Commit graph

321 commits

Author SHA1 Message Date
toasterbabe cc4d780371 Making things more scale-friendly (but it's not perfect...) 2016-10-24 18:40:48 +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
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 c54d62851c Okay, this is a MUCH better solution than PF_JUMPDAMAGE. 2016-10-23 16:04:02 +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
Monster Iestyn dd5fa80839 Merge branch 'master' into damage-control 2016-10-22 14:55:06 +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
Monster Iestyn 3bc29919c2 Merge branch 'public_next' 2016-10-20 16:38:39 +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 51ffa6d5ea Kill an overlay if the target is removed between P_AddOverlay and P_RunOverlays. 2016-10-17 21:23:58 +01:00
toasterbabe beecd72a22 BUBBLE BOUNCE ANIMATION 2016-10-17 20:39:22 +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 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 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 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
Monster Iestyn 303648bf3b Merge branch 'horizontal_fix' into 'master'
Fixes to horizontal spring collision

Fixed various issues arising from collision with exclusively horizontal springs. Thamks to @Inuyasha for the heads up! Of note:

* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with (CA_DOUBLEJUMP && CA2_MULTIABILITY) or CA_FLOAT or CA_HOVER no longer lose track of their jump count.

Also:

* Upped the strength of info.c's red and yellow horizontal springs.

See merge request !41
2016-10-07 17:28:54 -04:00
Monster Iestyn 9160c8aeb4 Merge branch 'animate_global' into 'master'
FF_ANIMATE additions: globally synced animations

FF_GLOBALANIM = makes the animation synced to the level's timer, so all objects will display the same frame at the same time

![](https://dl.dropboxusercontent.com/u/3518218/22/srb22-0008.gif)

I mean, doesn't that look so much prettier?

There's also some changes to FF_MIDDLESTARTCHANCE (FF_ANIMATE behavior was split due to not acting consistent between that and SPR2 behavior).

See merge request !46
2016-10-07 17:27:53 -04:00
Inuyasha 482f60e5bc warning: suggest parentheses around arithmetic in operand of '|' 2016-10-03 00:51:18 -07:00
Inuyasha 0fdfb1a472 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into animate_global
# Conflicts:
#	src/p_pspr.h
2016-10-03 00:27:49 -07:00
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 cdaab7ec9f * Upped speed of info.c's red and yellow horizontal springs
* Turn off friction for the one tic after touching a spring
2016-09-30 16:00:34 +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 afb22b968b FF_GLOBALANIM for synced animations
and a few other frame flag changes
2016-09-30 03:20:57 -07:00
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 34d56561e4 Fixed MORE problems with landing on slopes. 2016-09-29 20:44:05 +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 5a048df3d5 Messed up the indentation royally. 2016-09-29 13:07:24 +01:00
toasterbabe c786dbda78 Improved the way GFZ3 Eggman slows down in the air when MF2_SKULLFLYing. 2016-09-29 13:06:07 +01:00
toasterbabe bf7ed0b9e9 I call this... the GFZ3 Unfuckening.
* GFZ3 Eggmobile's laser won't change its angle when you move left and right anymore.
    * Changed because its ability to move quickly was extremely punishing for new players (see ProJared's youtube video on the matter).
    * http://gfycat.com/PassionateUnknownAgama (the twitching on the third laser has been fixed since this was recorded)
* GFZ3 Eggmobile will, when too far away from the ground and moving upwards, slow itself down vertically.
    * This was punishing and annoying for both old and new players alike.
    * http://gfycat.com/ShabbyAncientEarthworm (old values - the typical settling height is slightly lower now)
2016-09-29 12:36:20 +01:00
toasterbabe 9a2dd50e4d ...I should really check what I'm doing more thoroughly, sorry. 2016-09-27 19:03:57 +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 55d8b419e2 MI's last few reccomendations fixed. 2016-09-27 17:51:17 +01:00
toasterbabe 8881a413f3 Fixed that really annoying bug where you disappear when spindashing on top of a FOF whilst wearing a multi-layer shield.
(the problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this issue sooner.)
2016-09-27 17:17:23 +01:00
toasterbabe e801c581d3 Fixed off-by-one error with the relationship between FF_ANIMATE's var1/number of frames, FF_MIDDLESTARTCHANCE, and P_RandomKey. 2016-09-27 11:50:48 +01:00
toasterbabe cf9ea19d11 Tweaked P_SetScale so it allows radii and heights set by Lua (and the skin's radius) to be kept, and tweaked the contents of the last commit to match. 2016-09-27 11:32:34 +01:00
toasterbabe 28f5e7d1bc Did I not commit this fix? Woops. 2016-09-26 12:25:10 +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 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 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 394ed30f44 Fixed the problem with the reverseplatform_clipping branch that caused springs to fall through platforms, as tested by Wolfs in TD. 2016-09-22 21:08:36 +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 f844fb3460 More strenous checking of ability for these animations in preparation for something I wanna try... 2016-09-10 21:00:57 +01:00
Monster Iestyn 31b9e762e1 Merge branch 'public_next'
# Conflicts:
#	src/p_mobj.c
2016-09-05 21:28:43 +01:00
Alam Ed Arias b949f49c68 Merge branch 'master' into next 2016-09-04 20:51:45 -04:00
Wolfy 484bb9535c Merge branch 'more-slope-fixes' into 'next'
More slope fixes (aka sorry guys I made another quick SUGOI fix)

