Commit graph

519 commits

Author SHA1 Message Date
toasterbabe 0e40299f3e Replace hacky flag abuse with timer (which can be used later when developing pushing sprites). 2017-02-06 20:36:21 +00:00
toasterbabe 61ec599830 * Handles spindash, etc better.
* Handled better up against walls.
* Now always catches thok and thoklikes.
2017-02-06 20:19:17 +00:00
toasterbabe 371940205b ICE PHYSICS FUN https://gfycat.com/ActualComplicatedBonobo 2017-02-06 18:11:33 +00:00
toasterbabe 90f7ae0188 * Handle more missing cases where it should've been forced - namely analog mode, shield abilities, and waterslides
* Have special handling for carrying.
* Use rmom* instead of mom* - so conveyors are handled properly
2017-02-06 17:31:48 +00:00
toasterbabe 260b461c39 Drawangle.
Mystic wanted it, just play it - too busy to give proper commit description. Will outline everything it is in the merge request when that happens.
2017-02-05 18:15:20 +00:00
toasterbabe abc218de38 I am bad at conditions. 2017-02-04 21:41:43 +00:00
toasterbabe 5170fafcac * CA_BOUNCE is now more pleasant to control.
* CA_MELEE can now break downwards like CA_BOUNCE, and CA_TWINSPIN can break both up and downwards.
2017-02-04 18:25:16 +00:00
toasterbabe ba652864a6 Revamped roll-on-landing to work even from jumping, for the purposes of slopes! (But not from PF_THOKKED.)
Salt has wanted this for a while, and this was the only branch I had open which it was appropriate for. :P
2017-02-04 17:08:14 +00:00
toasterbabe c04ee6bfb7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-02-04 15:19:02 +00:00
Monster Iestyn 921b57e904 Merge branch 'slopewall_transfer' into 'master'
Slopewall transfer

As @Nev3r wants. Go along a slope, hit a wall? LAUNCH! Well, I mean. He wants it slightly less weak. I have already made it less weak than P_SlopeLaunch.

Also also I made the trail that goes behind the player when they're rolling take into account vertical momentum as well as horizontal, so that being launched directly up didn't leave you trailless.

Test with <root>/!LatestSRB2Files/srb2win_branch_transfer.exe and <root>/Nev3r/ACZMaster.wad (roll down slope directly in front of you).

See merge request !66
2017-01-25 12:30:20 -05:00
toasterbabe 91cbeb5e1a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into patch_hardcode 2017-01-25 12:24:09 +00:00
toasterbabe 12da89b1ce Late night commit!
* Seriously reworked a lot of stuff behind the scenes, thanks to Red's comments.
* More consistent behaviour.
* Launching power is now scaled to the slope's angle relative to the wall you hit, so no massive launches when you hit the side of a steep slope.
* The code is a lot messier and the function name doesn't make any sense any more, so I need to clean that up in the morning.
* Need to figure out how to prevent tiny launches that uncurl you when spindashing up against walls.
* Spindashing trails now takes into account vertical momentum as well as horizontal - it was stupid not seeing your spintrail just because you weren't moving very fast horizontally!

No exe uploaded because it's almost 2am.
2017-01-23 01:40:11 +00:00
toasterbabe 399a6c1d47 * ALMOST SORTA IMPLEMENTED A NON-HACKY SPINNING FLAMEJET. For some reason, they wanna step down onto the platform - and I've been figuring this out for too long to see what's causing that tonight.
* Hardcoded a bunch of stuff from patch.dta. All works fine, but still more to do.
2017-01-21 01:09:39 +00:00
toasterbabe da42165169 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp 2017-01-16 17:14:58 +00:00
toasterbabe 38c7436565 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/d_clisrv.c
2017-01-09 11:10:47 +00:00
toasterbabe ebd436bf2f Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into touching_fixes 2017-01-02 17:58:47 +00:00
toasterbabe 311886e582 * Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
* Fixed a crash bug in the Flicky fly function I introduced sleepily last night.
2016-12-31 16:55:06 +00:00
toasterbabe 5164ee7fc9 Fun gameplay tweak: Turn CA_FLOAT into a limited CA_SLOWFALL when moving slowly, to double down on it being for speedrun characters and punishing slowing down. Rob-approved. 2016-12-24 22:23:34 +00:00
toasterbabe 578b809557 * Turned CA_DASHMODE into SF_DASHMODE.
* SF_DASHMODE users can now dash on water.
* Gave CA_HOVER its own states/sprite2s.
* Gave Super Sonic's hover his own hover-run state/sprite2.
2016-12-24 20:57:39 +00:00
toasterbabe 102f26182b * Tweaks to CA_BOUNCE.
* Tweaks to drowning number placement for altered sizes.
2016-12-24 14:23:11 +00:00
toasterbabe 942065ba9f * CA_BOUNCE users now play animation/sound when bouncing on enemies, monitors.
* CA_BOUNCE users harmlessly bounce off Sharps.
2016-12-24 13:17:53 +00:00
toasterbabe a61f5e4521 * CA_BOUNCE can now break downwards. 2016-12-23 23:58:12 +00:00
toasterbabe 0a7fe9569d * Fixed issue where CA_BOUNCE users can harmlessly bounce on deathpits (and not Cakewalk style!)
* Minor quality-of-life improvements to CA_BOUNCE handling.
2016-12-23 23:13:31 +00:00
toasterbabe 10a137620a First commit, CA_BOUNCE almost completed. 2016-12-23 17:31:07 +00:00
toasterbabe d8d5f31898 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-12-13 22:03:59 +00:00
Monster Iestyn 6f8969aec0 Merge branch 'spindash-dust' into 'master'
Spindash dust

