Commit Graph

174 Commits

Author SHA1 Message Date
Inuyasha 908907d668 Merge branch 'spr2stuff' into 'master'
Sprite2 changes

Some stuff!

* Lua access to sprite2.
    * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* FF_ANIMATE support for sprite2s. The var2 of the state works identically to normal FF_ANIMATE, but var1 is completely disregarded - it just runs all of the frames available to that one sprite2 animation set.
    * As a result, a bunch of states which were either not previously animatable or had animated at constant speed now get animation without state changes.
* P_SetMobjState now supports sprite2 defaulting like P_SetPlayerMobjState does.

See merge request !51
2016-11-13 16:59:26 -05:00
toasterbabe 20677c7a66 * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* All Lua-originated sprite2 settings are now forced through P_GetMobjSprite2. Makes sense because of SPR2_JUMP, which none of the main characters have sprites for yet all use.
* Cleaned up P_GetMobjSprite2 to not set irrelevant, otherwise-unused variable.
2016-11-11 23:23:41 +00:00
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
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 4997564d30 I like this timing more. 2016-10-12 23:55:16 +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 71b7db4e0d Refinements to flashing. 2016-10-12 22:06:12 +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
Monster Iestyn 0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +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
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 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 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
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 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 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 8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias 765d68899f Merge branch 'master' into next 2016-07-11 16:10:40 -04:00
Alam Ed Arias b347ed2ca6 Merge branch 'public_next' into master 2016-07-11 15:52:27 -04:00
Alam Ed Arias 0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
toasterbabe 0fefd86d1e More generic name for P_ElementalFireTrail upon MI's request 2016-07-08 22:56:17 +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
Alam Ed Arias 4d6a3e3398 FUNCMATH fun 2016-06-12 16:08:48 -04:00
toasterbabe 661da15146 Reinforcing encapsulation I originally broke down to allow for P_GetMobjGravity.
When I first wrote this, I thought the .h file that contained a function declaration needed to have the same name as the .c file the function was in. Now I know that's not the case, off to p_local.h with you.
2016-06-09 18:16:13 +01:00
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 398dbed4ed Merge branch 'public_next' into master 2016-05-07 11:35:05 -04:00
Monster Iestyn d31fd95d75 Armageddon & Sparkles confusion is no more, DMG_NUKE exists to sort that out now 2016-04-07 22:02:52 +01:00
Monster Iestyn e8a4d7b7b8 Fix replay camera not being turnable when climbing, sliding ...and several other things.
If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
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
Inuyasha e7ff405c52 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/hardware/hw_md2.c
#	src/p_mobj.c
#	src/p_mobj.h
2016-02-29 00:14:16 -08:00
Inuyasha 1bdd4cf641 backport state-animations from internal master to public next
most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Monster Iestyn 69550e98fe Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
It helps make P_UpdateSpecials less messy-looking anyway.
2016-01-14 16:32:30 +00:00
Inuyasha c81571f0af Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors 2016-01-13 19:27:59 -08:00
Inuyasha 265a607b58 rewrite of monitors to accomodate repeat use monitors.
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
2015-12-31 08:38:23 -08:00
Monster Iestyn 08c0c7676c Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
It helps make P_UpdateSpecials less messy-looking anyway.
2015-10-11 21:01:04 +01:00
Monster Iestyn 7dcf0d3d09 Fix an error from match-balancing being merged in. Apparently match-balancing also doesn't have a prototype for P_StealPlayerScore for whatever reason. 2015-10-01 20:02:44 +01:00
Yukita Mayako ba77b235d1 Merge branch 'match-rebalancing' into damage-control
Conflicts:
	src/p_inter.c
	src/p_user.c
	src/st_stuff.c
2015-09-30 20:40:27 -04:00
Alam Ed Arias 6ad1086128 Merge branch 'public_next' into master 2015-09-03 15:58:16 -04:00
Yukita Mayako 2fb03a7cff Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
Conflicts:
	src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
Alam Ed Arias c0ae3fa895 Merge remote-tracking branch 'private/public_next' into private_master 2015-08-14 18:26:33 -04:00
Monster Iestyn fa935be129 Fixed the issue where diagonal springs couldn't teleport you to their centers anymore (guess whose fault that was! =D ). Basically I just made P_DoSpring boolean, which probably could be useful to Lua peeps as well. (it returns true if you were sprung, false if not) 2015-07-28 19:28:51 +01:00
Alam Ed Arias fb5cba78d3 Merge branch 'public_next' into private
Conflicts:
	src/p_mobj.c
2015-06-18 10:54:53 -04:00
Monster Iestyn b88600dac6 tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako 4a1f0ce91c New attract shield active
Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
Yukita Mayako c6c4ab7c53 New emerald behavior in Match.
No longer turns you super, instead emeralds steal points
from enemy players and give you (and relevant teammates)
an invincibility + super sneakers monitor.
2015-05-27 02:39:46 -04:00
Yukita Mayako b6a8df557e New Match weapon/ammo dropping method.
P_PlayerWeaponPanelOrAmmoBurst will go through all of the
player's weapon rings and either drop the weapon panel itself
(with no ammo attached, and no ammo taken away!) OR if the
player has ammo but no weapon, it drops the ammo instead
(and you lose it).
2015-05-27 02:39:37 -04:00
RedEnchilada a9dba0ffd1 Condense GetFloor/CeilingZ into fewer functions, and use macros for the rest 2015-05-24 11:27:52 -05:00
RedEnchilada 3f8e7b1739 Revert/remove unused/broken junk from original slopes port
m_vector removal to come later. The little thing commented out in it
is so I could revert the weird tables.c change.
2015-05-22 20:57:58 -05:00
RedEnchilada 3d2b71b24c Make cameras properly collide with slopes 2015-05-21 09:36:20 -05:00
RedEnchilada d138f7e14f Collision with FOF slopes (might be unfinished, idk) 2015-05-17 11:53:28 -05:00
RedEnchilada 1f0f6b64c1 Store the slope an object is resting on (if applicable) 2015-04-29 00:33:04 -05:00
RedEnchilada 776b5254e6 Slope collision fixes 2015-04-29 00:29:51 -05:00
RedEnchilada 58dd6d42af Add P_GetFloorZ and P_GetCeilingZ as boilerplate to facilitate better slope collision
I have not used this anywhere in the code yet.
2015-04-27 13:18:12 -05:00
RedEnchilada 923fae476e Merge branch 'fury-gh/slopes' into angles
Conflicts:
	src/p_maputl.c
2015-04-19 15:56:55 -05:00
Ronald Kinard 91934d5aec Merge branch 'next' into internal-master
Synchronize the following MRs to internal:

