James R
e5e23e788a
Remove hitlag threshold condition from items
...
This condition blocked items from doing damage after just
being thrown. The intention was to not let shotgun Ballhog
instakill the player. This is now prevented by
MF2_ALREADYHIT instead.
blame cab1af549
2023-03-11 05:39:07 -08:00
James R
264e445f0c
Add MF2_ALREADYHIT; don't deal damage for multiple wombos within the same tic
...
These wombos still create hitlag.
2023-03-11 05:39:07 -08:00
James R
ec6ffbf072
Let wombo damage work again
...
Damage can't be ignored entirely while in hitlag because
that defeats stacked hitlag (wombo combo).
But it should be ignored if in an invincible state.
2023-03-11 05:39:07 -08:00
James R
d28b1615cf
Don't let mine explosion's own hitbox receive hitlag
...
Don't extend the time that its hitbox remains.
2023-03-11 05:39:07 -08:00
James R
8c1771112c
Fix Bubble Shield duplicate collisions
...
Bubble Shield could collide with the same object up to
5 times per tic! (3 times at least!)
1) P_CheckPosition from MFE_ONGROUND being unset.
2) P_CheckPosition AGAIN from MFE_ONGROUND being unset
while literally being on the ground. This one's
probably a bug in general but it's beyond the scope of
this commit. It's also scary movement code, yiiiikes...
3) P_MoveOrigin to teleport the Bubble to its holder's
position.
4) If something moves into the Bubble.
5) If something moves into the player holding the Bubble.
This generated extra unwated hitlag, especially noticeable
against invincible players.
To reduce these to one collision only, the Bubble is now
MF_NOCLIPTHING except while calling P_MoveOrigin. The
player's own hitbox is also disabled for Bubble
collisions.
2023-03-11 05:39:07 -08:00
James R
ee4011cca6
Don't pause mobj thinker for player whose hitlag will be cancelled anyway
2023-03-11 05:36:24 -08:00
James R
622bfa9512
Count nullHitlag for inflictor player too
...
Cancel hitlag of inflictor player too if the inflictor is
a constant damage source and the target is invincible.
2023-03-11 05:36:24 -08:00
James R
b2a6ffecf9
Refactor player->invulnhitlag -> player->nullHitlag
...
- Move condition for whether hitlag came from a constant
damage source into P_DamageMobj directly. Should be more
accurate if a player is dealt brand new damage, the
constant damage still won't count.
- player->invulnhitlag renamed to player->nullHitlag
2023-03-11 05:36:24 -08:00
James R
cdecada971
Battle: TARGET on the player with 6 emeralds
2023-03-08 23:31:34 -08:00
James R
b04433bc7b
Fix TARGET visibility on players holding emeralds
2023-03-08 19:01:03 -08:00
James R
c781780ff8
Lose bumpers when using the respawn command
2023-03-08 19:01:03 -08:00
James R
5cebe7ab35
Battle: count emeralds inside of monitors during Overtime too
...
Don't spawn extra emeralds during Overtime since some
monitors could survive.
2023-03-08 19:01:03 -08:00
James R
700331fdd6
Drop Targets collide with Battle Monitors and Break the Capsules
...
Doesn't alter Capsule's path along its waypoints. I think
the interaction with capsules is funny even if it wouldn't
happen normally.
2023-03-08 19:01:02 -08:00
James R
8ce90d7737
Battle: fix emerald win condition
...
- winning player ALSO exits
- winner gets 100 points
2023-03-08 19:01:02 -08:00
James R
6d305deacc
Fix 2P FINISH text scrolling
...
Was using the wrong center offset.
2023-03-08 19:01:02 -08:00
James R
3dd7ece9db
Don't get points from killing other players in Break the Capsules or boss mode
2023-03-08 19:01:02 -08:00
James R
85a101cbd7
Replace battlecapsules || bossinfo.valid checks with K_Cooperative
2023-03-08 19:01:02 -08:00
James R
7669ae7bde
Rankings HUD and minimap check for PF_ELIMINATED
...
Dying to the Barrier:
- crosses out your rankings icon
- hides your minimap icon
2023-03-08 19:01:02 -08:00
James R
f69d70043c
Keep player alive at zero bumpers
...
Player have one more hit point than number of bumpers.
Break the Capsules gives zero bumpers.
2023-03-08 19:01:02 -08:00
James R
f6c8dd655a
Do not kill player because of damage outside of GTR_BUMPERS
...
Removes more Karma Bomb crap.
2023-03-08 18:11:50 -08:00
James R
a3c64068e6
Replace bumpers completely with health
...
Adds some functions:
- K_Bumpers, bumper count for the count, intended for
where player->bumpers was used in HUD and visual
contexts.
- K_BumpersToHealth, converts bumper count to health
points.
player->mo->health replaces player->bumpers where it was
used in health contexts.
Removes some functions:
- K_HandleBumperChanges
- K_DestroyBumpers
Everything K_HandleBumperChanges did has either been
removed or moved elsewhere. P_KillMobj also already called
K_CheckBumpers.
K_DestroyBumpers became pointless after player->bumpers
was removed.
2023-03-07 22:54:33 -08:00
James R
a1558f1fbd
Move Break the Capsules and Boss elimination condition to P_KillMobj
2023-03-07 22:36:55 -08:00
James R
3843f0c3cd
Remove more Karma Bomb crap
...
