Commit Graph

1042 Commits

Author SHA1 Message Date
toasterbabe 26744c2a6b woops #1 2016-06-06 21:02:47 +01:00
toasterbabe 7f3f46860b Forward-port of the fix to the backwards port. 2016-06-06 20:57:50 +01:00
toasterbabe 7c0eee6ff1 The fix now takes reverse gravity platform step-up into account properly. 2016-06-06 20:53:29 +01:00
toasterbabe 356dd03234 Mario block improvements. (I JUST CAN'T STOP)
* Only change texture when stationary or moving down, for additional fidelity to source material. This has zero overhead, and actually might REDUCE lag in some circumstances... my nitpickiness wins again.
* Apply ML_EFFECT1 to it to make it invisible and intangible (removing (FF_SOLID|FF_RENDERALL|FF_CUTLEVEL) from it) from every side except the bottom. Becomes visible and tangible when it's hit once. Might fuck over players in mp, but really our Mario blocks are so high in the air (and we'd need to update Pipe Towers to take advantage anyways) that they're super unlikely to get a kill this way
* Checks for the Brick Block have been switched over to the presence of FF_SHATTERBOTTOM instead of checking for the source linedef's flags every time.
2016-06-06 18:30:58 +01:00
toasterbabe 60dd8dab3c Backported clipping fix for FF_REVERSEPLATFORM collision. 2016-06-06 18:11:23 +01:00
toasterbabe 316cb9c24f cvmem -> threshold, on MI's reccomendation (I NEVER SLEEP) 2016-06-06 02:17:48 +01:00
toasterbabe 2ffc06c0bc Fan particle generators now suck less!
For the object...
* Tag via its angle field
* Number of objects to spawn per tic around it via its z field, if zero then just spawn at center
* Is flipped if given MTF_OBJECTFLIP.

Now there's a linedef type 15!
* Tag is tag of object(s!)
* Object type set via concatenation of frontside textures, MT_PARTICLE is default
* The length of the linedef is the radius the particle is spawned out (zeroed if z field is 0)
* Frontside x offset is speed upwards
* Frontside y offset is number of degrees to turn each tic (zeroed if z field is 0)
* Frontside floor and ceiling heights are the heights in which the particle is bound through some fun mathematics and/or BDSM

Of course, not every story has a happy ending.
* A_ParticleSpawn no longer accepts objects via its var1 because of how specialised it's gotten. Considering it can be set via abuse of actor->cvmem, I don't consider this an issue. Maybe you might disagree.
2016-06-06 00:00:31 +01:00
Alam Ed Arias fc54ab5917 Merge branch 'master' into flat_alignment_revamp 2016-06-04 22:37:57 -04:00
toasterbabe 6f291d667e Bustable blocks revamped. I'm on a roll!
Linedef type 14 (Bustable block parameter)
* Applied to one of the linedefs of any FOF's control sector
* Concatenation of frontside textures is MT_ object type to spawn, defaults to MT_ROCKCRUMBLE1 if not present
* Sound played when being busted is object type's activesound
* Frontside x offset is spacing (in fracunits) of spawned particles, defaults to 32<<FRACBITS
* Frontside y offset is the fuse of spawned particles in tics, defaults to 3*TICRATE, if set to -1 assume infinite lifetime
* Effect 1/Slope Skew flag makes particles fly out

Linedef type 250 (Mario Block):
* No Climb flag turns it into a brick block (busts when hit from the bottom, player hits their head/fist/whatever, no more upwards momentum)
2016-06-04 18:59:24 +01:00
toasterbabe 52dd1c62c2 Duplicated constant removal. 2016-06-03 18:01:24 +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
Alam Ed Arias c23b40fa9c Merge branch 'public_next' into master 2016-06-02 18:39:08 -04:00
toasterbabe 882622d2e7 ...I made two major mistakes with P_GetMobjGravity.
*Didn't take into account object scale
*Doubled force when on the ground (ignore what the comment of the line I moved says, it was relevant for slopes...)

This also led to a mistake with slopes, where I was double-multiplying by the gravity constant to get half (because of a quirk of numbers...)
2016-06-02 16:42:07 +01:00
toasterbabe 1493537dfc Moved the standingslope check in P_ZMovement to after the FOF and height adjustment as it is in P_PlayerZMovement, as reccomended.
Doesn't actually stop Crawla jittering, but might as well make it happen for consistency's sake.
2016-06-02 14:39:41 +01:00
toasterbabe ad61050bb0 Whitespace removal. 2016-05-31 16:01:05 +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 2c73e2a2cd Fix flung emeralds not disappearing in death pits
(assuming it wasn't an intentional behaviour thing of course)
2016-05-29 16:47:38 +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 b51a1148d1 Merge branch 'public_next' into master 2016-05-25 10:21:55 -04:00
Alam Ed Arias 57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias 032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Alam Ed Arias 7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias a4b0f89caf MSVC: fixedup SDL2 build 2016-05-18 20:01:50 -04:00
Inuyasha ab7af594d9 Merge branch 'nights-hotfix' into 'next'
NiGHTS hotfix

Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them

These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.

