Commit Graph

1042 Commits

Author SHA1 Message Date
Louis-Antoine fb28ede660 Rename R_IsPointInSubsector to R_PointInSubsectorOrNull/Nil
The old name made it really easy to accidentally read
R_IsPointInSubsector as R_PointInSubsector, and anyway it
didn't even make sense...
2020-01-22 16:58:57 +01:00
Tatsuru 9e4c519cad In-map visual indicator 2020-01-19 19:02:03 -03:00
fickleheart 4ca44f2d57 Bosses need dropshadows too 2020-01-17 00:16:15 -06:00
lachwright 28c466a0a5 Reset pmomz after transfer to momz 2020-01-16 22:56:01 +08:00
fickleheart 1e2a4c2cce Allow starpost Parameter to dictate order 2020-01-11 22:26:20 -06:00
fickleheart ba8ff3d502 Add mobj shadowscale property 2020-01-11 18:24:08 -06:00
fickleheart 4e5f49c60d Fix player shadows while on rope hangs etc 2020-01-11 17:39:53 -06:00
toaster 80b801e91e Mario brick blocks are likely to always have square sectors dividing seperate bricks, so allow them to be busted individually. 2020-01-10 11:43:41 +00:00
James R ced5ca81a4 Merge branch 'rollout_consistency' into 'next'
Rollout Rockonsistency

See merge request STJr/SRB2!655
2020-01-09 16:20:34 -05:00
Alam Ed Arias 71c2ee3850 whitespace cleanup 2020-01-09 16:19:12 -05:00
toaster 004cfb45aa Allow Rollout Rocks that are being ridden to:
* Break bustable FOFs like pushables.
* Activate pushable-counting executor activators.
* Get pushed by currents/wind.

This takes advantage of the previously-existing hack relating to objects with MF_PUSHABLE infotable (but not active) flags and a nonzero fuse, which is used as the condition to group this under (rather than MT_ROLLOUTROCK specific fuckery).

Thanks to the bug report submitted by our kirbs pal for getting me off my ass this evening.
2020-01-08 22:36:29 +00:00
MascaraSnake 45404f7f27 Merge branch 'next' of git.magicalgirl.moe:STJr/SRB2 into next 2020-01-08 08:43:55 +01:00
MascaraSnake 031e7cfb82 Fix a condition in the flame jet thinkers I accidentally messed up 2020-01-08 08:43:36 +01:00
James R 0597d0ccbd Merge branch 'dashmode-tweaks' into 'next'
Dashmode tweaks

See merge request STJr/SRB2!646
2020-01-08 01:10:44 -05:00
lachwright 01b8bd21cc Dashmode tweaks:
- Remove the ability for non-SF_MACHINE players in dashmode to break spikes and monitors
- Replace instances of dashmode magic numbers with dashmode constants
- Add dashmode constants to dehacked.c
2020-01-07 15:38:48 +08:00
Tatsuru 360e8f28b4 ifdefs make indenting confusing 2020-01-07 01:24:04 -03:00
Tatsuru 07f9ddc45a Don't fuck with the fuse if it's negative 2020-01-05 23:41:22 -03:00
Tatsuru fce1313517 No comments 2020-01-05 23:19:52 -03:00
Tatsuru 664bce71de :amybruh: 2020-01-05 23:18:38 -03:00
Jaime Passos 7676f11112 Merge remote-tracking branch 'origin/next' into respawndelaygametyperule 2019-12-30 12:09:45 -03:00
MascaraSnake bb9093ff57 Merge branch 'kill-zshift' into 'next'
Eliminate all unnecessary uses of ZSHIFT

See merge request STJr/SRB2!580
2019-12-29 08:35:52 -05:00
Jaime Passos e63f77ea1a Merge remote-tracking branch 'origin/next' into respawndelaygametyperule 2019-12-28 21:39:38 -03:00
Jaime Passos 45af6d8899 Rename GTR_MATCHEMERALDS to GTR_POWERSTONES. 2019-12-28 19:49:34 -03:00
lachwright 5ed1dc5410 Remove MF_NOTHINK from join-breaking referenced objects 2019-12-29 03:01:09 +08:00
MascaraSnake e71d07fa8e Merge branch 'next' into kill-zshift
# Conflicts:
#	src/p_mobj.c
2019-12-27 08:11:04 +01:00
Jaime Passos c0390f5186 Merge remote-tracking branch 'origin/next' into rotsprite2 2019-12-26 20:27:29 -03:00
James R e6532b9bad Merge branch 'gametype-clownery' into 'next'
Custom gametypes

