MascaraSnake
485a4e5035
Remove POLYOBJECTS and POLYOBJECTS_PLANES defines
2020-05-02 12:08:31 +02:00
MascaraSnake
7922306113
Merge branch 'more-thinker-refactor' into 'next'
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More thinker refactoring
See merge request STJr/SRB2!900
2020-05-01 05:47:14 -04:00
MascaraSnake
790affd13b
Merge branch 'next' into elevator-cleanup
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# Conflicts:
# src/p_saveg.c
2020-05-01 11:42:05 +02:00
MascaraSnake
be0959fa90
Remove bogus comments from p_saveg.c
2020-05-01 11:25:32 +02:00
Monster Iestyn
0d3876abf3
Merge branch 'next' into netarchive-cleanup
2020-04-29 15:27:07 +01:00
Monster Iestyn
2f0bf3860f
Don't discard const, added missing &
2020-04-29 15:24:28 +01:00
Monster Iestyn
d89d2505bb
Whoops the third
2020-04-29 14:45:52 +01:00
MascaraSnake
4f3d837835
Store "no bosses" setting for lasers in thinker instead of checking sourceline.
2020-04-27 13:09:57 +02:00
MascaraSnake
556c2a8c18
Store tag instead of sourceline in raise thinker
2020-04-27 12:54:08 +02:00
MascaraSnake
c026b707ce
Make new thinker loading functions set floordata/ceilingdata where necessary
2020-04-26 18:54:03 +02:00
MascaraSnake
82bf72f5e1
Remove obsolete stuff from elevator_t
2020-04-26 18:38:45 +02:00
MascaraSnake
f4282718dc
Accidentally changed the wrong SaveElevatorThinker call to SaveCrumbleThinker
2020-04-26 18:31:39 +02:00
MascaraSnake
554de0e0f5
T_StartCrumble refactoring, part 1
2020-04-26 16:51:14 +02:00
MascaraSnake
295ed303af
Make T_StartCrumble use its own thinker data structure
2020-04-26 11:55:10 +02:00
Monster Iestyn
7dda5f6b94
created P_GetFFloorID to get an "ID" of an FOF in its target sector (an opposite to P_GetFFloorByID you could say!), rewrote floor/ceiling rover archiving code to use both P_GetFFloorID and P_GetFFloorByID
2020-04-24 22:29:41 +01:00
Monster Iestyn
e406a7bef5
no diff3 needed for line archiving
2020-04-24 20:58:38 +01:00
Monster Iestyn
1e61229cb7
we don't actually need put/get pointers at all (plus with everything put into functions they wouldn't work properly anyway)
2020-04-24 20:57:48 +01:00
Monster Iestyn
c1d2b8301b
split sector/lines archiving-related code into their own functions too
2020-04-24 20:40:50 +01:00
Monster Iestyn
2d45decbb0
remove statsec and statline as they appear to be entirely unused
2020-04-24 20:28:01 +01:00
Monster Iestyn
08a7fcbe8d
Split off FOF archiving-related code into their own functions
2020-04-24 20:26:57 +01:00
Monster Iestyn
d1d006a1a7
Merge branch 'thinker-cleanup' into 'next'
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Plane movement thinker cleanup
See merge request STJr/SRB2!880
2020-04-24 14:30:52 -04:00
Monster Iestyn
9df5d6e1e0
These are flags! Serves me right for just rushing this out
2020-04-24 16:53:54 +01:00
Monster Iestyn
2419b65f79
Sync crumblestate in netgames
2020-04-24 16:40:09 +01:00
MascaraSnake
54cbd66999
Eradicate levelspecthink_t
2020-04-18 11:05:58 +02:00
MascaraSnake
ab17267363
Make T_BounceCheese use its own thinker struct
2020-04-18 10:45:21 +02:00
MascaraSnake
08f1e03e79
Refactor T_ThwompSector
2020-04-18 10:26:03 +02:00
MascaraSnake
29d33f0a93
Refactor T_NoEnemiesSector
2020-04-18 09:21:04 +02:00
MascaraSnake
0038605979
Make T_MarioBlock use its own thinker data structure
2020-04-18 02:05:23 +02:00
MascaraSnake
7e2f95c3f5
Refactor T_ContinuousFalling
2020-04-18 01:42:13 +02:00
MascaraSnake
cc0f686c95
Refactor T_FloatSector
2020-04-18 00:26:49 +02:00
MascaraSnake
9b27d004e3
Remove the spike thinker, which hasn't been necessary for a while now
2020-04-17 22:54:35 +02:00
MascaraSnake
89539512f6
Make T_EachTimeThinker use its own struct
2020-04-17 14:00:48 +02:00
MascaraSnake
63a901b714
-Remove superfluous variables from raise_t
...
