Commit graph

86 commits

Author SHA1 Message Date
TehRealSalt
e7d0fde5fd Merge branch 'master' into sal-waypoints 2019-10-15 21:34:41 -04:00
TehRealSalt
d1c20c2a5a Don't allow finish lines to be hit multiple times per tic 2019-10-15 21:30:23 -04:00
TehRealSalt
06d27ae36e Merge branch 'master' into fortnite 2019-09-27 06:36:11 -04:00
TehRealSalt
b8a752e40a Merge master 2019-09-18 21:47:11 -04:00
TehRealSalt
24feb81671 Improve shadow code yet again by testing highest value of slopes
This makes it follow the sprites a bit better on slopes. Also split into a sub-function so that Banana doesn't need the duplicated code anymore.

The accuracy can be further improved on by doing the calculation 3 extra times for every surface, for each corner of the hitbox -- it wouldn't be THAT much more expensive, but it would only make subtle differences on sector boundaries that we usually zoom past anyway, so I figured it wasn't worth it. (It'll be easy enough to do so if we decide that we want the uber-accuracy)
2019-05-31 01:08:04 -04:00
TehRealSalt
3d129ad4ca Merge branch 'v1' into rings 2019-05-06 23:54:20 -04:00
TehRealSalt
f48a08cd53 Merge v1 2019-05-06 21:23:29 -04:00
TehRealSalt
833cf980b4 Finish this
Now that I was told that the spinout slowdown bug was caused by this I was 100% convinced that we need to remove all of this bullshit ASAP
2019-05-02 09:20:49 -04:00
TehRealSalt
ab7e747648 Fix warnings
Remove entries from dehacked, remove P_DoJump, remove debug stuff
2019-05-02 02:51:13 -04:00
TehRealSalt
a3d2b48329 Fix up more stuff
Now in a mergable state
2019-04-18 12:20:13 -04:00
TehRealSalt
089be795a2 Huge splitscreen refactor
Did not get to finish all refactoring or even compile this, I'll continue later
2019-04-18 03:08:11 -04:00
fickleheart
be458c1d05 Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
# Conflicts:
#	src/doomdef.h
#	src/g_game.c
#	src/p_user.c
2019-03-19 22:17:25 -05:00
TehRealSalt
40093a9213 Merge branch 'master' into rings 2019-03-12 01:27:11 -04:00
wolfy852
82d93a95fd Remove P_CanRunOnWater 2019-03-11 00:28:30 -05:00
TehRealSalt
129268121d Added rings. 2019-03-07 17:11:31 -05:00
fickleheart
e5cdf6d84d Format for better consistency with the codebase 2019-02-06 20:25:45 -06:00
Sally Cochenour
b2d2d64323 Merge branch 'master' into fortnite 2019-02-04 20:01:20 -05:00
James R
8a1c6114a7 Add support for changing viewpoint via console
This isn't just a shameless console-empowerement. More precise "spying" can
benefit everybody. But especially in net-replays, this is almost necessary.
2019-02-04 03:09:40 -08:00
fickleheart
03f9459257 Merge remote-tracking branch 'remotes/internal/master' into movementchecks
# Conflicts:
#	src/g_game.c
#	src/p_user.c
2019-01-15 21:01:30 -06:00
TehRealSalt
f8a1cf849f Merge branch 'master' into fortnite 2019-01-08 18:17:09 -05:00
SeventhSentinel
1d58c6b8c2 merge srb2 next 2019-01-05 15:59:23 -05:00
toaster
d5bddafd0f Move some sidemove/forwardmove checks to playsim code rather than have them happen in ticcmd generation.
pGetPlayerControlDirection has to die since it was the only other usage of sidemove, and wasn't even relevant anymore anyways.
2018-12-18 18:05:11 +00:00
MPC
3e70ce2565 Fix the automap 2018-12-12 18:01:52 -03:00
TehRealSalt
312dd3f57f Ensure ALL boxes are respawned for overtime 2018-12-07 18:50:36 -05:00
TehRealSalt
dfa0522326 Battle Mode overtime
After the time limit is up, spawn a shrinking kill-field. This is one hefty initial commit!