See merge request STJr/SRB2!566
2019-12-26 18:08:41 -05:00
Monster Iestyn ca5a4d90e0 Fix mixed declaration-and-code compiling error 2019-12-26 21:59:09 +00:00
Alam Ed Arias e823441e31 Merge branch 'next' into mobjthinker-refactoring 2019-12-26 14:50:35 -05:00
Alam Ed Arias 61a0197339 Merge branch 'next' into gametype-clownery 2019-12-26 14:48:04 -05:00
Alam Ed Arias c0d6cd8599 Merge branch 'kill-zshift' of git.magicalgirl.moe:STJr/SRB2 into kill-zshift 2019-12-26 14:43:03 -05:00
MascaraSnake 855f5da6c9 Make P_RespawnSpecials call P_SpawnMapThing instead of trying to do everything itself 2019-12-26 20:13:56 +01:00
Alam Ed Arias e8431e168a Merge branch 'next' into kill-zshift 2019-12-26 12:49:04 -05:00
Alam Ed Arias 4906cd4331 ISO C90 fixup 2019-12-26 12:44:47 -05:00
Alam Ed Arias 50379dac85 cleanup buildbot error 2019-12-26 12:27:15 -05:00
James R 70f08007eb Correct the check for rings on thing 604 - 607
The original code used a switch case, not AND 1. :V
2019-12-25 15:23:19 -08:00
MascaraSnake de7575416a P_FlagFuseThink: Use mt->z instead of mt->options >> ZSHIFT 2019-12-25 11:17:57 +01:00
MascaraSnake f4c6068ab1 P_MovePlayerToSpawn: Use mthing->z instead of mthing->options >> ZSHIFT 2019-12-25 10:59:12 +01:00
Jaime Passos 7e5ec552ee Merge remote-tracking branch 'origin/next' into gametype-clownery 2019-12-25 06:09:00 -03:00
MascaraSnake 12d30b7acc Use mthing->z instead of mthing->options >> ZSHIFT in particle generator setup 2019-12-25 09:46:09 +01:00
MascaraSnake 64df10f7be P_MobjThinker: Separate fuse handling into its own function 2019-12-25 00:36:24 +01:00
MascaraSnake 6032aa3cd1 P_MobjThinker: Separate MF2_FIRING handling into its own function 2019-12-25 00:18:12 +01:00
MascaraSnake 5d89e915c6 Continue cutting up P_MobjThinker into multiple functions 2019-12-25 00:14:53 +01:00
Jaime Passos 3622829504 Merge remote-tracking branch 'aaaaaaaa/next' into gametype-clownery 2019-12-24 17:55:46 -03:00
MascaraSnake ddccfbd73d P_MobjThinker(): Separate scale thinking and scenery thinking into their own functions 2019-12-24 21:07:55 +01:00
Jaime Passos c61c1e2514 Turn the babysitting deterrent into its own rule. 2019-12-24 16:30:18 -03:00
MascaraSnake 0aa3c9b0a3 Fixed missing break in offset handling for horizontal springs 2019-12-24 13:01:17 +01:00
MascaraSnake 13eb71e1ee Fixed missing break in offset handling for horizontal springs 2019-12-24 12:58:12 +01:00
MascaraSnake a57f903933 Move bonus time handling into new function P_SetBonusTime() 2019-12-24 12:52:43 +01:00
MascaraSnake ac3a57aaf5 Allow P_SpawnItemRow to spawn different item types in the same row 2019-12-24 12:47:44 +01:00
MascaraSnake 72a1571937 Allow P_SpawnItemCircle to spawn arbitrary mobjtypes (will be used in UDMF) 2019-12-24 12:38:16 +01:00
MascaraSnake 2dac47a54c Allow P_SpawnItemRow to spawn arbitrary mobjtypes (will be used in UDMF) 2019-12-24 12:19:13 +01:00
MascaraSnake dd01fce1a8 Separate P_SpawnHoopsAndRings into different functions:
-Hoops are spawned in P_SpawnHoop
-Item patterns are spawned in P_SpawnItemPattern
-Ring-like items are spawned normally via P_SpawnMapThing
-Bonus time items are spawned via P_SpawnBonusTimeItem, which is a wrapper for P_SpawnMapThing
2019-12-24 10:50:49 +01:00
Jaime Passos 89b4a558a8 Merge remote-tracking branch 'origin/next' into gametype-clownery 2019-12-23 23:08:16 -03:00
MascaraSnake ffd6cf4aca Replaced functions for spawning premade rows of rings with a function for spawning a generic row of rings (groundwork for UDMF) 2019-12-24 00:10:29 +01:00
MascaraSnake 50dd0a71db Turn size and number of items for item circle into function parameters (in preparation for UDMF) 2019-12-23 22:58:58 +01:00
MascaraSnake 6939da0164 Turned nightsreplace into a macro so we have don't have to keep dragging it along as a function parameter 2019-12-23 21:35:03 +01:00
MascaraSnake 24f8d4ef51 Made a mapthing-independent version of P_GetMobjSpawnHeight so P_SpawnHoopsAndRings subfunctions can use it instead of duplicating code. 2019-12-23 21:17:12 +01:00
MascaraSnake 2b3922a8f3 Set mthing->mobj before the flags handling code, since at this point the setup can't fail anymore 2019-12-23 20:12:45 +01:00
MascaraSnake eab5f8c851 P_SpawnMapThing(): Separate handling of MTF_AMBUSH and MTF_OBJECTSPECIAL in its own functions 2019-12-23 19:08:40 +01:00
MascaraSnake e382c2e094 P_SpawnMapThing(): Separated the giant post-Lua hook switch-case statement into its own function, and separated some of the larger cases into their own function as well 2019-12-23 18:59:11 +01:00
MascaraSnake 8ddd078b20 P_MapThingSpawn(): Move early returning/substitution code into their own functions 2019-12-23 17:28:21 +01:00
MascaraSnake e90eb9a5e7 Move P_GetMobjtype above first use 2019-12-23 16:54:26 +01:00
MascaraSnake 6a69aa4ffa Separate handling of non-mobj mapthings in P_SpawnMapThing into its own function 2019-12-23 16:53:45 +01:00
MascaraSnake 112b15cca2 Add P_GetMobjtype for finding the mobjtype for a given mapthingnum 2019-12-23 14:45:43 +01:00
MascaraSnake 21dcbc856c Split up P_SpawnHoopsAndRings() into subfunctions 2019-12-23 12:42:09 +01:00
MascaraSnake efb47b3786 Move spawning of ring-like items into its own function, use P_GetMobjSpawnHeight() 2019-12-23 12:07:03 +01:00
MascaraSnake 97adf3e246 Merge branch 'next' into hoop_refactor
# Conflicts:
#	src/p_mobj.c
2019-12-22 18:12:58 +01:00
MascaraSnake dacd5614f9 Make both NiGHTS hoop types use the same spawning code.
As a result, the old generic hoops now use 24 sprites instead of 32.
2019-12-22 17:37:54 +01:00
Jaime Passos 4ad1727b66 Don't spawn End Level Signs without the GTR_ALLOWEXIT rule 2019-12-19 17:06:07 -03:00
Jaime Passos f4bb618f93 Organise rules 2019-12-19 16:12:10 -03:00
Jaime Passos 0accadf02f Merge remote-tracking branch 'origin/next' into gametype-clownery 2019-12-19 02:15:45 -03:00
Jaime Passos 5daedc70e7 Special Stages/token stuff 2019-12-18 22:46:17 -03:00
Jaime Passos 7c3cde4564 How did I mess this up? 2019-12-18 15:23:41 -03:00
Jaime Passos 7768e2c7f9 More spectator tweaks 2019-12-18 15:14:24 -03:00
Jaime Passos d3d91726f5 GTR_EMERALDHUNT and GTR_SPAWNENEMIES 2019-12-18 14:57:42 -03:00
Jaime Passos 299f2bd8cd GTR_TEAMFLAGS 2019-12-18 11:43:50 -03:00
Jaime Passos ea5e0d28ed More gametype rules yay!! 2019-12-18 01:54:45 -03:00
Jaime Passos c6f36fc470 un-ROTSPRITE rollangle and spriteinfo 2019-12-17 13:09:25 -03:00
James R 4da57653eb Merge branch 'spawn_z_refactor' into 'next'
(UDMF prereq.) Spawn Z refactor