Charging a spindash kicks up dust, we all know this feature was dying to get in at some point. Bubble and flame forms of spin dust are included from FSonic, for underwater and elemental respectively.

Oh, and as a bonus I reorganised the spindash/spinning/other ability2 stuff code to look a bit neater and more organised.

New resources:
* MT_SPINDUST - the object
* S_SPINDUST1 to 4 - the normal form's states
* S_SPINDUST_BUBBLE1 to 4 - the bubble form's states
* S_SPINDUST_FIRE1 to 4 - the bubble form's states
* SPR_DUST - the normal form's sprite set (uses frames A to D, just pinch FSonic's sprites really)
* SPR_FPRT - the flame form's sprite set (frame A only)

SF_NOSPINDASHDUST disables spindash dust for a character

See merge request !52
2016-12-13 15:15:33 -05:00
toasterbabe c833497d39 Correcting slip-up I made when originally improving zoom tubes. 2016-12-01 14:40:58 +00:00
toasterbabe 02d78b355b Smoother ropes and zoom tubes ported from internal. 2016-12-01 14:33:44 +00:00
toasterbabe 095a438e9e * Super float now back on spin button, again takes precedence over shield actives.
* Fixed BIG mistake where ShieldSpecial hook bailed out of the entire function instead of just the shield section.
2016-11-24 14:29:29 +00:00
toasterbabe 1424c3f6cd Regardless of what I'm doing next, this removal of limits in this place still should've been done a while ago. 2016-11-23 22:20:47 +00:00
toasterbabe e34ef54166 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/info.c
#	src/p_mobj.c
2016-11-20 19:21:10 +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
Monster Iestyn 6e70acc82d Added SF_NOSPINDASHDUST to disable spindash dust 2016-11-13 22:33:57 +00:00
Monster Iestyn c81665b9af Added flame version 2016-11-13 22:02:29 +00:00
Monster Iestyn 47c67472ff Added bubble form of spin dust 2016-11-10 21:09:05 +00:00
Monster Iestyn ce97c1e986 Added basic spindash dust
Also cleaned up some of the code in P_DoSpinAbility while I was at it
2016-11-10 17:51:10 +00:00
toasterbabe e67f48df83 Forgot to revert the other files. 2016-11-02 20:35:53 +00:00
toasterbabe d21b091b96 * Slope/gravity support for quicksand complete.
* Space sector support complete, bounds of drowning now altered slightly.
* Knuckles climb now has symmetrical slope support for both normal and reverse gravity.
* All slope-determining topheight and bottomheight code is now identical in form.
* Camera postimages now support slopes properly.
2016-10-31 22:14:34 +00:00
toasterbabe d13ca362d6 Quicksand now supports slopes and also reverse gravity. 2016-10-31 21:34:43 +00:00
toasterbabe 04a38a683b Okay, this is a biggun. Pay attention, everyone.
Moved the handling of P_PlayerInSpecialSector to P_PlayerAfterThink from P_PlayerThink.
* This allows the player to get hurt on sloped lava surfaces that are moving downwards.
* Also prevents the player from standing on death pits for 1 tic.
* Prevents the player moving 1 extra tic's worth of movement of pain when hit by sector.
* Thankfully, no consequences re conveyors.
* Like, the only consequences I've found have been positive. However, this DOES need to be thoroughly investigated before it can be allowed anywhere near Next itself.
2016-10-31 20:15:11 +00:00
toasterbabe 1bbbe15ee5 Fixed a bug with being able to go under the lava because P_CheckSolidLava doesn't take slopes into account.
(neither does P_CanRunOnWater, but I don't think it's necessary to make that check more complicated as you probably shouldn't be able to waterrun up steep surfaces anyways)
2016-10-31 13:53:52 +00:00
toasterbabe f77c3444a3 Don't use shield abilities after the armageddon's used up! 2016-10-30 14:23:53 +00:00
toasterbabe 08a4fc8382 Tweaks to the way the force whoosh is handled so it stays centered AND doesn't allow an infinitesimal jump. 2016-10-30 14:01:56 +00:00
toasterbabe 5a798bddbd Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 17:14:45 +01:00
Monster Iestyn 82d29b59c1 Merge branch 'master' into damage-control 2016-10-29 17:05:59 +01:00
Monster Iestyn cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
toasterbabe a533701d85 You know what, let's make this less hacky. 2016-10-24 18:53:22 +01:00
toasterbabe cc4d780371 Making things more scale-friendly (but it's not perfect...) 2016-10-24 18:40:48 +01:00
toasterbabe 0ee2937392 Adding ShieldSpecial hook. (Activates under different circumstances to the JumpSpinSpecial hook, and can be used to cancel existing shield actions.) 2016-10-24 13:52:52 +01:00
toasterbabe 162c04c370 Bubblewrap shield now bounces on enemies and monitors instead of piercing through them. 2016-10-24 13:33:10 +01:00
toasterbabe 3ce411b62a Mario mode is boring again. (I'm going to revert this commit as soon as possible, but shield_actions needs to be clean of Mario stuff for now.) 2016-10-24 12:35:40 +01:00
Monster Iestyn a7c8c60379 Merge branch 'master' into damage-control 2016-10-23 21:08:17 +01:00
toasterbabe 45d32b7f7c * Flameaura shield now has boosh sprites.
* MF2_SHIELD calls shield thinker (P_AddShield/P_ShieldLook).
* Multiple types of force shields now handled.
2016-10-23 20:34:43 +01:00
toasterbabe cfc9302bd3 Minor fix to ensure PF_FORCEJUMPDAMAGE is always known. 2016-10-23 17:05:17 +01:00
toasterbabe 956a8358c2 Important component for nojumpspin characters. 2016-10-23 16:26:36 +01:00
toasterbabe c54d62851c Okay, this is a MUCH better solution than PF_JUMPDAMAGE. 2016-10-23 16:04:02 +01:00
toasterbabe 76ff26e6fb Revert "Thorough jumpdamage setting."
This reverts commit 8720252059.
2016-10-23 15:53:12 +01:00
toasterbabe c18c014bef Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 14:47:37 +01:00
toasterbabe 8720252059 Thorough jumpdamage setting. 2016-10-23 14:42:37 +01:00
Inuyasha fa187c5ae7 Merge branch 'unslot-music' into 'master'
Hardcoded music name switches

