Commit graph

468 commits

Author SHA1 Message Date
toasterbabe
d5575669fa Handled some of MI's concerns. 2017-04-04 16:50:33 +01:00
toasterbabe
1e64b096fd Bugfixes and code cleanup.
* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
2017-04-03 18:28:02 +01:00
toasterbabe
b73b38c326 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch 2017-03-27 15:57:50 +01:00
toasterbabe
ddf8db12af Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
2017-03-22 18:51:30 +00:00
toasterbabe
9d9f3e5e1a Changed the race HUD to bounce a bit because I'm having fun. 2017-03-21 15:59:13 +00:00
toasterbabe
f24302adfb Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-21 00:56:03 +00:00
Inuyasha
0e9761bc57 HUD changes don't trip isgamemodified
(some HUD patches renamed because they're dumb)
2017-03-19 05:37:04 -07:00
toasterbabe
95e4a23a69 pw_ingoop is now CR_BRAKGOOP because i can't stop refactoring CAN'T STOP WON'T STOP 2017-03-15 21:51:35 +00:00
toasterbabe
7aeeb278fe Increased space in pflags (because we were getting VERY close to full capacity), which I will re-organise when this branch is closer to completion.
* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
2017-03-14 18:11:17 +00:00
toasterbabe
e20292844d * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
2017-03-11 17:14:39 +00:00
Sean Ryder
be3acfff0b Fix warnings
Possibly fix some whitespace problems
2017-03-04 22:13:19 +00:00
ZTsukei
0a782bf79e Fixed thwomp sectors, Added Magnet Item. 2017-02-18 13:39:50 -05:00
Sryder
68d439a783 Merge branch 'upstream/next' into zarrotsu_vanillamerge
# Conflicts:
#	src/Makefile
#	src/doomdef.h
#	src/hardware/hw_main.c
#	src/p_mobj.c
#	src/p_user.c
#	src/r_segs.c
#	src/sdl/i_video.c
#	src/win32/win_sys.c
2017-02-17 20:14:55 +00:00
toasterbabe
299ba49161 Introducing skin patching! (Also, DELFILE is super dead.)
* Create a normal skin, but replace the S_SKIN lump with an almost empty one named P_SKIN.
* Provide "name = existing skin name as one of the first line (comments allowed)
* Reset individual spritenames back to zero sprite2s (or one for SPR2_STND to prevent complete removal) via "reset = SPR2_****" statements.
* No support for changing skin properties that are non-visual at the moment, but I don't really feel like it's wise to have those changable with patch alone. (Hello, tons of "modern Sonic" wadfiles which just change vanilla Sonic's ability to CA_HOMINGTHOK!)
* Sprites patch over.

To see an example in action, look at <root>/toaster/smilespatch.wad.
2017-01-17 00:16:23 +00:00
toasterbabe
85fb02aaf6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_inter.c
#	src/p_user.c
#	src/st_stuff.c
2016-11-20 16:44:38 +00:00
Inuyasha
c4996aad7e So how long have these been pulling the wrong sprites? 2016-11-13 14:29:19 -08:00
toasterbabe
bf873f8a9b Fixed a heinous modding bug with not properly updating dehacked.c, and added pf_SHieldability to debug. 2016-10-24 16:30:40 +01:00
toasterbabe
ea30450180 Minor correction to force-hud conditional. 2016-10-24 14:45:26 +01:00
Monster Iestyn
a7c8c60379 Merge branch 'master' into damage-control 2016-10-23 21:08:17 +01:00
toasterbabe
3e3f595f1e Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 20:39:05 +01:00
toasterbabe
5ff507213b * Some shield constants renamed.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
2016-10-16 22:28:50 +01:00
toasterbabe
3aa9d2a1b1 Sonic 3 shields implemented at a basic visual/functional level - no abilities yet. 2016-10-15 23:39:54 +01:00
toasterbabe
490cf0183a Fixed some mistaken assumptions I made about the devmode overlay, and replaced "Flags" with "PF" to 1) make it clearer what type of flags they are and 2) use less horiontal space 2016-09-30 21:47:34 +01:00
toasterbabe
d318db3496 Minor offset adjustments. 2016-09-30 21:11:12 +01:00
Monster Iestyn
0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
toasterbabe
a2560c5217 Some tweaks to the devmode overlay.
* Plays nicely with showfps on - see http://imgur.com/a/7GzDM for the various cases.
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
2016-09-30 19:40:30 +01:00
toasterbabe
011af0daff Tweaks to some sections of the code that recognise what shields the player has. Specifically:
* introducing the new friend, SH_FORCEHP (which is used as a bitmask to get the extra hitpoints of a force-shield user)
* P_DamageMobj now considers the unimplemented shield constants as well as the implemented ones.
2016-09-30 12:15:22 +01:00
toasterbabe
dcb82c292a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-09-12 19:23:44 +01:00
Monster Iestyn
31b9e762e1 Merge branch 'public_next'
# Conflicts:
#	src/p_mobj.c
2016-09-05 21:28:43 +01:00
Wolfy
58df0e76c3 Merge branch 'nights_bugfixes_i_almost_put_in_internal' into 'next'
Last-minute NiGHTS exiting bugfix