See merge request STJr/SRB2!536
2019-12-16 23:21:07 -05:00
MascaraSnake bcfd9fe504 Cleaned up GetMobjSpawnHeight a bit. Ring-likes no longer ignore MF_SPAWNCEILING, because why should they? 2019-12-15 00:22:17 +01:00
Nev3r c5d8fe4752 Fix oversight on mapthing spawn Z calculation; ONFLOORZ and ONCEILINGZ don't equal to spawning the object at the base plane intersection. 2019-12-12 15:04:48 +01:00
Tatsuru d40359ee02 Hugging now requires being in the same Z position
Don't try this at home
2019-12-11 19:13:22 -06:00
Nev3r d34fd4b755 Epic oversight in upside-down spawn offset. 2019-12-11 15:48:44 +01:00
Nev3r d2cbdd4fb1 Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now. 2019-12-11 11:10:31 +01:00
Nev3r 584348b91e Do not use mapthing flags to spawn hoops and rings; use the the previously set mapthing Z instead. 2019-12-11 10:13:52 +01:00
Nev3r ca6a7ffbb3 Fix NiGHTS bumpers height. 2019-12-10 18:53:49 +01:00
Nev3r 8466dc5813 Move mobj spawn Z calculating to a separate function. 2019-12-10 18:03:15 +01:00
toaster 0bd1399c52 Revert paperprojection, but keep it as a #define in case someone fixes it in a patch. 2019-12-07 10:22:10 +00:00
MascaraSnake a3549cc8f2 Merge branch 'datestuff' into 'master'
Date stuff

