Commit Graph

43 Commits

Author SHA1 Message Date
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 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 ac5c8f10e9 Merge remote-tracking branch 'public/lua-32bit-changes' into next
Conflicts:
	src/lua_mobjlib.c
2015-06-18 10:22:07 -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
STJrInuyasha 45515df790 Make sure "word" in readlevelheader gets reset
... because some things (Lua. custom header entries) move it.
https://mb.srb2.org/showthread.php?t=40580

(Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
2015-06-13 15:56:28 -07:00
Yukita Mayako 36cf4c1bd2 Fix comma error. 2015-06-09 19:53:35 -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
Yukita Mayako c16516ef0d Partial revert.
This partially reverts commit a1c67e7e67.
2015-05-29 17:22:31 -04:00
Yukita Mayako b17e39a701 Add missing string constants. 2015-05-29 15:52:38 -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
Yukita Mayako e9c1771017 Add new spindash animation.
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -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
JTE ef0e61fc33 Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.

I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
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
Wolfy 55bfb4ffe8 Re-fix the server global variable in Lua 2015-04-08 13:46:30 -04:00
MonsterIestyn d915a8142d Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -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 965bd2f694 Crawlas now use only one state for looking each 2015-03-31 17:56:06 -04:00
JTE 7964f3b044 Removed the need to add "Status = 1" to all new Character select entries for it to become active.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
MonsterIestyn 16b2dc3b54 Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:20 -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
MonsterIestyn c93ae69d9d Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -06:00
JTE 272d8e3f91 Removed the need to add "Status = 1" to all new Character select entries for it to become active.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:59 -06:00
JTE 2e8a5a3495 Updated dehacked.c to match info.h new player states.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8996 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:54 -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 Arias 8bee6bef59 Make sure clear_conditionsets feeds in 1 to MAXCONDITIONSETS instead of 0 to MAXCONDITIONSETS-1, so that M_ClearConditionSet can use them all properly AND clear all condition sets properly.
Apparently the mistake also caused myargc to be cleared in Linux64 SDL2 (as pointed out by that ilag11111 guy on GitHub), so that should be fixed now too.
2015-01-09 23:55:56 -05:00
Alam Ed Arias 73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias 404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Wolfy 8a4ec56ef5 Merge the dedicatedserver and server global variables
Previously in Lua, dedicatedserver would only return true if the player running the script was the one hosting the dedicated server. In all other cases, it would return nil. This fixes it to point to the server host no matter what.
2014-09-05 20:23:32 -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
wolfy852 39ce16a468 Add the Jump Thok ability for use by custom characters 2014-07-05 02:50:07 -05:00
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 15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
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 b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00