Sally Cochenour
c17f4dcf15
Remove our shadows
2020-03-01 17:07:52 -05:00
Sally Cochenour
48ff9ddf85
Move overtime stuff to k_battle.c
2020-03-01 15:58:00 -05:00
Sally Cochenour
3633dc341a
Merge branch 'master' into targets
2020-03-01 15:42:49 -05:00
Sally Cochenour
0c1d0d8f5c
Don't need abs here
2020-03-01 14:56:16 -05:00
Sally Cochenour
885d6fea1f
Merge branch 'master' into special-sector-tweak
2020-03-01 14:50:45 -05:00
Sally Cochenour
76e75d9756
Fix offroad collision
...
Adds an option to P_MobjTouchingSectorSpecial to only use non-FOF sectors' special if you're touching their floor/ceiling.
2020-03-01 14:36:13 -05:00
Sally Cochenour
6956e1d24e
Store random states in mobjinfo instead of precipprops
...
My reasoning is that it wouldn't make much sense to have a weather type that has snow, but doesn't randomize the sprite it uses, so we don't need to copy-paste the same "randomstates" for each weather type.
2020-03-01 13:13:59 -05:00
James R
4f40edaf01
Maybe localdisplayplayers is a bad idea
2020-02-23 23:21:20 -08:00
James R
f164320c88
Make the order of displayplayers irrelevant and split splitscreen into splitscreen and r_splitscreen
2020-02-23 23:20:20 -08:00
TehRealSalt
80bb59031c
Blizzard weather option + much more sane workflow for adding new precipitation options
...
"precipprops" lets you create a new precipitation type by picking a mobj type to use, how many random states it has, and flags for effects such as thunder/lightning. Seesound on the mobj type sets an ambient sound (like rain drops) and mass sets the sound's frequency in tics. This could open up the possibility for SOC/Lua Weather options later.
2019-11-14 04:26:41 -05:00
TehRealSalt
88cb623c2a
3D signpost
2019-11-08 23:25:46 -05:00
TehRealSalt
150c985ce5
Merge branch 'master' into sal-waypoints
2019-10-28 20:22:37 -04:00
TehRealSalt
0afc901d1f
Shrinking animation
2019-10-27 20:15:27 -04:00
TehRealSalt
d52e7a652e
Faster waterskipping
2019-10-27 09:03:35 -04:00
Latapostrophe
58bed7d923
New item list + shrink destroys items
2019-10-26 17:08:22 +02:00
TehRealSalt
b69d105af3
Add respawn animation
...
This commit also fixes MF_NOCLIP not working properly on players. Sink now spawns an SPB explosion on successful hit, since dying is no longer a harsh punishment.
2019-10-24 16:35:39 -04:00
TehRealSalt
674c0aec17
Merge branch 'master' into new-items
2019-10-24 10:08:37 -04:00
TehRealSalt
0fdcc22d93
- Only update to waypoints you're in the radius of (applies to players & spb)
...
- Player direction value uses momentum angle rather than facing angle (fixes weird nextwaypoint/position flickering while drifting)
- Raise default radius to 384
2019-10-22 16:44:56 -04:00
James
f9ea683312
P_PlayerTouchingSectorSpecial turned into P_MobjTouchingSectorSpecial
2019-10-22 08:45:38 -04:00
TehRealSalt
e7d0fde5fd
Merge branch 'master' into sal-waypoints
2019-10-15 21:34:41 -04:00
James R
f1e5f64e66
Use K_MatchGenericExtraFlags for reverse gravity rings
...
Also corrected a mistaken usage of scale.
2019-10-05 12:38:44 -07:00
Sal
8338d3e71c
Merge branch 'fortnite' into 'master'
...
Battle sudden death
See merge request KartKrew/Kart!166
2019-10-03 01:27:09 -04:00
TehRealSalt
7c40a1c07b
Make sure it doesn't divide by 0
2019-09-28 15:18:01 -04:00
TehRealSalt
7321a95a65
Ring respawn timer is based on lap count (proportional to 3 laps)
2019-09-28 15:14:52 -04:00
TehRealSalt
bc3f0568ee
Merge master
2019-09-27 23:09:54 -04:00
TehRealSalt
06d27ae36e
Merge branch 'master' into fortnite
2019-09-27 06:36:11 -04:00
TehRealSalt
dbb6f9ca11
use MF2_AMBUSH for backandforth
2019-09-27 04:20:09 -04:00
TehRealSalt
22796b7633
Merge master
2019-09-27 03:44:37 -04:00
Sal
542c4a3306
Merge branch 'new-springs' into 'master'
...
