Commit graph

29 commits

Author SHA1 Message Date
toasterbabe f6670fea76 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
# Conflicts:
#	src/r_things.h
2017-08-16 19:29:23 +01:00
toasterbabe 6d3691d3d1 woops, compile fix 2017-08-15 22:40:19 +01:00
toasterbabe 3186d6a4e4 * An improved Multiplayer menu.
* If NONET, the Multiplayer option on the main menu leads directly to the Splitscreen menu, which also includes player 1/2 setup under this circumstance.
* A mechanism to save player name, skin and colour as defaults to config.cfg.
2017-07-25 18:34:13 +01:00
toasterbabe 8d8ae2b538 Renamed again, and this time I'm happy with it.
* "playstyle" to "coopstarposts"
* "lifedistribution" to "cooplives"
2017-06-03 17:55:03 +01:00
toasterbabe f3cad19184 * Renamed "steallives" to "lifedistribution".
* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
2017-06-03 12:26:42 +01:00
toasterbabe 964df31ee5 * Combine cv_sharedstarposts and cv_respawntype into cv_playstyle (Individual, Sharing, Together).
* Put steallives on menu.
2017-05-29 00:03:46 +01:00
toasterbabe 4239036cec Life theft! No menu item, but anything is possible with zombocom.
cv_steallives, defaults to "On"
2017-05-28 21:55:41 +01:00
toasterbabe 3723eff9f7 The start of the Co-Op revamp! Not tested over netplay yet, but uses TD's implementation of various Co-op friendly things as a reference (or in one place an outright code steal, thanks Sryder!)
* cv_sharedstarposts - Makes everyone share starposts, defaults to "On"
* cv_respawntype - Defaults to "Starpost". If set to that, people respawn at the starpost you just hit (assuming cv_sharedstarposts is on - may have to combine the two variables later, but seperate for testing for now). The other option is the old, unrestricted spawning. We COULD add TD bubble spawning at a later time using this variable, though.

The level DOES reset if everyone dies, but not in a way which allows for Mystic Realm style non-resetting resets. I'll handle that later.
2017-05-28 15:33:35 +01:00
toasterbabe 55b85e257e Per MI's disabling of PT_ASKINFOVIAMS, don't outright remove DELFILE, just mark it for replacement. 2017-05-27 20:02:49 +01:00
toasterbabe 9445455fb1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch 2017-05-11 22:02:12 +01:00
toasterbabe bef9520556 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences 2017-04-19 23:03:47 +01:00
Monster Iestyn 93efb3084e Merge branch 'mi-a-bit-of-cleanup' into 'master'
MI's unimportant code cleanup

Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).

See merge request !71
2017-04-17 14:43:50 -04:00
toasterbabe 85b71aa685 End to old match scoring toggle. 2017-04-14 20:51:25 +01:00
toasterbabe 174921c1e1 End to sudden death. 2017-04-14 20:46:48 +01:00
Monster Iestyn 181c8bd742 These convar externs aren't moving files, I'm just shifting them up to live with their relatives 2017-04-14 19:56:51 +01:00
Monster Iestyn 0921244ba4 Move analog consvars to g_game.h 2017-04-14 19:00:46 +01:00
Monster Iestyn 488c4071ba Moved screenshot/movie consvar externs to m_misc.h 2017-04-14 18:14:15 +01:00
Monster Iestyn 46c3c42eba cv_controlperkey probably belongs in g_input.h too 2017-04-14 18:02:35 +01:00
Monster Iestyn 887e7e0b7d Moved most of d_netcmd.h's 2P mouse consvar externs to the files with their 1P counterparts 2017-04-14 17:45:27 +01:00
Monster Iestyn a27367cdd4 Remove unused ObjectPlace_OnChange prototype (from when Objectplace was a consvar, which it is not anymore) 2017-02-15 21:16:56 +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
Monster Iestyn 3d07915be2 Merge branch 'vada_flickies' into 'master'
Hardcoded VAda Flickies

Many thanks to MI for his help, even if he has sinful opinions on what the collection of creatures should be called. ;P

* Flickies are now handled via A_FlickySpawn instead of hardcoded in P_KillMobj, so there can be mobjtypes with MF_ENEMY which don't create flickies, or other mechanisms which can much easier.
* Added map header "FlickyList" (aka "AnimalList") parameter, which can either be set to:
    * A species (eg: "Rabbit" or "Bluebird", amongst 17 currently supported types in dehacked.c table FLICKYTYPES - including the seed from Sonic CD, which isn't limited to 'soniccd on' in the console now)
    * Any valid mobjtype that isn't MT_NULL (eg: "MT_FLICKY_GHOST")
    * A comma-seperated list of either of the above, up to 64 entries long (eg: "Cow,MT_FLICKY_SPIDER,Chicken")
    * "All" - sets behind-the-scenes stuff to use every 'normal' type of flicky in FLICKYTYPES (a distinction which can be utilised to hide secret level flickies where they wouldn't be appropriate for the main game)
    * "Demo" - sets behind-the-scenes stuff to use the five flickies closest to the species used in the game's long history.
    * "None" - prevents any flickies from spawning.

"Demo" is functionally the default value if you don't include a FlickyList parameter in the header at all.

Of note, a bunch of functions are now created:
* A_FlickySpawn - spawns flicky.
* A_FlickyAim - aims for area near target, but not directly on them - turns around when hitting wall
* A_FlickyFly -  flies/swims around target (calls A_FlickyAim)
* A_FlickySoar - hacky alternate fly (calls A_FlickyAim)
* A_FlickyCoast - slowing down before going off again
* A_FlickyHop - fracunit-scale precision for A_BunnyHop
* A_FlickyFlounder - A_FlickyHop with randomisation
* A_FlickyCheck - State-setter for falling, or being on-ground
* A_FlickyHeightCheck - State-setter for falling, or being below a certain height relative to target
* A_FlickyFlutter - A_FlickyCheck, but with a slow fall/movement (calls A_FlickyCheck and A_FlickyAim)

I don't need to enumerate the object types and states that have been added, do I?

Oh yeah, I also made it so get_mobjtype's failure value was MT_NULL and prohibited SOC from editing the properties of it to compensate.

IN ADDITION: Killed "soniccd" console command, since it made things more complicated and honestly being able to specify Sonic CD seeds in the level header is a better option.

See merge request !60
2017-01-08 17:36:25 -05:00
toasterbabe 3f92a2305a * Modified MT_SEED to have aesthetically nicer behaviour.
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
2017-01-01 21:54:30 +00:00
Louis-Antoine d4f153d3ca Random changes in the netcode lol 2016-12-31 19:26:33 +01:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn 8fd8f2c316 Disable "splats" command unless WALLSPLATS is enabled
apparently it was never used for what exists of floor splats' code, huh
2016-04-29 18:01:05 +01:00
Alam Ed Arias 73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias 02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00