Another slopes fix branch!

This branch currently includes a fix for:
* Knuckles gliding into a slope while in 2D mode causes him to try to "climb" on air above them, if the original non-sloped height is higher. Unfortunately he still tries to grab onto places that he can't really climb on, but at least now it's on the slope itself and not in mid-air lol. This issue is encountered in SUGOI's Retro Hill Zone, if you want to check for yourselves.
* Bustable FOF-busting code for both players AND pushables not accounting for slopes
* (Unrelated to slopes): Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on; I added this fix as a bonus because I encountered it in a test map of mine for the bustables fix

(Other fixes may or may not appear here in the near future, I haven't decided yet. Don't wait on me to get in any further fixes before merging, that said)

See merge request !110
2016-09-04 19:34:29 -04:00
Wolfy 58df0e76c3 Merge branch 'nights_bugfixes_i_almost_put_in_internal' into 'next'
Last-minute NiGHTS exiting bugfix

One single-line fix concerning the end of NiGHTS maps. Extremely small, literally zero side effects here, the only reason I'm not committing directly to master (aside from ettiquette) is that I don't have the ability to do so.

* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2). This is no longer the case.

See merge request !100
2016-09-04 19:27:12 -04:00
wolfy852 2d94256490 Shut the compiler up 2016-09-03 16:05:45 -05:00
toasterbabe 5bb0b5684e More irrelevant negation reduction, sorry. 2016-09-03 15:46:38 -05:00
toasterbabe 6ff75d2aa1 Double negation becomes single negation, with handy comment! 2016-09-03 21:37:52 +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
Monster Iestyn 8f02c50c10 Fix players and pushables not accounting for slopes on bustable FOFs 2016-09-02 21:41:45 +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
toasterbabe c07f273af0 Fixed some oversights with the spindash dashspeed changes 2016-08-30 16:41:00 +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
toasterbabe 3bad307e2d Sorry, Inu. 2016-08-28 20:46:56 +01:00
toasterbabe e8775419d1 Removed now-irrelevant braces. 2016-08-28 14:09:15 +01:00
toasterbabe 25ab977862 ...didn't realise P_InsideANonSolidFFloor checks for FF_EXISTS itself, so HM 2016-08-28 14:06:20 +01:00
toasterbabe c0f5f22b6a Suggested improvement by MI on irc. 2016-08-28 13:51:32 +01:00
toasterbabe 50ce152c69 Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe. 2016-08-28 13:19:17 +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
Alam Ed Arias 0264fd24ae @MonsterIestyn: Should probably be returning true then 2016-08-14 10:43:44 -04:00
RedEnchilada 55b8ef9f64 More stepping upward fixing ugh 2016-08-14 00:03:00 -05:00
RedEnchilada 758c77fe53 Fixed non-players having fucked slope stepup/down 2016-08-13 17:45:23 -05:00
toasterbabe 7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +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 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 c9227dfbed Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-06 12:34:26 +01:00
toasterbabe 436dfbb24f Crashed in THZ1 when testing going down the long section at the end, EIP blames this line, wasn't really necessary in the first place... fair enough. 2016-07-23 21:37:32 +01:00
toasterbabe d0bb7293bd Maximum Drop Dash speed of 75*FRACUNIT. 2016-07-23 21:01:40 +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
Alam Ed Arias 7b88db478c Merge branch 'public_next' into private 2016-07-21 19:22:30 -04:00
toasterbabe f1311c515d Making FF_MIDDLESTARTCHANCE more useful for FF_ANIMATE animations. 2016-07-19 13:45:31 +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