See merge request STJr/SRB2Internal!618
2019-12-06 16:10:36 -05:00
Steel Titanium d415cd5c6d
Update copyright date on source files 2019-12-06 13:49:42 -05:00
lachwright 4a26aec031 Actually fix F12 issues 2019-12-07 02:27:48 +08:00
lachwright e7574957bc Hopefully fix F12 issues 2019-12-07 01:52:40 +08:00
Alam Ed Arias 3120c99eeb Fix compiling for MSVC 2019-12-05 12:38:50 -05:00
MascaraSnake 6928763961 Merge branch 'nullplayerslopelaunch' into 'master'
Fix slope launch with NULL player causing SIGSEGV.

See merge request STJr/SRB2Internal!595
2019-12-04 17:07:04 -05:00
MascaraSnake 01da9f7f16 Merge branch 'tokenultimate' into 'master'
Fix tokens not spawning in ultimate mode

See merge request STJr/SRB2Internal!594
2019-12-04 17:06:43 -05:00
toaster 7f82d7451d Fix slope launch with NULL player causing SIGSEGV. 2019-12-04 12:13:27 +00:00
toaster c843f22a24 Spawn tokens in ultimate mode now they no longer give you rings on successful special stage completion. 2019-12-03 23:21:36 +00:00
Alam Ed Arias b5738620c1 Fixup compiling errors 2019-12-02 12:12:26 -05:00
toaster 0d4158bbd0 Fix the flung Brak not being removed on deathpits. 2019-11-30 10:29:51 +00:00
MascaraSnake 0d433b9e51 Merge branch 'brakyeet' into 'master'
This Black Eggman? ***YEET*** (resolves #399)

Closes #399

See merge request STJr/SRB2Internal!575
2019-11-30 05:21:55 -05:00
toaster c2bd91af50 Discovered this was wrong when working on the config for brakyeet, MS objected to the hack so he's updating the tutorial map accordingly. 2019-11-30 10:12:45 +00:00
toaster 339907fd5d This Black Eggman? ***YEET***
Resolve issue #399 in the silliest way possible: by having Brak be yeeted off the platform by an explosion at his feet, preventing the downed mech from being anywhere near the escape pod.
2019-11-29 21:55:25 +00:00
MascaraSnake ebcb17d607 Merge branch 'sleepwalkin' into 'master'
Sleepwalkin (resolves most of #382)

Closes #382

See merge request STJr/SRB2Internal!567
2019-11-28 16:08:40 -05:00
MascaraSnake 2495e58bdb Merge branch 'campokes' into 'master'
Camera pokes (resolves #359, #363, and #383).

Closes #359, #363, and #383

See merge request STJr/SRB2Internal!566
2019-11-28 14:21:18 -05:00
toaster 803b22a3e7 Change required for Tails' tails to behave like falling sprite. 2019-11-27 13:54:13 +00:00
toaster ae84246721 Fix camera not being flipped when camera is stopped due to game design hack reasons (resolves #383). 2019-11-27 13:37:03 +00:00
LJ Sonic c29540a201 Merge branch 'exit-move-lj' into 'master'
No more drowning with exitmove now.

See merge request STJr/SRB2Internal!563
2019-11-27 08:17:22 -05:00
MascaraSnake 73bb913ec9 Merge branch 'paperprojection' into 'master'
Papersprite projection tweak

See merge request STJr/SRB2Internal!535
2019-11-25 16:53:48 -05:00
MascaraSnake 8adcea56c3 Merge branch 'minusflip' into 'master'
Have Minus rotate in mid-air

Closes #326

See merge request STJr/SRB2Internal!532
2019-11-25 16:43:49 -05:00
toaster 71e74ca363 Fix a bunch of shit with MP special stages!
* Prevent an infinite quantity of Emeralds being spawned when P_GiveEmerald is called while a MP Special Stage is in session (resolves #347).
* Fix FuriousFox's ridiculous timer on special stage spawn (mentioned in the comments of the previous issue) by correctly marking spectator players in special stages as finished, and preventing the underflow.
2019-11-25 14:33:15 +00:00
toaster 3594623891 Courteousy of fickle, an adjustment to papersprite rendering that prevents the object's x1 and x2 being slightly off where they should be. Not perfect, but absolutely better than it was!
Also, tweak the Minecart segment spawning position, since this was originally placed based on the awkward rendering.
2019-11-24 16:42:13 +00:00
lachwright 9a7979d841 Have Minus rotate in mid-air 2019-11-24 22:29:26 +08:00
Louis-Antoine 032f53ce07 Prevent drowning after completing the level 2019-11-19 22:44:33 +01:00
toaster 2bba25c1e1 As selected by Nev3r, implement option 2: Proximity Bastard for the Sea Egg to resolve #303. 2019-11-19 15:59:24 +00:00
James R f3e66f7b58 dist is unused 2019-11-18 15:53:30 -08:00
MascaraSnake 7dc3484e5d Merge branch 'dragonbomber' into 'master'
Dragonbomber

