Commit Graph

490 Commits

Author SHA1 Message Date
toasterbabe 8e389382ed Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
# Conflicts:
#	src/p_user.c
2017-10-14 19:12:15 +01:00
toasterbabe 1ba9d1fe6e * Rudimentary (set everything every state or DIE) support for ghost followmobjs.
* Rename GZT_SPRITE to GZT_FRAME, since otherwise it's easy to confuse with EZT_SPRITE (which does something completely different).
* Fix issue where ghosts were facing wrong direction on spawn.
* Other minor refactorings.

* ...also, made smiles' tails pop up instead of down when skidding
2017-10-14 17:50:14 +01:00
Alam Ed Arias 1918e256f1 use the right bitmask 2017-10-11 17:12:41 -04:00
Alam Ed Arias e927008711 signed stuff before using abs() 2017-10-11 17:05:35 -04:00
toasterbabe 8871b08007 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
# Conflicts:
#	src/p_user.c
2017-10-11 17:44:48 +01:00
toasterbabe 8217900c0d * Make replays take analog mode, flipcam, directionchar and autobrake settings into account.
* Fix replays for the current state of internal, irrespective of that previous thing.
* Fix replay ghosts for everything.
* Known issues; NiGHTS still prints an error message about desyncing on map start, but plays back fine. Curious.
2017-10-10 17:56:38 +01:00
toasterbabe e478fa830e Remove the MF2_DONTDRAW set - this is effectively already handled by MF2_LINKDRAW. 2017-10-07 14:45:37 +01:00
toasterbabe 1e4395036d * Make S_PLAY_RIDE tail animation not go exceedingly fast due to forced state setting.
* Make tail appear at different angle when falling whilst walking.
* Remove irrelevant comment.
2017-10-07 14:35:34 +01:00
toasterbabe 87fc24ccbb Fancy super transformation changes! About to go out for dinner, so no major writeup,but let's just say all this changed code means that the transformation animation is smoother in colour change. 2017-10-04 17:45:03 +01:00
toasterbabe 40ef1335a1 * Smiles hardcode!
* Add a default behaviour to followmobj (just basic A_CapeChase).
* Allow for modifying which character starting a new SP game should start you on, relative to the first valid character. (SOC's "startchar" variable)
* Make MF2_SHADOW transferrable via linkdraw.
* Modify P_GetSkinSprite2's recursion limiter to have zero chance of ever infinitely looping.
2017-10-03 18:18:18 +01:00
toasterbabe 9fa00533b2 Incorporate linkdraw and ghosts into followmobj. 2017-10-02 16:01:10 +01:00
toasterbabe 844416855f Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo! 2017-10-02 14:08:58 +01:00
Alam Ed Arias 1be137f461 cleanup 2017-09-28 11:10:24 -04:00
Alam Ed Arias 5986720789 Build: fixups 2017-09-28 11:01:52 -04:00
toasterbabe ca42659e03 Made a mistake in the directionchar branch. I'm pushing to master - naughty naughty - but nobody's around to stop me and it's my birthday c: 2017-09-19 14:22:17 +01:00
toaster 3cc14e3985 Merge branch 'directionchar' into 'master'
Autobrake & decoupling player sprite angle from camera angle

See merge request !69
2017-09-19 07:56:22 -04:00
toaster ecfeb7b0af Merge branch 'spr2fixes' into 'master'
Sprite2 MD2s and customisable defaulting

See merge request !115
2017-09-19 07:49:04 -04:00
toaster 6d03c50966 Merge branch 'continue_startinglives' into 'master'
Save cards and continue startinglives-balancing

See merge request !114
2017-09-19 07:45:35 -04:00
toasterbabe 148f2cc607 * Updated the circumstances under which autobrake is applied.
* Made drawangle updated when jumping off a wall as Knuckles.
2017-09-17 17:09:26 +01:00
toasterbabe d44a36c8fe * Make autobrake scaled to low-friction surfaces.
* Make rope hangs change how they handle the player's angle a little more organically.
2017-09-17 12:10:33 +01:00
toasterbabe 725e015a19 Fix the bracketing on the autobrake calculation. 2017-09-16 22:49:18 +01:00
toasterbabe f90d595332 * cv_directionchar and cv_autobrake, and their secondplayer versions (both on by default) now exist.
* cv_useranalog is now hidden from the menu.
* Directionchar now attempts to face the camera direction when you're standing still, and handles a few other states with more decorum.
* Tailsbot is now slightly more capable of keeping up with Sonic.
* pflags rearranged/adjusted, combining a few non-simulstaneous ones and turning PF_NIGHTSFALL into CR_NIGHTSFALL.
* [unrelated to branch] all ground-impact based abilities now happen more consistently with quicksand.
2017-09-16 20:25:14 +01:00
toasterbabe 3c785cbe94 * Add Skid SPR2/state in preperation for directionchar.
* Clean up spr2 md2 code.
* Experimented but then commented out some stuff for homing attack.
2017-09-09 22:12:23 +01:00
yellowtd 519414b215 Merge branch 'master' into titlemap 2017-08-22 19:07:32 -04:00
toasterbabe fd63db0aaf Starting lives revamp, per the 2.2 priorities topic list!
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).

Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
2017-08-18 00:58:16 +01:00
toasterbabe 2e6c09a636 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
Monster Iestyn 9f726bc66d Merge branch 'new_coop' into 'master'
New Co-op

See merge request !104
2017-08-16 15:01:39 -04:00
toasterbabe a00deee209 * Combine all shield-giving functions into a single one, since they were practically identical anyways.
* Expose P_SwitchShield(player, shieldnum) to Lua.
2017-08-10 13:57:09 +01:00
toasterbabe 780f9b1645 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
# Conflicts:
#	src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00
Monster Iestyn 42ed41aeb1 Merge branch 'maces_but_better' into 'master'
Maces but better

See merge request !103
2017-08-07 15:27:05 -04:00
toasterbabe e2a9d47ef6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop 2017-08-05 12:28:31 +01:00
Monster Iestyn 3fd9e9be3a Merge branch 'wallspike_tweaks' into 'master'
Wallspike tweaks

Sorry, MI. You told me to test the objects via objectplace, and they worked fine there - but @FuriousFox had some [issues](http://i.imgur.com/DQuLYzz.png) when he finally got to place them via mapthing.

Specifically, I think the problem this was caused by was a straight up copypaste of the "height" attribute of MT_SPIKE into the "radius" field of MT_WALLSPIKE, when it should technically be half that to match the intended collision box. Some other stuff also got adjusted to match when I solved this.

FF's happy now - they work well enough to place, even if their [collision is a little wonky](http://i.imgur.com/o2rG0tV.gifv), but that's an MF_PAPERCOLLISION issue and more than a quick fix to be done in an evening.

Nab ```<root>/!LatestSRB2Files/srb2win_branch_spikefix.exe``` to test.

UPDATE:

* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent, fixing FF's gif as posted above/below.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
* Wallspikes are now bustable.
* Invert the solidity mapthing flag for spikes and wallspikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages.
* (unrelated) Make gas jets not make noise if they have the ambush flag, per Sphere's request.

See merge request !107
2017-08-04 14:28:44 -04:00
toasterbabe 1180f0418e Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop 2017-07-26 17:52:34 +01:00
toasterbabe be5184a8cc ...fixed some weirdness with spinning I accidentially introduced in an attempt to fix it. 2017-07-26 16:34:33 +01:00
toasterbabe 672bcc349c * Hide the number of lives you can steal if game-overed. It's not directly relevant unless you're game overed.
* Fix an issue where everyone being game overed except for one person, and then kicking that one person, meant the game over trigger was never met.
* Fix an issue where the spectator text could be overridden with a count of the number of remaining players to complete the level.
* Fixed a few glitches with spinning. (Unrelated to the branch, but exposed through new_coop testing.)
2017-07-26 16:10:08 +01:00
Monster Iestyn cfbe180312 Merge branch 'public_next' 2017-07-25 17:17:22 +01:00
toasterbabe 8941379c64 Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff. 2017-07-22 23:24:12 +01:00
toasterbabe a5477737d7 Whooh boy. Probably requires re-review.
* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
2017-07-18 14:17:23 +01:00
Monster Iestyn 7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
toasterbabe 1f2743ce64 Clean up the event and caption when a life is transferred. 2017-07-08 19:42:01 +01:00
toasterbabe a0cf28671c Remove some jankiness from spectators. 2017-07-08 19:12:46 +01:00
toasterbabe 317259a459 Two fixes to playersforexit changes.
* Crash prevention if total somehow becomes zero.
* Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
2017-07-08 19:02:28 +01:00
toasterbabe 88546abb08 Fix a few things noted during a test netgame with Salt and FuriousFox.
* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
2017-07-07 13:35:48 +01:00
toasterbabe 25fb318a0b * Fixed a typo with the bit-shifting of the max speed, meaning that it wasn't being set as desired.
* Made the speed capping/minimising done at the point of changing it via player control, as opposed to the point of macerotate, in an attempt to fix a potential cause of mace rotation desynchronisation (not netplay, just https://cdn.discordapp.com/attachments/293238104096112641/331453363499696139/srb20180.gif stuff.)
2017-07-06 22:26:31 +01:00
toasterbabe 0bf676498a woops, the check was accidentially inverted 2017-07-05 22:43:45 +01:00
toasterbabe 014c1d8f03 https://cdn.discordapp.com/attachments/297148222332469249/332227405747847168/unknown.png
betterexit integration!
2017-07-05 19:33:41 +01:00
toasterbabe 125646e521 Some minor tweaks to make countdown not COMPLETELY broken. 2017-07-04 21:33:16 +01:00
toasterbabe a65598a97a Fixed Game Over being broken in singleplayer. Woopsie doodle! 2017-07-04 14:57:22 +01:00
toasterbabe bc066a16a0 Whoops, I did some menu stuff in here. Oh well.
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.

OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.

MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
2017-07-04 13:17:29 +01:00
toasterbabe 50496970d1 Fix weird visual artifacting caused by restarting the level in co-op, which was a direct result of my code being messy. This is significantly better to deal with, anyways. 2017-07-03 15:43:29 +01:00