Jaime Passos
e5e4b4891a
Add GTR_CUTSCENES. And I ran out of rule slots. Cool.
2019-12-28 20:33:28 -03:00
Jaime Passos
8f0d5bf468
Organise gametype ruleset again.
2019-12-28 20:18:21 -03:00
Jaime Passos
d165634870
Add GTR_FRIENDLY.
2019-12-28 19:56:18 -03:00
Jaime Passos
41e5789e04
Remove debugging stuff.
2019-12-28 19:50:14 -03:00
Jaime Passos
63132da7e0
Rename GTR_MATCHEMERALDS to GTR_POWERSTONES.
2019-12-28 19:49:34 -03:00
Jaime Passos
a7fa90d11d
Rename GTR_HIDETIME to GTR_STARTCOUNTDOWN.
2019-12-28 19:47:03 -03:00
Jaime Passos
7d4c00affb
GTR_HIDETIME, not GTR_TAG
2019-12-27 18:24:08 -03:00
Jaime Passos
9ede8f7c2e
In P_KillPlayer, check for the gametype's rules, instead of the gametype itself, before bursting rings.
2019-12-27 17:22:55 -03:00
Jaime Passos
142875cf3d
Fix CoopLives_OnChange.
2019-12-27 17:15:23 -03:00
Jaime Passos
62d79eef2a
Same deal, but for starposts.
2019-12-27 17:14:56 -03:00
Jaime Passos
ff80c4ef4d
Preparing for the inevitable gametype rule that will handle cooplives...
2019-12-27 17:08:20 -03:00
Jaime Passos
58c1adf3ef
ST_drawLivesArea stuff.
2019-12-27 16:58:55 -03:00
Jaime Passos
3ce02b8135
burst emeralds with GTR_MATCHEMERALDS
2019-12-27 12:34:35 -03:00
Jaime Passos
8a3b47e1a9
look for GTR_LIVES rule instead of coop/competition gametype
2019-12-27 12:29:21 -03:00
Jaime Passos
203f4c50a0
add G_CompetitionGametype(void)
2019-12-27 12:28:00 -03:00
Jaime Passos
964125c8cf
change this > to >=
2019-12-27 12:23:50 -03:00
Jaime Passos
5e328d6d33
check if the gametype allows spectators to allow jump key respawn
2019-12-27 12:17:38 -03:00
Jaime Passos
ca3941f5b8
use GTR_DEATHMATCHSTARTS
2019-12-27 12:14:33 -03:00
Jaime Passos
adb34258f1
P_SetupCamera funny
2019-12-27 02:07:13 -03:00
Jaime Passos
be32397562
Respawn delay gametype rule
2019-12-27 01:44:27 -03:00
James R
0fd77ff5f4
Merge remote-tracking branch 'origin/master' into next
2019-12-26 15:35:53 -08:00
James R
0726e0b1ee
Merge branch 'rotsprite2' into 'next'
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rollangle and SpriteInfo changes
See merge request STJr/SRB2!547
2019-12-26 18:32:37 -05:00
Jaime Passos
070adb4191
Merge remote-tracking branch 'origin/next' into rotsprite2
2019-12-26 20:27:29 -03:00
James R
bd472eb353
Merge branch 'turnmultiplier' into 'master'
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Option to increase the turning speed
See merge request STJr/SRB2!553
2019-12-26 18:18:23 -05:00
James R
abdd904ef0
Merge branch 'char-damage-fix' into 'next'
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Fix Amy and Fang being able to attack other players in MP Special Stages
See merge request STJr/SRB2!558
2019-12-26 18:18:10 -05:00
James R
599477061a
Merge branch 'gametype-clownery' into 'next'
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Custom gametypes
See merge request STJr/SRB2!566
2019-12-26 18:08:41 -05:00
Monster Iestyn
3bafa90b7a
Fix mixed declaration-and-code compiling error
2019-12-26 21:59:09 +00:00
MascaraSnake
29e78d161a
Merge branch 'mobjthinker-refactoring' into 'next'
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Hack P_MobjThinker into little pieces
See merge request STJr/SRB2!574
2019-12-26 14:59:37 -05:00
Alam Ed Arias
dc1f97e634
Merge branch 'next' into mobjthinker-refactoring