See merge request STJr/SRB2Internal!489
2019-11-18 17:10:30 -05:00
MascaraSnake 1365ef49b3 Merge branch 'jester-fireball' into 'master'
Mario fireball by Jester (resolves #296)

Closes #296

See merge request STJr/SRB2Internal!487
2019-11-18 15:56:33 -05:00
MascaraSnake baaec6f191 Merge branch 'nightstail' into 'master'
NiGHTS tail

See merge request STJr/SRB2Internal!482
2019-11-18 15:41:52 -05:00
lachwright f786a8dbf6 Important fixes & mine lob speed reduction 2019-11-18 22:57:26 +08:00
Jaime Passos 64939816fb Fireball 2019-11-17 21:25:17 -03:00
lachwright cf53e255eb Remove tester console prints 2019-11-18 05:31:26 +08:00
lachwright b721c035f8 Add Dragonbomber enemy 2019-11-18 05:23:59 +08:00
toaster 0c98fb746c Add some NiGHTS animations which default to normal player sprite2s to the existing player->panim set list, which makes Tails' tails appear due to how P_DoTailsOverlay is coded (assuming the skin is Tails, requiring them to have SPR2_NFLY available). 2019-11-17 18:04:02 +00:00
toaster 52bd4b05e1 * Make the Egg Capsule only explode for one second, but have the number of explosions (and flickies) multiplied 1.5 times.
* If the player is spindashing when the level is exited, they will un-spindash. (Currently you get stuck in charging)
2019-11-15 15:20:36 +00:00
MascaraSnake 6c6d89ca57 Merge branch 'flickies_not_in_walls' into 'master'
Flickies not in walls

See merge request STJr/SRB2Internal!461
2019-11-14 18:07:19 -05:00
MascaraSnake b0786f12de Merge branch 'coop-item-respawn' into 'master'
Allow item respawn in co-op again

See merge request STJr/SRB2Internal!466
2019-11-14 18:06:32 -05:00
MascaraSnake 8f6890025c Merge branch 'secretstuff' into 'master'
The letter

See merge request STJr/SRB2Internal!438
2019-11-14 17:49:23 -05:00
Louis-Antoine 18dc6013ed Disable item respawn in NiGHTs levels 2019-11-14 21:21:42 +01:00
Louis-Antoine ffd9cfebe6 Allow item respawn in co-op again
Why was it even disabled anyway.
2019-11-14 16:37:09 +01:00
toaster a3de6d21c4 * Add a "moveforward" param to P_InternalFlickySpawn, which controls whether to spawn the flicky a little in front or behind of the object making it.
* Expose this via additional upper-16-bits flags of A_FlickySpawn.
* Use this to make Snailers not spawn their flicky inside the wall they're attached to.
* Make the behaviour of Egg Capsules more consistent mechanically regarding the flicky spawning, using the above as one relevant element.
2019-11-13 20:14:08 +00:00
MascaraSnake d9558fb724 Merge branch 'atz-hazards' into 'master'
Azure Temple Zone hazards, round 2

See merge request STJr/SRB2Internal!437
2019-11-12 18:05:44 -05:00
toaster 5729ba3cd2 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into metalrecording
# Conflicts:
#	src/p_user.c
2019-11-12 21:56:46 +00:00
MascaraSnake 3580977eb3 Merge branch 'elementalgoop' into 'master'
THZ goop and Elemental (Resolve #260, I hope?)

Closes #260

See merge request STJr/SRB2Internal!419
2019-11-11 11:42:19 -05:00
MascaraSnake 049e599f2e Merge branch 'spinny-sign' into 'master'
Papersprite end signpost

See merge request STJr/SRB2Internal!442
2019-11-11 11:39:56 -05:00
MascaraSnake 41b95437da Merge branch 'rvz-cleanup' into 'master'
RVZ1 lag reduction

See merge request STJr/SRB2Internal!445
2019-11-11 11:29:53 -05:00
MascaraSnake 7c7fc35ec5 Merge branch 'deathlaunch' into 'master'
Fix players being launched by slopes and pmomz when dying.