Like I said earlier, it's better if all the hardcoded music switches in 2.2 start with an underscore so that it's harder to accidentally overwrite them.

Should be accepted when music.dta is updated.

See merge request !17
2016-10-23 06:46:33 -04:00
toasterbabe 5ad7fc8495 A better check than for skin==0. 2016-10-21 12:34:16 +01:00
toasterbabe 6abd4d20d3 Further tightening. 2016-10-21 12:31:06 +01:00
toasterbabe bda630ce41 I could do better than the previous commit. 2016-10-21 11:57:59 +01:00
toasterbabe 4c0ef9f0a3 * No ridiculously-fast float animation.
* No falling when you accidentially press spin.
2016-10-21 11:48:41 +01:00
toasterbabe b34dc93a18 Fix to the previous commit to basically do what I wanted it to do as opposed to accidentially altering behaviour of jumping on crawlas. 2016-10-21 11:31:44 +01:00
toasterbabe a053b117e1 Moved the Super Sonic hover over to holding down the jump button (which conveniently links it pretty closely to the thok, which could be called the Float Thok or something I dunno.)
Also, only one shield ability is selectively blocked by being Super now, and that's because Invincibility does it too and therefore I assume that's a match balance thing instead of a keyboard clash.
2016-10-21 11:08:32 +01:00
toasterbabe f145898ca4 Woops. 2016-10-20 21:39:58 +01:00
toasterbabe 769962c884 Minor cleanup. 2016-10-20 21:15:41 +01:00
toasterbabe 59fccab8e5 Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields. 2016-10-20 20:55:15 +01:00
toasterbabe c1a8dd9a37 Minor refactor of what I did last night - as a modifiable state instead of hardcoded references. 2016-10-20 13:44:03 +01:00
toasterbabe 8fe932b0e7 * Force shield force stop completed
* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
2016-10-20 00:33:12 +01:00
toasterbabe 9b4c81ed0b Thundercoin shield complete. 2016-10-17 23:22:04 +01:00
toasterbabe 366e282495 Cleaned up the shield-ability stuff to be cleaner (and reduce MT_OVERLAY thinking). 2016-10-17 14:39:32 +01:00
toasterbabe c693af96b1 * Bubble bounce completed (minus graphics).
* Flame burst fixed with respect to scale.
2016-10-17 14:03:32 +01:00
toasterbabe 76b30df528 * Slower Bubblewrap animation.
* Corrected bounce height for Elemental underwater.
* Using Elemental ability in goo is cancelled.
* Different Attract failure sound.
2016-10-17 00:27:29 +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 2acfc72d86 Made P_SwitchShield take into account the force shield, then made A_ForceShield take the number of bonus hitpoints as its var1. (Also, drowning timer is properly reset by ALL protectwater shields, not just elemental.) 2016-10-16 12:45:31 +01:00
toasterbabe aa8a454ea9 Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...) 2016-10-16 01:23:00 +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 6e47a07a04 Fixed monitors not making sounds if you had that monitor already and it wasn't mariomode. 2016-10-15 17:58:08 +01:00
toasterbabe 91f9770caf Fixed up the coin-looping. 2016-10-14 11:23:13 +01:00
toasterbabe 5e92ca1a4a Okay, made the Mushroom a seperate shield instead of a hacked pity shield. This is a lot nicer in general. 2016-10-14 10:43:46 +01:00
toasterbabe a119db3a85 Coins are no defense now! (This lecture is boring.) 2016-10-13 15:36:37 +01:00
toasterbabe 80300ac476 Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO) 2016-10-13 15:14:13 +01:00
toasterbabe a36912baef In Mario mode...
* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
2016-10-12 23:47:18 +01:00
toasterbabe d4f0afa0d1 A Heckloada Mario Stuff
https://gfycat.com/MasculineSatisfiedAfricanwilddog and https://gfycat.com/PastCompetentGypsymoth describe this all in varying states of completion
2016-10-12 17:55:07 +01:00
toasterbabe 64a1fa5421 Players are half height in Mario mode when they don't have any shields, the Mario mode pity shield is invisible, and Mario mode players immediately get a pity shield when they lose any other type of shield. So basically that's a Red Mushroom, right?
https://gfycat.com/ThoughtfulAcademicChrysalis
2016-10-11 23:35:48 +01:00
toasterbabe d25e908b80 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_map.c
2016-10-11 16:25:24 +01:00
Monster Iestyn 719220da4a Merge branch 'master' into damage-control 2016-10-08 17:12:13 +01:00
toasterbabe 5614ff5691 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2016-10-02 19:38:53 +01:00
Monster Iestyn 0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
toasterbabe a694ebc348 Fixed issue where holding spin when going into a non-horizontal spring would use your whirlwind shield ability immediately. 2016-09-30 14:33:15 +01:00
toasterbabe aa4fca0339 Added description to P_SwitchShield. 2016-09-30 14:18:13 +01:00
toasterbabe 4f79157a50 Fixed that bug the wrong way, THIS is a much better solution for what I wanted to tweak. 2016-09-30 14:12:26 +01:00
toasterbabe dc57a34213 Revert "Fixed another bug where you were able to use the whirlwind shield ability after using the force shield's dodge dash."
This reverts commit cbe703478c.
2016-09-30 14:06:53 +01:00
toasterbabe cbe703478c Fixed another bug where you were able to use the whirlwind shield ability after using the force shield's dodge dash. 2016-09-30 13:56:19 +01:00