See merge request !71
2016-05-18 07:09:05 -04:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn ea1cac8e24 Fix NiGHTS drill constantly starting if you're moving sideways on ground
Also disabled normal mobj friction from NiGHTS and tweaked bouncing code just in case?
2016-05-15 22:09:22 +01:00
Inuyasha a595f2369c fix infinite bounce rings 2016-05-12 13:52:41 -07:00
Alam Ed Arias be63e6b860 Merge branch 'public_next' into private 2016-04-30 11:51:55 -04:00
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 fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Monster Iestyn ac3de70c93 Merge branch 'slope-fixes' into 'next'
Slope fixes

This branch fixes the following slope-related physics and rendering bugs:

* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes

Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)

Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.

See merge request !50
2016-04-26 17:21:27 -04:00
Monster Iestyn c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Monster Iestyn e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Inuyasha 3b4b7a05fd Better CTF in splitscreen, no death message for spectators 2016-04-06 19:55:58 -07:00
Monster Iestyn b1e736242f fixed all compiling errors relating to ESLOPE being undefined 2016-04-06 22:19:39 +01:00
Monster Iestyn 1df25050be Merge branch 'next' into bp_random2 2016-04-05 17:26:05 +01:00
Monster Iestyn 93a1e46f1c Merge branch 'next' into slope-fixes 2016-04-05 17:19:28 +01:00
Monster Iestyn 7a369a5650 Turns out boss thing types re-setting mthing->z is a left-over from 1.09.4 and older versions
Apparently bosses and players used to use options >> 5 instead of 4 for z heights, or so it seems
2016-04-05 12:39:53 +01:00
Inuyasha 1db51f5a23 doomed# 750 shouldn't ever spawn objects 2016-04-03 19:49:27 -07:00
Inuyasha ac03ce39c8 *_Random is now *_RandomByte.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.

P_SignedRandom was moved to a macro. Nobody cared.

# Conflicts:
#	src/p_inter.c
2016-03-29 16:27:55 -07:00
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
Monster Iestyn 13f4ef2f34 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slope-fixes 2016-03-12 23:06:37 +00:00
Monster Iestyn accab7da6a Fixed precipitation not checking for slopes 2016-03-12 23:03:56 +00:00
Inuyasha b61959051e Revert "Revert "MF2_PUSHED is now MFE_PUSHED...""
This reverts commit 694220155e.
2016-03-09 01:30:52 -08:00
Inuyasha 317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
Inuyasha 6aa708b5af I don't think we need the BLUE_SPHERES define anymore... 2016-03-09 00:49:35 -08:00
Inuyasha 694220155e Revert "MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!"
This reverts commit c8c7878005.

# Conflicts:
#	src/dehacked.c
#	src/p_mobj.c
#	src/p_mobj.h
2016-03-08 21:30:12 -08:00
Alam Ed Arias 55a6355e15 Merge branch 'next' into slope-fixes 2016-03-07 16:45:51 -05:00
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 f10279d61b Very minor performance improvement. 2016-02-25 14:35:05 -08:00
Monster Iestyn 3802ec33de Fixed how dying players who were standing on slopes just jump off to the side 2016-02-23 22:53:24 +00:00
Monster Iestyn fa1bc5a09b Whoops forgot this for last commit 2016-02-15 20:55:57 +00:00
Monster Iestyn b5673ed101 Fix player spawning on slopes 2016-02-15 20:46:56 +00:00
Monster Iestyn ef6430c23e Fix respawning rings on slopes 2016-02-15 20:34:53 +00:00
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
Inuyasha 2b482324b4 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-02-03 18:11:51 -08:00
Monster Iestyn ccb0abb853 Diagonal ring springs should now be able to face any angle 2016-01-21 20:19:43 +00:00
Inuyasha 9ba43e1d01 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors 2016-01-15 02:20:34 -08:00
Inuyasha a4badcfe54 Revert the revert because it turns out Rob is a doofus
player.dta was in a sort of mishmashed half designed for one SPR2 layout and half the other.