One single-line fix concerning the end of NiGHTS maps. Extremely small, literally zero side effects here, the only reason I'm not committing directly to master (aside from ettiquette) is that I don't have the ability to do so.

* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2). This is no longer the case.

See merge request !100
2016-09-04 19:27:12 -04:00
toasterbabe
c07f273af0 Fixed some oversights with the spindash dashspeed changes 2016-08-30 16:41:00 +01:00
toasterbabe
8d8be8a7b2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-30 13:30:56 +01:00
Monster Iestyn
541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
toasterbabe
3d9fe7c899 The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky. 2016-08-19 00:06:12 +01:00
ZTsukei
d631d0ef04 S_PLAY states, HUD stuff 2016-08-14 23:51:25 -04:00
toasterbabe
104fc8ba98 Partially reverted on Inu's reccomendation. 2016-08-12 16:01:03 +01:00
toasterbabe
7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +01:00
toasterbabe
a6f4178023 Rob requested new NiGHTS link colours, his wish is my command. (This is only vaguely appropriate for this branch, but the boat sailed on a specific Reduced_Palette branch a while ago.) 2016-08-10 23:51:35 +01:00
toasterbabe
810e1ec041 SUPERCOLOR BONANZA COMMIT.
* Several new supercolours.
	- SKINCOLOR_SUPERSILVER1-5 (for fun) - "Silver"
	- SKINCOLOR_SUPERPERIDOT1-5 (nyeheheh) - "Peridot"
	- SKINCOLOR_SUPERCYAN1-5 (for fun) - "Cyan"
	- SKINCOLOR_SUPERPURPLE1-5 (for fun) - "Purple"
	- SKINCOLOR_SUPERRUST1-5 (mecha/metal sonic) - "Rust"
	- SKINCOLOR_SUPERTAN1-5 (shadow/silver the hedgehog) - "Tan"
* SKINCOLOR_SUPER1-5 renamed to SKINCOLOR_SUPERGOLD1-5, one index for darkest is changed - "Gold"
* SKINCOLOR_TSUPER1-5 renamed to SKINCOLOR_SUPERORANGE1-5, ported properly to the new palette - "Orange"
* SKINCOLOR_KSUPER1-5 renamed to SKINCOLOR_SUPERRED1-5, ported properly to the new palette - "Red"

* new S_SKIN attribute - supercolor - uses an entirely different function to get the names (R_GetSuperColorByName instead of R_GetColorByName)

* a fun little secret - typing "god on" in the console whilst super makes the player hyper (visual only, no sparkles - just rainbow flash) - can be removed if no fun is allowed
2016-08-10 19:48:20 +01:00
ZTsukei
e4a970f894 Starting from scratch. SRB2 v2.1.15 2016-07-06 00:10:19 -04:00
Monster Iestyn
9007904a72 Merge branch 'master' into damage-control
# Conflicts:
#	src/p_inter.c
#	src/p_mobj.c
2016-05-25 15:33:09 +01:00
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
ZTsukei
d909f25cf6 r_things.c, and connective stuff for face graphic loading. Cobbled a quick-fix together for the minimap icons, may or may not work. 2016-04-24 15:59:26 -04:00
Monster Iestyn
c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Inuyasha
5aea82ec91 Some drawing code cleanup
Fixed mashing buttons during fades causing crashes,
messed up behavior, record attack anywhere,
all the damn stupid bugs that it caused, basically
2016-04-06 18:01:01 -07:00
Inuyasha
ce2c2de58a P_Random now using a variant of xorshift
This actually passes most diehard tests, as opposed to the old RNG.
It's also similarly fast.

Internally the PRNG generates a fixed point number from [0,1) now,
which makes P_RandomKey and P_RandomRange much easier to
calculate. P_Random is just a simple shift, as well.

Also, the lack of floating point math in P_RandomKey and
P_RandomRange now is probably for the best.
2016-03-29 16:27:25 -07:00
Monster Iestyn
f9c4b877ca Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into damage-control 2016-03-13 20:37:43 +00:00
Monster Iestyn
e31c7ae3fa Removed dummied-out Pope XVI code 2016-01-14 16:41:33 +00:00