New springs
See merge request KartKrew/Kart!171
2019-09-27 03:06:29 -04:00
Sal
921409224c
Merge branch 'model-gradients' into 'master'
...
Model gradients + model tilt adjustments
See merge request KartKrew/Kart!157
2019-09-25 21:53:21 -04:00
TehRealSalt
93e844ecd2
Merge master
...
(We're still being haunted by whatever happened to make the entire k_kart.c file conflict every single time...)
2019-09-25 10:04:27 -04:00
TehRealSalt
74552f9ee5
Merge branch 'master' into targets
2019-09-24 05:05:08 -04:00
TehRealSalt
bc7673f2da
Update Spring Shells, add color modulo check
2019-09-23 06:29:30 -04:00
TehRealSalt
594e1cb41a
rotate flag applies to all springs
2019-09-23 03:48:50 -04:00
TehRealSalt
9d8cb5247a
Special effects!
...
Tire grease waves, colored stars
2019-09-23 03:15:08 -04:00
TehRealSalt
54066cc9fc
compile
2019-09-22 22:44:15 -04:00
TehRealSalt
b8a752e40a
Merge master
2019-09-18 21:47:11 -04:00
TehRealSalt
88578f0534
Moving capsules
2019-09-15 23:36:55 -04:00
TehRealSalt
1ef09699d1
Functional gameplay
...
- Capsules get spawned in the proper scenarios
- Level ends when all capsules are busted
- Time gets used on the leaderboard instead of score
Also split a handful of Battle code into k_battle.c. Lots of other code could probably get moved here later
2019-09-15 20:19:48 -04:00
TehRealSalt
cd65381abc
Add another file to handle Kart item collision functions, now items can damage anything with MF_SHOOTABLE
...
Now this code won't make me pull out my hair. Could possibly be enhanced by using a function or define to handle the big copy-pasted tmthing/thing switch blocks in p_map, but for now I'm way happier.
As a result, Battle capsules are now destructible.
2019-09-15 17:25:33 -04:00
TehRealSalt
b39482d721
Lua port of the capsule visual
...
No item collision or gameplay at all yet
2019-09-15 04:51:45 -04:00
Sryder
0f7a704444
Merge branch 'master' of git@git.magicalgirl.moe:KartKrew/Kart.git into waypoints
...
# Conflicts:
# src/p_spec.c
2019-08-10 11:41:49 +01:00
Sryder
316c7fe7ee
Merge branch 'master' of git@git.magicalgirl.moe:KartKrew/Kart.git into rings_slopechange
2019-07-17 20:23:30 +01:00
James R
d82e86d4cd
Declare z in scope under case
2019-07-16 20:06:26 -07:00
James R
7354ce200e
Correct reverse gravity offsets
...
Woah reverse gravity sucks.
2019-07-12 13:28:25 -07:00
Sryder
d6382107d3
Hopefully better Jawz behaviour
...
Moved the movement code for it out of the thinker and into A_JawzChase to have it all in a consistent place.
2019-07-07 21:56:23 +01:00
Sryder
fbc5b9f880
Added () for slight clarity
2019-07-07 15:24:32 +01:00
James R
c5bd4d6ecd
Apply P_MobjFlip to ring and ring sparkle animations
2019-07-05 20:11:38 -07:00
Sryder
d6ec65de59
Added some slope handling for regular jawz.
...
Jawz as a result can absolutely behave differently, but it's mostly the case when in the range where it would slow down.
Will need testing, seems like it can sometimes rocket past a player that's stationary, maybe that's not a bad thing?
2019-07-05 23:29:31 +01:00
Sryder
893d8cd211
Support Jawz dud on slopes
...
Don't let orbinaut accelerate infinitely when in the air.
2019-07-05 21:11:13 +01:00