2018-12-06 13:46:38 -05:00
TehRealSalt
4507ee18fd Merge remote-tracking branch 'srb2public/next' into merge-next 2018-11-29 08:49:50 -05:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
toaster
1142fddc71 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_plus_rain
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/g_game.c
#	src/p_floor.c
#	src/p_user.c
#	src/r_data.c
#	src/r_data.h
#	src/v_video.c
2018-10-14 21:52:05 +01:00
Monster Iestyn
5ab6eb8bd7 Remove unused "runcount" variable from p_local.h 2018-10-11 20:00:23 +01:00
toaster
7032b2773a Complete the disabling of the traditional shield mechanism (oversight from initial commit). 2018-10-03 17:14:25 +01:00
toaster
5e8799a965 Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows.
p_inter.c -
	Everything to do with setting states for starposts
		In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state.
	Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example)
		These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them?
	Disable all mechanisms of damaging bosses or enemies with the player's physical contact
		With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out.
	Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects)
		NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled.
	Comment out Tag mechanisms
		Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily.
d_clisrv.c
	Comment out Tag mechanisms
		See p_inter.c
d_netcmd.c
	Disable several devmode commands which are irrelevant to SRB2Kart gameplay
		When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us.
	Comment out Tag mechanisms
		See p_inter.c
g_game.c
	Disable NiGHTS-related material
		See p_inter.c
	Disable some team-related material
		Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now.
	Everything to do with setting states for starposts
		See p_inter.c
m_cheat.c
	Disable several devmode commands which are irrelevant to SRB2Kart gameplay
		See d_netcmd.c
p_map.c
	Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example)
		See p_inter.c
	Disable NiGHTS-related material
		See p_inter.c
p_mobj.c
	Disable P_EmeraldManager
		Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required.
p_setup.c
	Everything to do with setting states for starposts
		See p_inter.c
p_spec.c
	Disable NiGHTS-related material
		See p_inter.c
	Everything to do with setting states for starposts
		See p_inter.c
p_telept.c
	Everything to do with setting states for starposts
		See p_inter.c
p_tick.c
	Disable some team-related material
		See g_game.c
	Disable P_EmeraldManager
		See p_mobj.c
	Do not run shields
		Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker.
	Do not run special stages
		SRB2Kart does not have special stages.
	Comment out Tag mechanisms
		See p_inter.c
y_inter.c
	Disable some team-related material
		See g_game.c
p_user.c
	Disable NiGHTS-related material
		See p_inter.c
	Disable 2d movement for players
		2D mode? In a kart racer? :nick:
2018-10-03 17:04:41 +01:00
TehRealSalt
cb126527be Camera panning for drifts 2018-09-04 16:08:37 -04:00
SeventhSentinel
8dcee904a5 eggman
broken
2018-08-11 20:19:09 -04:00
toaster
f9c9f06464 * Re-enable kartvoices controls for K_PlayTauntSound and K_PlayOvertakeSound.
* Make the three P_Play<?>Sounds from p_local.h actual functions that acknowledge the kartvoices cvar.
2018-07-29 23:51:08 +01:00
TehRealSalt
61c311b873 Spectator overhaul
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
- Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
2018-07-20 19:11:36 -04:00
toaster
604fcc7ca3 * A bunch of intermission related stuff!
* Time overs now supported, see below.
	* Ties now supported!
	* Code cleaned up.
	* Play more sonicy tally sounds when counting your points.
* A bunch of time over related stuff!
	* Exitlevel time overs everyone, which means no points for you.
	* F-Zero-sorta-maybe style death if you're the last person on the course (and not the ONLY one) when someone crosses the finish line! (Or switches to spectator.)
* A bunch of music related stuff!
	* Functionally reverted many of my changes to splitscreen and ending music, although the major changes to simplify music code are still kept.
	* P_EndingMusic is genericised across gametypes, and only switches a single letter (and looping-ness) now!