toasterbabe f1fb276e5a Fixed a bug where using your shield ability just before your shield changed got you stuck in whatever state it left you.
To do that, P_SwitchShield was born! Don't use with Force.
2016-09-30 13:48:33 +01:00
toasterbabe e05528e4a3 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-09-30 12:44:08 +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
Inuyasha f1b8bfcfe7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
#	src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe d6a404e1ef * On Mystic's reccomendation - an alternate method which has the direction to shoot off based on the direction you're moving, not the direction you're holding.
* When not pressing any direction, you now go backwards by default - to emphasise that this is primarily for defensive, not offensive, purposes.
* The camera can now handle the player going backwards without them going completely off-screen.
* Fixed some overzealous checks.
2016-09-30 00:34:17 +01:00
toasterbabe 3eb3caacd5 Tweaked the elemental shield's piercing ability. Specifically:
* The spinfire ring is now capable of damaging enemies. (god, what a terrible hack this is)
* When ground pounding, you now bounce off the floor a little bit to make the ability less spammable.
2016-09-29 21:25:15 +01:00
toasterbabe accd8bc5bd Minor fixes. Notably - no longer "deletes gravity" when hitting a slope mid-dash. 2016-09-29 20:36:08 +01:00
toasterbabe 35dda1cd72 Replaced the Force Shield's shitty drop dash I coded with a much more interesting and experimental ability.
* The Dodge Dash
* Allows you to dash - no control, no falling, no key response - for 2 + (number of extra shield hitpoints) tics.
* If you're holding movement keys down, you dash in the direction you're holding - otherwise, you dash directly forward.
* You're spinning (spindash spin, not jump spin) until your dash is over, then your momentum is cut down significantly and you end up in falling frames.
* It may not necessarily be super useful for Sonic, but it helps the other characters.
* http://gfycat.com/BogusFailingFritillarybutterfly
* http://gfycat.com/PoliticalIdealisticBallpython (outdated speed, shows any direction)
2016-09-29 20:02:58 +01:00
toasterbabe 8f181abbb2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/p_mobj.c
#	src/p_spec.c
2016-09-29 13:34:13 +01:00
toasterbabe a8be1e6b7d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/d_player.h
#	src/p_inter.c
#	src/p_mobj.c
#	src/p_user.c
2016-09-27 18:24:53 +01:00
toasterbabe c70661186a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/dehacked.c
#	src/p_inter.c
#	src/p_pspr.h
2016-09-27 18:11:20 +01:00
toasterbabe be0e898bae * Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
toasterbabe 9f69850c05 Basically seriously un-fucked the rope hang and zoom tube code from my experimentations (i just wanted to compare speed and distance and got carried away...) 2016-09-25 15:07:00 +01:00
Inuyasha 1a4b894589 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe da1db42b14 Forgot some compilers would complain about this. 2016-09-24 13:39:04 +01:00
toasterbabe f933210c03 Let's simplify a lot of stuff. PF_CANCARRY instead of a horrible assortment of checks. 2016-09-24 13:18:08 +01:00
toasterbabe 41b4d9c565 Fixed carry bug that I introduced a while ago. 2016-09-24 12:06:00 +01:00
toasterbabe 1de32b3dac Fixed my mistake with static rope hangs.
Also, the same smoothness changes have been ported over to zoom tubes!
2016-09-24 00:37:18 +01:00
toasterbabe e16648a72b Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +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
toasterbabe ba78dda276 Just noticed when poking around in dashmodecode that it didn't actually get stopped from running when you were playing in CTF! 2016-09-10 22:44:28 +01:00
toasterbabe cd0c2347df Ditto with regards to glideandclimb. 2016-09-10 21:13:51 +01:00
toasterbabe f844fb3460 More strenous checking of ability for these animations in preparation for something I wanna try... 2016-09-10 21:00:57 +01:00
toasterbabe fb377ad44f Minor tweaks to animations and endsigns. 2016-09-08 17:48:54 +01:00
toasterbabe 941bf8eb03 Corrected multiple oversights with swimming players dropping their friends when they shouldn't. 2016-09-08 14:38:57 +01:00
Monster Iestyn 31b9e762e1 Merge branch 'public_next'
# Conflicts:
#	src/p_mobj.c
2016-09-05 21:28:43 +01:00
toasterbabe 0333c9db94 P_MobjCheckWater now properly accounts for changing heights (skin non-spin height for players, mobj height otherwise) instead of mobj info height.
Also, the particles made via spindashing in shallow water are now located behind the player. This does move the running particles too, but that's okay.
2016-09-03 20:00:29 +01:00
toasterbabe c11d8da3a3 No need to check for under/overflow outside of the spindash code, let's just start at the mindash and not add power if you're over instead. 2016-09-03 16:20:04 +01:00
toasterbabe 2cee8c1a8d SORRY, I SHOULDN'T HAVE PUSHED THE PREVIOUS THING
Revert "Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.""

