within hitbox instead of floorz
* Correct Droneman hiding so he always stays within hitbox even when invisible
2018-08-11 02:03:44 -04:00
mazmazz
3ec985dde9 ORBITEM CENTER states for A_OrbitNights target height offset 2018-08-10 23:49:02 -04:00
mazmazz
4e319541b6 Nights Drone mobj and state entries
* New entries: NIGHTSDRONE_MAN, NIGHTSDRONE_SPARKLING
* NIGHTSGOAL renamed to NIGHTSDRONE_GOAL
* MT_NIGHTSDRONE repurposed as an invisble, no-gravity hitbox
2018-08-10 18:24:31 -04:00
mazmazz
b680dafdb4 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into flicky-things 2018-08-10 14:58:27 -04:00
mazmazz
cf48944384 Make bigger default Flicky follow trigger from 128 radius to 320 radius 2018-08-10 04:24:14 -04:00
mazmazz
f7a32c9fad MT_FLINGBLUESPHERE and MT_FLINGNIGHTSCHIP entries 2018-08-10 02:18:20 -04:00
mazmazz
ebb150a05e MT_FLICKY_x_CENTER defs 2018-08-09 12:08:06 -04:00
mazmazz
4d1d40aa5d Flicky stand animation fixes 2018-08-09 02:27:25 -04:00
mazmazz
304fdea710 Flicky stand states 2018-08-09 01:44:21 -04:00
mazmazz
41a438ece1 Mapthingnums for MT_SECRETFLICKYies 2018-08-09 01:01:20 -04:00
mazmazz
0bccca1a8b Assign mapthingnums to MT_FLICKY
* Type # 570-585
2018-08-09 00:17:46 -04:00
MascaraSnake
f0f8698d04 Reorganized the thing type numbers 2018-08-03 23:58:11 +02:00
Monster Iestyn
594cc953b5 Fix Cacolantern's preparing sound being played everywhere across the map
(or, in other words, fixing this to be the same as the equivalent state in the original SOC)
2018-08-02 16:15:30 +01:00
Monster Iestyn
4fc9ec6cba remove MF_RUNSPAWNFUNC from MT_CACOLANTERN 2018-07-02 20:35:39 +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
Monster Iestyn
a23d5cf101 huh, no wonder the two FHZ ice types looked the same in objectplace; they were using the same spawnstate it seems 2018-07-01 19:47:26 +01:00
toaster
af3c0bc8e4 * Fix nextstate, radius, and painchance of fire torch decoration.
* Fix waving flag object type's... flags. *womp womp*
2018-06-19 21:58:49 +01:00
toaster
0ebff3820b My little experiments with super transformation animation! (Requires new player.dta.) 2018-06-08 21:11:59 +01:00
toaster
cff7e20dc9 There's always something... a slightly more forgiving radius for the Crushstacean's claw, since I've gotten hit whilst apparently jumping at a safe place next to the claw a few times this evening. 2018-06-06 00:48:14 +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