See merge request STJr/SRB2Internal!452
2019-11-11 11:22:12 -05:00
MascaraSnake 2e1e9b13d9 Merge branch 'magicalmovingfire' into 'master'
Magical moving fire

Closes #278

See merge request STJr/SRB2Internal!453
2019-11-11 11:18:20 -05:00
toaster 8e2cb88576 Lach wanted to do this, but we might have a release candidate before he gets back, so did it myself.
Make the wall transfer while spinning PF_SPINNING|PF_THOKKED. This:
* Prevents PF_MULTIABILITY players from using their ability after a wall transfer.
* Has a more specialised case which allows players to roll after having wall-transferred while spinning.
* (side effect) allows modders to apply PF_THOKKED any time for more controllable spinning.
2019-11-09 17:49:26 +00:00
toaster d8b14e54c9 Resolve #278. 2019-11-08 21:43:39 +00:00
toaster 24e5ccec0b Fix players being launched by slopes and pmomz when dying. 2019-11-08 19:40:40 +00:00
toaster bb182b9ec7 Resolve #283. 2019-11-08 13:58:53 +00:00
lachwright c43551384d Reduce RVZ particle spawns when no players are in proximity 2019-11-07 16:00:44 +08:00
lachwright 5e03d40b33 New end-of-level signpost logic 2019-11-04 16:28:44 +08:00
toaster 67f5b2245f Secret stuff. (I intend to keep candid discussion of this outside of any commits; you'll see me write up a comment describing what's going on here soon.) 2019-11-01 15:48:50 +00:00
lachwright 7c08cd69fa WIP new states for Glaregoyle 2019-10-31 00:32:19 +08:00
toaster 04f400e048 Give the clone fighter's vectorisation colour, rather than forcing greyscale. 2019-10-29 23:24:00 +00:00
toaster 4d55a9f4a9 Metal Sonic battle improvements.
* Tweaked to use new sprites.
* Jet fume behaves much closer to Lach's wonderful work.
* Instead of clobbering tracer to spawn powerup overlay, use hprev.
* Change timings. One second less to charge up, but two seconds less to spin them out.
* Remove terrible pinch overlay in favour of new dashmode-mimic flashing.
2019-10-29 23:11:12 +00:00
toaster 2d1a574e09 * Add a death animation for killing the Metal object, in case somebody wants to Lua up a Sonic CD style race finish for the Metal object, or in case of the following...
* Add an alternate DEMOMARKER for ending the Metal Recording on death, which kills the Metal object as well.
* Add some more relevant exceptions to the "most objects are removed when touching a deathpit" thing, primarily for the sake of ghosts and Metal playback.
2019-10-29 17:38:14 +00:00
toaster f0f8b544de * Add thok auras to Metal playback.
* Add height changes to demos and Metal playback (to properly place thok aura relative to object).
* Fix followmobj recordings in reverse gravity (done via more strenuous flag setting + info height serialisation).
* Make RA ghosts fade in from start tic, and go colorized on their final one.
* Fix thok auras potentially doing bad things if they're set to MT_NULL.
* Add sprite change support to Metal playback.
* Re-enable some stuff I previously disabled for Metal recording/playback.
* Make ALL objects spawned with skins properly acknowledge that their spawnstate's frame is a sprite2, rather than just specific objects.
* Fix placement of Metal Sonic fume in reverse gravity.
* Since not backwards compatible with the previous test build, increment DEMOVERSION again. (Don't worry, we've got like 65524 more versions allowed before we run out of possible DEMOVERSIONs...)
2019-10-29 15:32:22 +00:00
lachwright 9436993a3e Implement new states for Buggle, the new Aquabuzz 2019-10-29 15:32:03 +08:00
toaster 1906709cf2 * Improve the Metal Sonic recording/playback system.
* Make the skin to record with Metal rather than Flesh Sonic. (Allowed even if not unlocked!)
    * Make the object that plays back the recording actually use the Metal skin, rather than just a seperate spriteset. (The boss will still need the spriteset, though.)
    * Actively record the player's sprite2, frame, and followmobj, just like regular ghosts do.
    * Disable dashmode while recording, for a fairer race.
    * Fix a probably long-standing bug where, while recording, being "hurt" would get Metal stuck in pain frames until they physically left the area of hurt.
    * Always start Metal recording in wait frames for bonus taunting.