This reverts commit 58f815ddbc.
2016-09-03 16:05:58 +01:00
toasterbabe 58f815ddbc Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead."
This reverts commit 0852a20014.
2016-09-03 15:51:38 +01:00
Monster Iestyn 8f02c50c10 Fix players and pushables not accounting for slopes on bustable FOFs 2016-09-02 21:41:45 +01:00
toasterbabe 0852a20014 Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead. 2016-09-02 18:12:46 +01:00
toasterbabe 73843764de Some more spindash changes. NOTE that this temporarily breaks the charging aura; if we want to, we can either kill that entirely or re-enable it - but none of the main characters are using it, and Lua makes having a dedicated charging aura irrelevant if the main characters don't use it...
* Spindash sound only plays six times during the charge, equally spaced up until you finish charging.
* Spindash animation speed increase rebalanced.
2016-09-02 17:27:39 +01:00
Monster Iestyn eae47c9808 Fix Knuckles in 2D mode attempting to latch onto air when gliding into a slope. Now he just attempts to latch onto the slope directly (which I'll fix another time, if I can figure out how)
(fix for SUGOI's Retro Hill Zone)
2016-09-01 21:21:20 +01:00
toasterbabe 42d527a955 Did a few things with spindashing:
* Fixed bug where being pushed off a platform whilst charging a spindash would leave you in your charging frames instead of your rolling ones when you hit the ground (http://gfycat.com/MassiveThreadbareItalianbrownbear for how it works now, http://gfycat.com/MarvelousEnlightenedAuk is how it used to work)
* Fixed bug where spindashing on top of a bubble spawnpoint led to you being able to move around in spindash frames (no gif since obvious desired behaviour is obvious)
* Spindash animation speeds up the faster you'll shoot off.
* The spin charging mechanism is now scale-independent, and only multiplies by scale when shooting off - less FixedMul calls, and potentially deals with weird quirks of changing scale whilst spindashing that nobody's discovered because there's no place to find that in the main game!