- remove Karma Bomb boost trail condition
- remove Karma Bomb condition for Eggman Mark
- remove Karma Bomb condition for hiding player name tags
- remove Karma Bomb player translucency
- remove Karma Bomb respawn invincibility
- remove Karma Bomb speed buff
- remove Karma Bomb sphere digestion
- remove Overtime Karma
2023-03-07 22:32:28 -08:00
James R
a648ff31f1
Let spectators watch players who just died in Battle
...
If they're going to respawn anyway, there's no reason not
to spectate them. PF_ELIMINATED condition above excludes
Overtime Barrier KO.
2023-03-07 22:29:50 -08:00
James R
f86f794d20
g_demo.c: track player mobj health instead of bumpers
...
Lord have mercy on my soul!!!
2023-03-07 22:29:49 -08:00
James R
86990d47d2
Merge branch 'i-error-if-missing-exchndl' into 'master'
...
Windows: close game with error if exchndl.dll is missing
See merge request KartKrew/Kart!1010
2023-03-08 03:25:10 +00:00
James R
afa62f2402
I_Error if exchndl.dll is missing for Windows builds
2023-03-07 17:52:10 -08:00
Oni
216e4064dc
Merge branch 'wavedash-sounds' into 'master'
...
Add sounds to sliptide zip / wavedashing
See merge request KartKrew/Kart!1024
2023-03-07 20:23:05 +00:00
toaster
1ccd41c3db
R_RenderThickSideRange: Compilation fix
...
It seems `lighteffect` was not a comprehensive enough blockade to referencing an uninitialised `xwalllights` for my strictly-warning compiler.
2023-03-07 19:32:52 +00:00
AJ Martinez
da2aab1af1
Avoid sound iteration, if we can help it
2023-03-07 06:08:20 -07:00
AJ Martinez
06f583a15d
Un-re-buff wavedash boost because tripwire
2023-03-07 05:57:01 -07:00
AJ Martinez
3463456976
Oni fixup gaiden
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Passive sound when holding wavedash (waved4), wavedash delay TICRATE -> TICRATE/2, wavedash delay pauses while driftboosting
2023-03-07 04:58:17 -07:00
AJ Martinez
65b62e07c8
Add sounds to slipide zip / wavedashing
2023-03-07 03:20:41 -07:00
James R
df00ed4f64
Merge branch 'render-highlight' into 'master'
...
debugrender_contrast, debugrender_spriteclipping and debugrender_highlight
See merge request KartKrew/Kart!1021
2023-03-07 09:53:13 +00:00
Oni
cb6391c2cc
Merge branch 'high-contrast-debug-waypoints' into 'render-highlight'
...
Make debugwaypoints radiuses more visible
See merge request KartKrew/Kart!1022
2023-03-07 09:52:24 +00:00
James R
aa927a5b00
Merge branch 'overtime-spectator'
2023-03-07 01:45:16 -08:00
James R
540bd6e18d
Merge branch 'improve-battle-tracking' into 'master'
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HUD TARGET for Battle Kiosk, Monitors and Emeralds; remove WANTED over players' heads
See merge request KartKrew/Kart!1016
2023-03-07 09:44:07 +00:00
Oni
e4ba544994
Merge branch 'buff-sliptide' into 'master'
...
Make sliptiding actually good
See merge request KartKrew/Kart!1020
2023-03-07 08:49:46 +00:00
James R
b8a503f56a
Always sync health to bumpers in P_KillPlayer
...
Fixes Death Pit respawning in Battle.
2023-03-06 23:37:42 -08:00
James R
a55ddef528
Add cv_scrambleremoved, disable scramble on P_RemoveMobj
...
Because Monitors and players leaving leak references,
disable this crashing to be able to test other stuff at
least.
2023-03-06 22:55:01 -08:00
Oni
cdc56ab2cc
Merge branch 'podium' into 'master'
...
Podium
See merge request KartKrew/Kart!1014
2023-03-07 05:58:20 +00:00
AJ Martinez
5d79ecd065
Oni feedback fixup
...
Sneaker boosts now pause decay timer, boost strength reduced to prevent tripwire memes, boost lengthened based on proximity to bottom left, further improvements to handling boosts
2023-03-06 20:01:09 -07:00
James R
ccd933556d
Battle: activate director after dying to Overtime Barrier
2023-03-06 18:52:59 -08:00
James R
d56be63249
Battle: eliminate players killed by the Overtime Barrier
...
- Players killed this way become invisible and unable to
move.
- Ends the match when one player is remaining.
2023-03-06 18:52:59 -08:00
James R
f2c806185e
Cycle color of player TARGET between held emeralds
2023-03-06 18:52:53 -08:00
James R
18ccc3db27
Remove g_hiscore since it's not used anymore
2023-03-06 18:52:53 -08:00
James R
b023b16561
Remove WANTED over players' heads, TARGET wanted player
2023-03-06 18:52:53 -08:00
James R
20fe13deb7
HUD TARGET for Battle Kiosk, Monitors and Emeralds
...
Except in Break the Capsules, Boss mode or DUEL mode:
- When Overtime begins, all TARGETs are hidden and the
Kiosk is targeted instead. Blue colored TARGET.
- TARGET player themself sees TARGETs on emeralds and
monitors with emeralds inside. TARGET color matches
emerald.
2023-03-06 18:52:53 -08:00
AJ Martinez
a7cc5aac78
Fix Lua interface mangling writes to sliptideZipBoost
2023-03-06 16:53:14 -07:00
AJ Martinez
2fb6bc5f46
Require 25% minimum handleboost to sliptide, change sliptide zip to 24%
2023-03-06 16:51:41 -07:00