Other relevant changes:
* Increment DEMOVERSION *again*.
* Improve the Record Attack ghost followmobj recording to accomodate Metal's jet.
* Increase the datatype width of spritenum_t read/write for Record Attack ghosts because SUGOI 4: Back With A Revengance will probably also use more than 255 sprites alone.
* Return to standing frames (or prolong them if you're in them, rather than going to wait frames) if the player rotates on the spot with enough force.
    * This was specifically done *for* Metal recording, but I decided it looked good enough to enable all the time.
2019-10-28 22:12:47 +00:00
toaster 2439b2cb32 More consistent momentum handling for "groundpounding" shield abilities (elemental, bubble) in THZ goop. 2019-10-27 13:37:14 +00:00
James R 634292a5fc Differing signedness comparison 2019-10-25 21:44:34 -07:00
MascaraSnake 03c5b70fc5 Merge branch 'newmenus' into 'master'
Better looking menus, nametags and much more. (Resolves #245 and #244 and #252)

Closes #245, #244, and #252

See merge request STJr/SRB2Internal!389
2019-10-25 17:46:16 -04:00
toaster f2596ab0bb Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into object_tweaks
# Conflicts:
#	extras/conf/SRB2-22.cfg
2019-10-25 20:32:15 +01:00
MascaraSnake 829706a090 Merge branch 'walltransfermove' into 'master'
Let players move after spinning off a wall transfer

See merge request STJr/SRB2Internal!412
2019-10-25 15:20:20 -04:00
lachwright 2d458059c8 Don't fuck nojumpspin characters who are capable of rolling 2019-10-25 18:51:41 +08:00
lachwright d5b1467e79 Put player in jump state after spinning during a wall transfer 2019-10-25 18:48:40 +08:00
toaster 4ff46d14dd Added an experiment with an alternate CEZ3 pinch behaviour (but keep it disabled because it was kind of boring). 2019-10-24 19:55:02 +01:00
toaster ea0fe50f5a Fix CEZ3's first phase being cheated by Fang. 2019-10-24 19:33:03 +01:00
toaster c8629c2aab Adjust hardcoded skin numbers for character-related events, to fit with the re-ordered skins. 2019-10-19 18:16:52 +01:00
toaster 920736ac8b Grouped ports from object_tweaks.
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
* Put diagonal blue spring in config.
2019-10-19 15:57:01 +01:00
toaster 8e9ada1093 * Add `MT_BANPYURA` and `MT_BANPSPRING` to `dehacked.c`.
* Correct spelling of `MT_BANPSPRING`.
2019-10-18 20:32:35 +01:00
toaster ad09f2603d * New object types!
* Red and yellow Boost panels!
        * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better.
        * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif
        * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes.
        * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability!
    * Banpyura!
        * A Crushstacean with a spring instead of a crushclaw.
        * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif
        * Wanted this for a while, finally added it.
* Improved springs.
    * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground.
    * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity.
    * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
    * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN.
* Make directionchar "lag behind" a little bit in waterslides.
* Improved flame jets.
    * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1!
* Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!)
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Improved ZB config.
    * Add above new types.
    * Add Blue Diagonal Spring, which existed in the source but not the config.
    * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-18 18:33:45 +01:00
MascaraSnake d735e1b9c2 Merge branch 'rvz-hardcode' into 'master'
RVZ hardcode

Closes #178

See merge request STJr/SRB2Internal!357
2019-10-12 09:37:23 -04:00
MascaraSnake 68a82c3849 Merge branch 'amycameo' into 'master'
Amy for Frozen Hillside (full pitch in description)

See merge request STJr/SRB2Internal!356
2019-10-12 07:16:26 -04:00
MascaraSnake 0f562d27d7 Merge branch 'fastgoop' into 'master'
Increased THZ goop speed by 25%

Closes #229

See merge request STJr/SRB2Internal!367
2019-10-12 03:10:26 -04:00
toaster 1560453797 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into rvz-hardcode
# Conflicts:
#	src/p_map.c
2019-10-10 17:51:29 +01:00
MascaraSnake 7fedde9811 Merge branch 'promiscuousplanes' into 'master'
Headbumps and associated