Also:

* Climbing animation defaults to rolling instead of walking, because what.
2016-08-30 15:00:01 +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 f34a28e80e Removed a hack that caused the groundpound spinfire to hurt you if you lost your shield. 2016-08-21 13:55:16 +01:00
toasterbabe 7786ef43e8 Okay, did a bunch of stuff. Getting ready to create a merge request, but not quite there yet.
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
2016-08-18 20:09:35 +01:00
toasterbabe 67f8a1295e Couldn't justify my hack in the long run, so it's back to adding and removing MF_NOCLIPTHING instead of the player pointer.
I DID make some steps towards re-implementing PIT_CheckThing for solids only in order to replace the hack long-term and hopefully use less CPU, but is currently disabled via #if 0 since I'm not comfortable changing the function signature of P_CheckPosition right now.
2016-08-16 17:49:20 +01:00
toasterbabe 612575620b Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes.
(After talking to Alam, we can't have floats anywhere near P_ functions, so.)
2016-08-13 14:16:06 +01:00
toasterbabe 9e38f44f34 Rob requested a reversion of the NiGHTS camera changes on exiting the level, so here we go. 2016-08-12 21:24:17 +01:00
toasterbabe de77dc4413 Fixed a bug where NiGHTS form didn't properly account for changing skins mid-flight (devmode, maybe mp if standing on ground - haven't checked there)
Also as a consequence, DEFAULTNIGHTSSKIN is #defined in r_things.h instead of p_user.c.
2016-08-12 19:18:50 +01:00
toasterbabe 8b519631f8 * Keep the camera still when ending a NiGHTS map. http://gfycat.com/ComplicatedComposedAoudad
* Correcting an earlier oversight with the SPR2_ defaulting system for super forms.
2016-08-12 15:40:17 +01:00
toasterbabe 9c02c81095 Now that it's not 3am, here's some fixes to what I pushed last night.
* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
2016-08-12 14:42:22 +01:00
toasterbabe 0c3256fa14 NiGHTS is now spr2-ised. i'll upload the relevant files and etc to the ftp
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)

ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
2016-08-12 02:57:37 +01:00
toasterbabe 8f5258fc22 Two changes to the supercolor stuff.
* Don't allow arbitrary numbers to be used for a skin's supercolor, only strings.
* Devmode is no fun allowed mode, so turn off the god hyper flash there.
2016-08-10 20:31:18 +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
toasterbabe 7b5fbad6a7 Changes to match the new default value and to make player acceleration perfectly match what it was previously. 2016-08-10 00:31:16 +01:00
toasterbabe 4ccb3b88d0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/p_mobj.c
2016-08-10 00:10:18 +01:00
toasterbabe aa93f8a25c Refactored the movefactor changes that made the player go Looney Tunes style on ice. 2016-08-10 00:05:46 +01:00
toasterbabe bc7389327a Mario invincibility colours now span solely the saturated colours (no white to black, no peach, no brown) 2016-08-09 13:59:31 +01:00
toasterbabe c678220857 New S_SKIN attribute - "camerascale", another float. Acts as a scale modifier to t_cam_dist and t_cam_height. 2016-08-06 23:18:37 +01:00
toasterbabe ad03bb5278 Force Shield's air ability is now the Drop Dash (thanks, Sonic Mania, for making me like the momentum redirection idea by recontextualising it to collision with the ground only!)
* Press spin in midair to make the shield flash solid repeatedly and make a number of ding noises.
* When the player with a flashing, dinging shield hits the ground, they are sent off in spinning form at the maximum of 2*abs(momz) VS the 3D hypotenuse of momx, momy, and momz.
2016-07-23 18:25:51 +01:00
toasterbabe ac2ff5e386 CA_MELEE. Mostly complete.
* When moving slowly, P_InstaThrust at S_SKIN's maxdash forward, and set momz to S_SKIN's mindash upwards. Plays a tok noise (not thok). Hurts enemies/bosses, busts spikes/monitors/all types of bustable blocks.
* When moving quickly... doesn't do anything yet, but WILL do a slide.

Also, P_DoSpinDash is now renamed to P_DoSpinAbility, and CA_TWINSPIN users can bust all bustable blocks on collision too.
2016-07-17 21:31:15 +01:00
toasterbabe 4168fc02cb Decided the forcing of S_PLAY_FALL when PF_THOKKED was present wasn't that great. 2016-07-17 18:57:03 +01:00
toasterbabe 4bd56b82be Better multiability support.
* CA_TWINSPIN - you can do it multiple times
* CA_DOUBLEJUMP - your jump height is reduced each time, like in Kirby games. The number of extra jumps once you've left the ground that are available is determined by the character's actionspd.
2016-07-17 17:41:44 +01:00
toasterbabe df8568642e Dashmode users can break spinbust blocks when dashing, twinspin users can break both spinbust and Knuckles-only blocks when twinspinning. 2016-07-17 16:34:07 +01:00
toasterbabe 898e17a441 SF_MACHINE characters create boss explosions on death.
Also, the gravity of drowning characters has been reduced to look more natural.
2016-07-16 23:26:52 +01:00
toasterbabe 8cb8990863 Merge branch 's_skinprovements' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-07-16 22:44:01 +01:00
toasterbabe f757fb3545 SF_MACHINE. Currently only changes drowning, but could do more.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.