This reverts commit cc0fbf1c1b.
2016-01-14 06:35:10 -08:00
Inuyasha cc0fbf1c1b Revert "Several changes to split jump anims from spin anims:"
This reverts commit 27b65e3569.
2016-01-14 04:57:17 -08:00
Monster Iestyn 529f5af614 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2016-01-13 22:50:16 -08:00
Inuyasha 24d1874fd6 Merge branch 'Rob-request-player-anims' into 'master'
Rob request player anims

[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point

See merge request !22
2016-01-14 00:52:26 -05:00
Inuyasha dcde68912a Merge remote-tracking branch 'remotes/origin/master' into repeat-monitors 2016-01-03 19:30:46 -08:00
Monster Iestyn 27b65e3569 Several changes to split jump anims from spin anims:
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
2016-01-03 18:19:11 +00:00
Monster Iestyn 8cad9a6dc8 We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
Inuyasha 98f652aca6 Big monitors are "Gold Monitors" now.
The useless ones have been removed, too, and they should always spawn as what they should regardless of settings.
By the way, graphics are at https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad
2015-12-31 15:29:08 -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 bb9488f2a2 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2015-11-23 21:04:33 +00:00
Monster Iestyn 368b458eee We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2015-10-10 17:57:35 +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 7092a24acd Merge branch 'new-animations' into 'master'
Oops. (Minor animation bugfix I forgot.)

Apparently I pushed this one commit to GitHub instead of SRB2Internal before the branch was merged...

Oops.

See merge request !8
2015-08-22 10:05:02 -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
Monster Iestyn 6bc1a5fdef Okay, major overhaul time!
*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched

Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though

Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
Alam Ed Arias 22433bcb54 Merge branch 'new-animations' into 'master'
New player animations (Updated player.dta Sonic)

Adds support for several completely new player animations, mostly for Super Sonic.

See merge request !5
2015-06-22 09:59:39 -04:00
Yukita Mayako 96241866bf Fix Super float anim bug.
This commit makes Super floating players break into
a normal walk again when they hit the floor, instead
of keeping their float animation on the ground.
2015-06-19 01:55:13 -04:00
Yukita Mayako 496662bec5 Super float animation.
When Super Sonic is "walking in the air", he has a
unique animation for it now which is similar to how
it looked in previous SRB2 versions.
2015-06-19 01:30:06 -04:00
Yukita Mayako ffec58c09c Add PA_EDGE to handle Super teeter animation bug.
States were being improperly checked where a panim
would be more appropriate.
2015-06-18 11:36:08 -04:00
Alam Ed Arias fb5cba78d3 Merge branch 'public_next' into private
Conflicts:
	src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias c4ac9643ad Merge branch 'goop-dampen' into 'next'
Goo Water (THZ Goop) adjustements

At Nev3r's request:
Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold.

The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly.

See merge request !7
2015-06-18 10:11:27 -04:00
Alam Ed Arias a03fc205b4 Merge branch 'hotfix-pltz' into 'next'
Re-add/fix broken platform momz mobj code.

The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.

Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv)

See merge request !14
2015-06-18 10:04:54 -04:00
Yukita Mayako fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -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 c16516ef0d Partial revert.
This partially reverts commit a1c67e7e67.
2015-05-29 17:22:31 -04:00
Yukita Mayako 8a261ea467 Fix sprite2 fallbacks.
It didn't work at all before, oops. :/
2015-05-29 15:40:49 -04:00
Yukita Mayako d2ef4d3e3c Add S_PLAY_SUPER_STUN and PA_PAIN
For Super Missiles, the Super Sonic player
has a seperate animation from normal pain.
2015-05-29 14:57:53 -04:00
Yukita Mayako d680cafc6e Add fallbacks for SPR2_ animations.
Every SPR2_ except for SIGN and LIFE now has a proper
fallback leading down to SPR2_STND.
2015-05-29 14:25:10 -04:00
Yukita Mayako a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Monster Iestyn c6ade27b6a Fixes to CTF flag respawning, particularly reverse gravity and z-positioning. 2015-05-29 14:59:13 +01:00
Yukita Mayako 213a0caa23 Hotfix amendment
Also gain velocity from walking off an "up" elevator normally?

This _looks_ incorrect because the camera stops matching
the platform movement the moment you step off, but I
assure you it is a correct and accurate movement.
(Try it with chasecam off.)
2015-05-29 05:47:01 -04:00
Yukita Mayako 3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
Yukita Mayako 98ba9ca140 Updated player->panims.
Added PA_JUMP and PA_RIDE to handle new Super jump
and ride, and added new animations to panim finder.
2015-05-29 01:48:56 -04:00
Yukita Mayako ff181d099c Add new player animations.
Added drowning to all players, and several new
Super animations for Sonic.