2019-12-26 14:50:35 -05:00
Alam Ed Arias
97b5d2449c
Merge branch 'next' into gametype-clownery
2019-12-26 14:48:04 -05:00
Monster Iestyn
5420f4d19c
Merge branch 'lua-damage-hooks-hotfix' into 'next'
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Lua: ShouldDamage/MobjDamage/MobjDeath hotfix
See merge request STJr/SRB2!575
2019-12-26 13:05:06 -05:00
Alam Ed Arias
22a04b2845
Merge branch 'next' into lua-damage-hooks-hotfix
2019-12-26 12:41:02 -05:00
Alam Ed Arias
c1b52069e3
cleanup buildbot error
2019-12-26 12:27:15 -05:00
Nev3r
4b31297a11
Merge branch 'ring-circle-fix' into 'next'
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Circle of Blue Spheres were spawning in place of Rings
See merge request STJr/SRB2!576
2019-12-26 04:21:26 -05:00
James R
12f0e584b2
Correct the check for rings on thing 604 - 607
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The original code used a switch case, not AND 1. :V
2019-12-25 15:23:19 -08:00
Monster Iestyn
bdacaa64ab
Fix ShouldDamage, MobjDamage and MobjDeath hooks all messing up the pushing of variables to Lua as function args, by adding damagetype support where it was missing!
...
The above issue occured only if you had both a generic hook and a type specific hook for a particular hook type. This way, the stack is never updated to include damagetype at the start, and all pushes of the variables get offsetted by 1 compared to what they should be, once the code *expects* damagetype to be included in it.
2019-12-25 21:48:59 +00:00
Nev3r
5a1c375c29
Merge branch 'tokentweaks' into 'next'
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Slight touchups on the tokenizer
See merge request STJr/SRB2!569
2019-12-25 06:22:11 -05:00
Nev3r
cae6a061b2
Merge branch 'mapdataload_refactor' into 'next'
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Mapdataload refactor
See merge request STJr/SRB2!568
2019-12-25 06:21:49 -05:00
Nev3r
d2e7e6cd9c
Move flat caching code to the map data load function.
2019-12-25 12:05:40 +01:00
Jaime Passos
42c71d3f42
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-25 06:09:00 -03:00
MascaraSnake
23641863c8
Merge branch 'spawnhoopsandrings_refactor' into 'next'
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Hack P_SpawnHoopsAndRings into little pieces
See merge request STJr/SRB2!572
2019-12-25 03:00:07 -05:00
MascaraSnake
07ec13b309
P_MobjThinker: Separate fuse handling into its own function
2019-12-25 00:36:24 +01:00
MascaraSnake
8647d2784b
P_MobjThinker: Separate MF2_FIRING handling into its own function
2019-12-25 00:18:12 +01:00
MascaraSnake
14086ce86d
Continue cutting up P_MobjThinker into multiple functions
2019-12-25 00:14:53 +01:00
Steel Titanium
86381d31bf
Clean up comment
2019-12-24 17:45:57 -05:00
Steel Titanium
ffa78e1531
Change this condition a bit
2019-12-24 17:44:06 -05:00
Steel Titanium
90ca018318
Merge branch 'next' into char-damage-fix
2019-12-24 17:08:23 -05:00
Jaime Passos
31eeb90056
Merge remote-tracking branch 'aaaaaaaa/next' into gametype-clownery
2019-12-24 17:55:46 -03:00
MascaraSnake
caa0800213
P_MobjThinker(): Separate scale thinking and scenery thinking into their own functions
2019-12-24 21:07:55 +01:00
James R
ddae69f672
Merge remote-tracking branch 'origin/master' into next
2019-12-24 11:53:49 -08:00