	* Fix exitlevel in race causing whatever you're listening to to keep playing.
	* Make powerups call P_RestoreMusic.
	* Put a call to P_EndingMusic into P_RestoreMusic.
* Unrelated crap.
	* Make all palette swaps happen at the black point of fades, so they don't stick around awkwardly.
	* Huh, I thought I did more than that. Oh well!
2018-07-18 01:21:36 +01:00
toaster
8c1f17575f Mammoth commit!
* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
	* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
	* Dontdraw-ness, transparency, and colorization match the player's object!
	* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
	* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
	* Countdowns now play the drowning music again.
	* Removed/disabled extraenous P_RestoreMusics.
	* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
	* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
2018-07-16 20:19:30 +01:00
TehRealSalt
cbcd2cbb07 WANTED recalculates on hit, tons of spectator changes 2018-07-03 21:12:25 -04:00
SeventhSentinel
b18406aaa1 Disable viewheight cvar and vanilla's irrelevant first person HUD stuff, move Viewpoint HUD to a nicer spot 2018-06-26 11:33:54 -04:00
SeventhSentinel
98dc74c3c7 Intro camera can noclip, fix several compile errors 2018-06-25 09:18:30 -04:00
TehRealSalt
bec43b3129 Race lap linedef executor
Set up similar to NiGHTS Mare linedef executors. Give a sector the "Race
Lap" sector type, tag it, then set the frontside x-offset on the trigger
line to the lap it should activate on minus 1. There are a few flags you
can check on the trigger line to modify its behavior.
- Normally the executor will only trigger if its exactly on the lap
specified. Check Not Climbable to make it execute on laps equal to or
greater than, or check Block Enemies to make it execute on laps equal to
or less than.
- By default, the executor will check current lap with the person in
last's lap. Check E4 to instead find the current lap from the player who
triggered it. This flag is better for triggering events ahead of the
players, while the default effect is better for triggering events behind
the players.
2018-03-31 14:48:49 -04:00
TehRealSalt
51e14937d7 Items respawn in Battle properly again
and in a slightly less wasteful way.
2018-03-27 17:53:47 -04:00
TehRealSalt
13477267e0 Merge remote-tracking branch 'refs/remotes/origin/master' into menus-cvars-unlocks
# Conflicts:
#	src/g_game.c
#	src/m_cheat.c
#	src/p_user.c
2018-01-24 16:24:36 -05:00
Wolfy
fb976ab26c more quad stuff 2017-12-11 00:12:38 -06:00
TehRealSalt
198685582f Previous EXE: The Better Edition
- Improve balloon-based items. Much more distinguished differences
between the different ranks
- Reverted Feather strafing. You can now just... properly move in the
air, if you're using a Feather or a Bounce Pad.
- Bounce pads are now stronger while using speed items.
- Fixed the long standing bug about offroad & ziplines working when
you're on FOFs above them. This is a tricky subject, so please report
any issues you may come across related to this.
- Shells should no longer travel to Mars, nor will they  when using
bounce pads. They should now do a gentle hop.
- :WIP: new MP Player Setup screen, now shows character stats. Will
later feature the list of characters in a row of icons, and a backported
2.2 color selector with toast's permission
- Renamed "Match" to "Battle" :p
- Yet MORE minor cases where kartspeed & kartweight were being read as
fixed_t when they're freakin' UINT8's, people!
2017-11-28 01:13:23 -05:00
TehRealSalt
c0ed28e828 why didn't this merge before?? 2017-11-05 02:17:13 -05:00
TehRealSalt
d3387f816b Battle Mode item respawning 2017-10-24 17:04:22 -04:00
TehRealSalt
31a13e245c BATLLE MODE
AAAAAA
2017-10-22 03:06:35 -04:00
Wolfy
b27ab8f51b oops 2017-10-11 21:14:14 -05:00
Wolfy
366fe9fa91 Add TD shadows to Kart
Disclaimer: I haven't tested this and therefore am not sure whether or not it actually works. I think it does. Probably.
2017-10-11 20:54:35 -05:00