-Cleanup signatures of P_AddRaiseThinker and P_AddAirbob
2020-04-17 11:11:36 +02:00
MascaraSnake
d0c473c9ae
Make T_RaiseSector use its own thinker struct instead of levelspecthink_t
2020-04-17 09:58:53 +02:00
Nev3r
778ef86fee
Remove the bridge thinker code.
2020-04-14 10:31:07 +02:00
Louis-Antoine
892a8dd6e7
Make SRB2 flat like Earth
2020-03-20 18:55:29 +01:00
Louis-Antoine
e3cbdf8fab
Use HAVE_BLUA as fuel for my fireplace
2020-03-19 18:36:14 +01:00
Monster Iestyn
3f43dd22f9
Merge branch 'skins-refactor' into 'master'
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Skins refactor
See merge request STJr/SRB2!843
2020-03-15 15:31:49 -04:00
Monster Iestyn
40e728fdb5
One line fix: don't assume 0 (aka SPR2_STND) is the default value for sprite2, but rather what the state sets for it
...
This fixes some issues with a custom character tested during netplay, which did not have SPR2_WAIT sprites and therefore fell back to SPR2_STND sprites. Unfortunately, the fact they used SPR2_STND instead meant the sprite2 was not synced at all!
2020-03-09 15:04:22 +00:00
Monster Iestyn
f4cb6e1f5e
Include r_skins.h instead of r_things.h in many files where all they wanted from it was skins stuff
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(oddly enough, this actually revealed some secret file dependencies previously included via r_things.h! I also needed to include d_player.h in r_skins.h itself it seems)
2020-03-09 13:54:56 +00:00
Steel Titanium
76f26cda24
Merge branch 'master' into next
2020-02-21 21:01:29 -05:00
James R
7060083db5
Update copyright year to 2020
2020-02-19 14:08:45 -08:00
James R
d0b9027d0a
Merge branch 'viewroll' into 'next'
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Rolling
See merge request STJr/SRB2!690
2020-02-17 00:10:57 -05:00
James R
fb66691991
Merge branch 'colormap_flags_refactor' into 'next'
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Clean up the mess that is extracolormap_t::fog
See merge request STJr/SRB2!790
2020-02-16 23:28:26 -05:00
fickleheart
c4b390bc76
Merge remote-tracking branch 'upstream/master' into viewroll
2020-02-16 21:32:57 -06:00
Steel Titanium
cb97aafd05
Fix object shadow not appearing for mid-joiners
2020-02-16 18:45:49 -05:00
MascaraSnake
512c6f24a9
Clean up the mess that is extracolormap_t::fog
2020-02-16 20:19:24 +01:00
fickleheart
bea7ad2185
Merge remote-tracking branch 'upstream/next' into viewroll
2020-01-26 18:01:58 -06:00
Louis-Antoine
f209721ded
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into keep-body
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# Conflicts:
# src/g_game.c
# src/p_setup.c
2020-01-22 03:57:22 +01:00
Louis-Antoine
d374bf4f9b
Let clients rejoin the server without losing their status
...
This is accomplished by simply preserving
the player's body after disconnecting.
Bodies will despawn after the number of minutes
specified by the "rejointimeout" console variable (float).
A value of 0 disables the feature completely.
Clients rejoining are identified by their IP address,
and may rejoin even if the server is full or joins are disabled,
for as long as their body remains.
From a technical standpoint, when the user disconnects,
the player they were controlling does not leave,
the underlying player_t just keeps working normally,
except it does not receive any input anymore.
When the user reconnects, they are simply "relinked"
to their player_t.
Those "soulless" players can be identified through
their "quittime" field, which is the number of tics
elapsed since the user disconnected, or zero
if still connected. "quittime" is exposed to Lua.
2020-01-22 03:05:08 +01:00