 * STJr/SRB2!6
 * STJr/SRB2!8
 * STJr/SRB2!9
 * STJr/SRB2!10

Conflicts:
	src/doomdef.h
	src/p_map.c
2015-04-14 19:33:38 -05:00
RedEnchilada d2c74e1b13 Fix the west/south blockmap issue without fucking up huge maps 2015-04-08 21:32:07 -05:00
MonsterIestyn 34c396825f tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn e83fa3dc43 Partial damage system overhaul: P_DamageMobj, P_KillMobj, P_HitDeathMessages and P_RingDamage now all take a "damagetype" variable that determines what type of damage was dealt. Does not replace the "damage" variable, we'll have to see if that is worth keeping another time?
Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:18 -06:00
MonsterIestyn 55c1ad4368 tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:17 -06:00
Alam Ed Arias 73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Ronald Kinard 54f0d0c110 IN PROGRESS: porting eternity slopes from srb2cb 2014-11-18 18:45:57 -06:00
Alam Ed Arias 404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
wolfy852 a8f5406233 Add P_Telekinesis and P_IsFlagAtBase to Lua. 2014-05-25 21:41:05 -05:00
Wolfy f509c56e3c Unstatic P_DoSpring. 2014-05-24 12:49:15 -04:00
Wolfy 3f1038dcbe Unstatic P_SpawnSpinMobj. 2014-05-24 12:46:10 -04:00
Wolfy ed82755b6d Unstatic P_SpawnThokMobj. 2014-05-24 12:30:33 -04:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00