Commit graph

8622 commits

Author SHA1 Message Date
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'
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'
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'
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'
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'
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'
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'
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
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'
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'
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'
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