These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
2016-07-16 22:43:49 +01:00
Alam Ed Arias 4e064dc335 whitespace: cleanup 2016-07-16 16:05:00 -04:00
Alam Ed Arias e393b12cec Merge branch 'master' into s_skinprovements 2016-07-16 16:04:10 -04:00
Alam Ed Arias 4e322af6cb whitespace: cleanup 2016-07-16 16:03:32 -04:00
toasterbabe d8065fa525 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
# Conflicts:
#	src/d_player.h
#	src/dehacked.c
#	src/info.c
#	src/p_user.c
2016-07-16 17:23:25 +01:00
toasterbabe 94490623b5 Cleanup of P_CheckUnderwaterAndSpaceTimer's conditional checks for future PF_ROBOT changes, where characters like Metal make electric zaps instead of bubbles. 2016-07-16 17:11:34 +01:00
Monster Iestyn 9b15247191 Merge branch 'dashmode' into 'master'
Dashmode

This branch Metal Sonic's abilities (CA_DASHMODE) to the game.

See merge request !26
2016-07-16 12:09:20 -04:00
toasterbabe 226785dcd6 Putting the swim animation checks in one place. 2016-07-16 14:45:22 +01:00
toasterbabe cc35a5e1c1 Ported CA_HAMMER from new-character-actions in a way that takes advantage of all of the non-hardcodey things I've added in this branch.
Also, it's called CA_TWINSPIN because that's more inoccouous.
2016-07-16 13:55:12 +01:00
toasterbabe 824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
toasterbabe c2aba46298 New S_SKIN attributes.
* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
Alam Ed Arias b347ed2ca6 Merge branch 'public_next' into master 2016-07-11 15:52:27 -04:00
Alam Ed Arias 59fd7bbe46 Merge branch 'public_next' (early part) into private 2016-07-11 15:50:06 -04:00
Alam Ed Arias 0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
toasterbabe 7c63a96bf1 Logic error. Now works as described previously. 2016-07-10 20:03:08 +01:00
toasterbabe 8431f64300 A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.

Also, a minor change:

* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 18:41:38 +01:00
toasterbabe cee37819cd Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE.
* S_PLAY_PEEL, S_PLAY_SUPER_PEEL.
* PA_PEEL.
* Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
2016-07-09 14:52:49 +01:00
toasterbabe 0fefd86d1e More generic name for P_ElementalFireTrail upon MI's request 2016-07-08 22:56:17 +01:00
toasterbabe ec85357643 Didn't properly use the #defined numangles constant. 2016-07-08 22:05:13 +01:00
toasterbabe f8dd9b64ab Elemental shield ability now coded. REQUIRES NEW PATCH.DTA FROM THE FTP.
- Press spin in midair to stomp directly downwards (losing horizontal momentum), creating a flickering fireball around you.
- No bouncing on enemies, item boxes, etc - just go straight through.
- Hurts other players on touch whilst you're stomping.
- Spawns a bunch of flames around you when you hit the ground.

Also:

- Electric shield's ability now uses different sounds, because I'm picky.
2016-07-08 21:55:17 +01:00
toasterbabe 95ac0fa9a0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-07-08 13:20:24 +01:00
toasterbabe c5ca1a8f24 The dashmode struct variable now has a cap, per a Wolfs request. 2016-07-07 01:40:28 +01:00
toasterbabe 64ef2798a2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
# Conflicts:
#	src/d_clisrv.c
#	src/d_clisrv.h
2016-07-07 01:08:51 +01:00
Inuyasha 26b3f2e0dc Merge branch 'toast_slopes' into 'next'
Some slope improvements/fixes (plus P_GetMobjGravity)

Dear Red, I did some things.

* Made the slope flag SL_NOPHYSICS actually have an effect like we wanted to, but didn't get around to implementing yet - activated by setting the slope's linedef flags to have ML_NOSONIC.
* Made downhill slope thrusts proportional to an object's gravity and friction.
* To make the above happen - seperated out the gravity value finding code in P_CheckGravity into a seperate function, P_GetMobjGravity. (p_mobj.c, p_local.h) I also made this function available to Lua.
* Turned those PANIC n console messages (which would inevitably be followed up with a crash, since we're accessing invalid memory immediately after) into a descriptive I_Error.
* Put the SRB2CB type-shimming behind an ESLOPE_TYPESHIM ifdef.
* Removed SPRINGCLEAN-ifdef'd code.
* Cleaned up some eosteric comments.
* NEW SINCE RED +1'd THIS: The teetering code now takes slopes into account pretty well. There are edge circumstances as outlined in commit 9d221f4f3f, but this is unilaterally better behaviour in every way and the teetering code was kind of a mess anyways.
* NEW SINCE RED AND ALAM +1'd THIS: P_ReverseQuantiseMomentumToSlope. Simple function that replaces the inverse angle stuff (which also wasn't using InvAngle, just ANGLE_MAX - angle - which is inaccurate!!)