Removed A_Fall from S_PLAY_DEAD and moved its
effect into P_KillMobj for player avatars.
2015-05-29 00:56:02 -04:00
Yukita Mayako bed8dc4c7c Tails ringslinger buff.
Any character with CA_FLY will now throw rings 1.5x as fast.
2015-05-28 03:24:55 -04:00
Yukita Mayako 65f2d4b80f Add PF_SHIELDABILITY
This flag is used as a distinction between the
character ability CA_HOMINGTHOK and the attract
shield's active ability.
2015-05-27 05:59:42 -04:00
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 1c1acb9f0e Add emeraldspawndelay for Match "super"
Emeralds will not spawn while players are still
enjoying their victory dance now.
2015-05-27 04:02:44 -04:00
RedEnchilada e00d682185 Fix issue with objects getting stuck IN floors 2015-05-25 13:25:23 -05:00
RedEnchilada 5e18db79e9 Fix mobjs sometimes clipping through floors (whoops!) 2015-05-25 12:16:19 -05:00
RedEnchilada a9d49cd9fa Make all specials reliant on floor touch work right with sloeps
(I might've missed some, though)
2015-05-24 12:53:30 -05:00
RedEnchilada a9dba0ffd1 Condense GetFloor/CeilingZ into fewer functions, and use macros for the rest 2015-05-24 11:27:52 -05:00
RedEnchilada 89319b1c2a Dummy out m_vector and use m_fixed's functions instead
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -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 8c54ee44e7 Slopey physics for some things that aren't players
This is incredibly messy and probably needs redone differently at
some point, but... fuck it.
2015-05-22 12:33:12 -05:00
RedEnchilada f23f5d4379 Fix flat slopes eating jumps 2015-05-21 15:49:26 -05:00
RedEnchilada e24595ed52 Make the crumble check account for slopes for... some reason 2015-05-21 10:17:53 -05:00
RedEnchilada 3d2b71b24c Make cameras properly collide with slopes 2015-05-21 09:36:20 -05:00
RedEnchilada 7a3c5b3dd9 Scenery objects (notably, bubbles) now use slope when finding water surfaces 2015-05-20 19:21:44 -05:00
RedEnchilada 41573b118c I'm a dumbass 2015-05-17 12:36:06 -05:00
RedEnchilada d138f7e14f Collision with FOF slopes (might be unfinished, idk) 2015-05-17 11:53:28 -05:00
RedEnchilada 6fcdac494f Spawned things spawn relative to slope floor/ceiling heights now
This was a headache. :<
2015-05-16 00:02:01 -05:00
RedEnchilada 445e778309 Improvements to slope collision/landing/ejecting/fajitas 2015-05-15 12:35:54 -05:00
RedEnchilada b69678f1a6 PLACEHOLDER, DO NOT PUSH THIS COMMIT 2015-05-15 10:23:53 -05:00
RedEnchilada a3358479f0 Improvements related to slope collision, and quantize momentum properly for landing 2015-05-13 16:15:32 -05:00
RedEnchilada 79fedf91a0 Fix occasionally running into an invisible wall around slopes 2015-04-30 18:36:21 -05:00
RedEnchilada db883f6a23 Add a bunch of slope physics
I know giant commits all at once like this are a bad thing, but
too bad I worked without staging commits and now it's all here
at once :)
2015-04-29 00:35:54 -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
JTE 4f06650a1e Removed the small velocity boost you get for surfacing from goo.
This will prevent the goo from maintaining momentum for too long,
and shorten the amount of time before you stabilize on the surface.
2015-04-04 18:39:32 -04:00
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 c8c7878005 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 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
MonsterIestyn 234300d4b6 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:03 -06:00
JTE b2681984a6 Merge branch 'player-animations'
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -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 7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Ed Arias d6c29e19ab SRB2 2.1.10 release 2014-08-05 19:59:40 -04:00
Alam Ed Arias c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
wolfy852 d6b466b7dd Add skin flag for running on water 2014-07-05 03:23:49 -05:00
ilag 1af18c7013 Redo all changes I ended up losing trying to undo the mess I made.
Also, fix the issue pointed out by Alam.
2014-05-02 14:24:20 -07:00
Alam Ed Arias 8a9759a3e4 SRB2 2.1.8 release 2014-04-19 13:41:29 -04:00
Alam Ed Arias 02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias 32de698f5e SRB2 2.1.6 release 2014-03-24 22:17:59 -04:00
Alam Ed Arias 15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias 2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias 3e0b5ef1cd SRB2 2.1.1 release 2014-03-15 18:55:07 -04:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00