Closes #242

See merge request STJr/SRB2Internal!360
2019-10-10 02:36:10 -04:00
toaster 1155a7c3a0 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into rvz-hardcode
# Conflicts:
#	src/p_mobj.c
2019-10-08 19:43:43 +01:00
toaster 4870107974 Increased THZ goop speed by 25%, per Cobalt's script. (Hardcoding it was way more difficult than it looked, I'm rusty at my maths :V ) 2019-10-08 16:38:53 +01:00
MascaraSnake 0fceb66e71 Make the Pyrefly glowing and damaging in its fire-spawning state 2019-10-07 22:23:52 +02:00
MascaraSnake 8062422f13 Fixed wrong sound being played by Pyreflies with Ambush 2019-10-07 19:11:36 +02:00
toaster 5bbc31c18f Merge branch 'acz-fixes' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into acz_touchups
# Conflicts:
#	src/p_enemy.c
2019-10-06 15:18:59 +01:00
toaster a5704238c7 Resolve #242 by adding SF_TRIGGERSPECIAL_HEADBUMP, enabled by ML_EFFECT2.
Also, readd SF_INVERTPRECIP, which was done in a random branch last year and then lost because it was never merged. Enabled by ML_EFFECT1.
2019-10-06 14:34:25 +01:00
MascaraSnake defffd667e Fixed and simplified the big fern leaf spawning code 2019-10-06 14:18:27 +02:00
MascaraSnake 17a2d1071c Spawn big fern leaves relative to angle 2019-10-06 10:30:22 +02:00
MascaraSnake 357baeaa60 Added gravflip support to lavafall, Pyre Fly and Pterabyte 2019-10-05 22:20:48 +02:00
MascaraSnake 16d077fde3 Coins don't melt in lava and lavafalls have displayoffset 1 2019-10-05 20:00:54 +02:00
MascaraSnake 99220ae48b Fixed a typo 2019-10-05 10:45:24 +02:00
MascaraSnake cabc4e0294 Implemented lava splish. Feel free to suggest a different "splish" sound. 2019-10-05 10:00:59 +02:00
MascaraSnake 5c1fabfaae Lava is now either completely solid or completely intangible. No more half-assing 2019-10-01 21:58:18 +02:00
toaster f224e03e1d Amy cameo for Frozen Hillside. Wait for the MR, I'll make a fuller pitch there... 2019-10-01 18:19:37 +01:00
MascaraSnake 5460e0e1f9 Merge branch 'master' into acz-fixes 2019-09-30 20:50:33 +02:00
MascaraSnake d301d2bba4 Fixed a bug with the ring lava melting 2019-09-29 23:22:38 +02:00
MascaraSnake 4375ea8089 Lava now melts rings! 2019-09-29 23:11:21 +02:00
MascaraSnake c00144a4f8 Pterabyte: Don't target players who are invincible after being hurt 2019-09-29 19:29:34 +02:00
MascaraSnake 26ecab14d7 Implemented the Pterabyte grabbing mechanic 2019-09-29 18:42:17 +02:00
MascaraSnake 598047ae8b Hardcoded the Pterabyte (without the grabbing mechanic) 2019-09-29 10:39:09 +02:00
toaster 55a2f1ee1f Merge branch 'bossprovements' into 'master'
ACZ3 intro

Closes #217

See merge request STJr/SRB2Internal!346
2019-09-27 08:55:19 -04:00
toaster 40a7b67a86 Merge branch 'dsz3shockwave' into 'master'
Deep Sea Zone 3 hardcoding

Closes #185

See merge request STJr/SRB2Internal!349
2019-09-27 08:54:57 -04:00
sphere bc128dffdc Fix compiling errors, thanks to toaster. 2019-09-26 23:15:52 +02:00
lachwright 264c60fb70 P_SetTarget fixes, added SPR_SHCK to hw_light.c 2019-09-27 02:13:02 +08:00
toaster ec1712064c * Add vwre vwre intro for Fang Clone Fighter battle. (Still skipped with presence of MTF_AMBUSH)
* https://cdn.discordapp.com/attachments/428262628893261828/626792815451701259/srb20006.gif
* Add fadeout instead of slapstick for Fang Clone Fighter death.
* Allow placed Fang and Metal Sonic objects to be marked as Clone Fighters always through presence of MTF_EXTRA.
2019-09-26 17:06:29 +01:00
lachwright 0cd3e4fd62 Hardcoded DSZ3 shockwave 2019-09-26 05:27:51 +08:00
lachwright fb9248793a Fix errormode compilation error 2019-09-25 23:09:05 +08:00
lachwright c1750d9359 Fixes shield ability usage when pressing spin on ACZ ropes (and also changes flame shield angling) 2019-09-25 22:36:48 +08:00
toaster 2a452ddcf5 Remember when Lach recorded their live reaction to 2.2 so far? Do you recall what the reaction to ACZ3 was?
If you don't, the reaction was "WHAT?? Why is he here? This is GREAT but, what??" And while the reaction is on the positive end of things, it's stll clearly not advisable for our defining Big Reveal of the already huge update.

To this end: Here is a mini cutscene! https://cdn.discordapp.com/attachments/428262628893261828/626207624043429898/srb20005.gif
* He's digging through Eggman's trash.
* Clearly doesn't expect to see you!
* Ready for a fight all the same.
* You can attack him during the mini cutscene if you're impatient.
* Skipped if you give him MTF_AMBUSH.
* Requires new assets (including map) to test, but I'm not ready to make a MR yet because I have other thoughts first.

Also, since I was poking around in p_enemy.c, I fixed A_Boss1Laser's issues (not working with direct 2.1 port states and having the weird secondary attack).
2019-09-25 14:36:20 +01:00
toaster 7da89e3bc9 Merge branch 'camerafix' into 'master'
Camera fixes

Closes #105

See merge request STJr/SRB2Internal!303
2019-09-20 11:51:30 -04:00