Current testing files available at /toaster/slptst3.wad and /toaster/gravitytest.lua on the ftp.

I want to do more to the branch like implement SL_ANCHORVERTEX in the near future, but this is probably safe to merge in its current state.

See merge request !77
2016-06-22 19:03:58 -04:00
toasterbabe 20ffbbdc41 Climbing now supports one-sided linedefs.
The whole thing needs a refactor in general, but it's almost 2am here, I need my sleeb, and this fix would probably break something with 2.1 climbing if I made it any more/less (depending on viewpoint) complicated.
2016-06-20 01:50:47 +01:00
toasterbabe fa58993bda Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into toast_slopes
# Conflicts:
#	src/p_user.c
2016-06-19 16:59:49 +01:00
toasterbabe 1147428904 Revert "Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot."
This reverts commit 19b186e52e.
2016-06-19 16:38:11 +01:00
toasterbabe f5f2c4ad48 Revert "Okay, NOW I fixed the compile error. Forgot to stage this."
This reverts commit 1723bb55f9.
2016-06-19 16:38:04 +01:00
toasterbabe 2c676eea43 P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
2016-06-12 19:27:34 +01:00
toasterbabe 1723bb55f9 Okay, NOW I fixed the compile error. Forgot to stage this. 2016-06-09 15:24:23 +01:00
toasterbabe c5ff41d6a6 Fixed compile error and placed the #undefs for xsign and ysign in more logical places. 2016-06-09 15:20:45 +01:00
toasterbabe 19b186e52e Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot. 2016-06-09 15:16:25 +01:00
toasterbabe 7af14c20ed Everywhere in the code that was doing things wrong has been changed.
Two interesting points of note:
* The touchspecial sector flag seems to actually do its job now.
* Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways).
* There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general.
2016-06-09 14:56:24 +01:00
toasterbabe 17e0adcbac Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00
toasterbabe 0b920ee249 You know that problem where you bumped on the edges of Mario blocks and Bustable blocks and Bouncy FOFs sometimes? Wham. Bam. In the van.
Issue was caused by attempting to traverse the sector's thing-touching-list across all the things in the sector (which would inevitably have the same sector as the first node in mobj->touching_sectorlist) instead of traversing the thing's sector-touching-list (which has the same thing but different sector references).

I wonder how many times AJ copypasted this code with absolutely no idea why it wasn't working properly. I'll figure that out tomorrow, maybe set up some compiler macros so this mistake is never made again. For now, I must sleeb.
2016-06-09 00:02:50 +01:00
toasterbabe 51c769247a Compiling fixes. 2016-06-07 19:44:43 +01:00
toasterbabe aa113045d7 MI pointed out opportunity for more optimisation, and who could resist? 2016-06-07 18:18:47 +01:00
toasterbabe 9df72a966e Some simplifications after MI pointed out that the sector heights are the only thing accessed outside of the iteration. 2016-06-07 17:55:03 +01:00
toasterbabe 9d221f4f3f Teetering now supports slopes properly.
Behaves ALMOST as you'd expect. It gets the z position of the slope at the player coordinates when it comes to the sectorlist check (which is first), though, so there's a few oddities that are amplified with steep slopes:
* If the slope's sloping away from you at a steep angle, you might not be able to step down onto it, but you won't teeter (because it's at a step-down-able height if it extended to directly beneath you)
* If the slope's sloping towards you at a steep angle, you might end up in teetering frames when you're able to step down onto it (because it's NOT at a step-down-able height if it extended to directly beneath you)

HOWEVER, it would be pretty obnoxious to hold back code which is functionally superior in every way otherwise, and it doesn't really seem like there's a good way to get that checked tbph
2016-06-07 17:37:25 +01:00
toasterbabe 1e6b213d6c Okay, this is way beyond the scope of the branch... but low-friction surfaces (ice, oil, etc) now:
* Actively impede your acceleration
* Make your animation speeds faster whenever you're moving (to give off that Looney Tunes effect)

The former change is something that was present in the few low-friction circumstances in the classics, and makes low-friction surfaces more of an active challenge. The latter change is just something I did for fun to more clearly communicate that things are different with the physics here.

High friction surfaces DO NOT involve any of this, since it ended up basically cheesing their existing gameplay.
2016-06-03 17:26:50 +01:00
toasterbabe fa002e58ad Did a bunch of things to/for slopes.
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here?
*The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling.
*Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases.
*As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe?

Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
2016-05-31 15:01:19 +01:00
Monster Iestyn 09ac79d75f Merge branch 'master' into damage-control 2016-05-27 16:53:21 +01:00
Alam Ed Arias e5a14d859e Merge branch 'public_next' into private 2016-05-27 11:37:09 -04:00