Commit graph

381 commits

Author SHA1 Message Date
toaster f9f92abc44 ha ha ha ha ha ha ha ha
Sea Egg is majorly changed according to Mystic's ancient instructions (excepting the flying FOF rock, I cared not for fucking around with FOFs).

Specifically:
* Faster paced fight.
* Instantly travels horizontal distance.
* Fakes no longer hurt papa, and spin out like a deflating balloon when he dies.
* New attack: When surfacing, produces an electric shockwave. Replaces underwater shock. Designed for new, shallow arena.
* Support for multiple bosses in the same map distinguished by parameter.

Will upload map to fight the new battle in on the MR.
2019-06-30 15:37:33 +01:00
Monster Iestyn 88dc34818e Give MT_WOODDEBRIS the MF_SCENERY flag, so it can be made to join its MT_ROCKCRUMBLEn friends in dying after hitting the ground.
(Untested)
2019-06-28 21:40:20 +01:00
toaster faebe0f9af Metal Sonic fixes!
* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
2019-06-28 20:48:14 +01:00
toaster d5988c4f8c Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into toast_cleanup
# Conflicts:
#	src/p_mobj.c
2019-06-26 20:43:37 +01:00
toaster 3021116797 Some preliminary work to make multiple bosses in the same map work nicely together, by allowing parameter to alter the linedef executor tag to call in increments of 100.
Also: Making sure every single reserved tag is recorded as an LE_ constant.
2019-06-22 17:03:39 +01:00
MascaraSnake 4385e07c0b Always use the white sidemark sprite, since track switching is no longer "activated" 2019-06-21 23:40:28 +02:00
toaster 3597b1c485 Make minor adjustments to the CA2_MELEE and CA_TWINSPIN stuff. 2019-06-21 00:43:03 +01:00
toaster 460632ad3b Some preliminary work to make multiple bosses in the same map work nicely together, by allowing parameter to alter the linedef executor tag to call in increments of 100.
Also: Making sure every single reserved tag is recorded as an LE_ constant.
2019-06-20 00:24:13 +01:00
toaster 2e6898f29e PITY IN PINK!
* Smoothen Pity Shield animation to go with sphere's updates to Nev3r's sprites.
* Added LHRT object, designed to be summoned with CA2_MELEE.
    * Gives a pink Pity Shield (SH_PINK) on same-team player contact.
    * Deals damage to non-player enemies.
    * Harmlessly fades into nothing when touching an enemy player, players with SH_PINK already, and players capable of applying SH_PINK to others (through non-Lua methods).
* Basically, you-know-who is the Healer of the party whenever they're around. Fun consequences for the Co-op and CTF metas.
2019-06-19 23:20:24 +01:00
toaster 1d65caa250 With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
2019-06-18 17:55:57 +01:00
MascaraSnake 096bad14fb Minecart stopper itself also needs MF_NOCLIPHEIGHT and MF_NOGRAVITY 2019-06-16 22:26:52 +02:00
MascaraSnake 68060b731f Fixed a sound bug 2019-06-16 19:08:20 +02:00
MascaraSnake db7bd4d35a Fixed the cacti heights 2019-06-16 18:14:15 +02:00
MascaraSnake fbd7a5ae59 Finetuned the saloon door swinging 2019-06-16 17:57:03 +02:00
MascaraSnake 7e0c9d9398 (Hopefully) fixed the player sometimes landing on the solid part of the minecart stopper after being launched out of the minecart 2019-06-16 17:07:13 +02:00
MascaraSnake b6790c7f35 Snapper head/legs and minecart segments flash when they're destroyed 2019-06-16 15:35:32 +02:00
MascaraSnake 91c1e13273 Simplified the setup for the Snapper/minecart death animations 2019-06-15 17:33:07 +02:00
MascaraSnake 018fb9b461 "Finished" minecart hardcoding (still untested and buggy) 2019-06-14 21:19:52 +02:00
MascaraSnake ba9c7d9310 More incomplete minecart hardcoding 2019-06-13 21:45:30 +02:00
MascaraSnake fafabaae2b Hardcoded the saloon door 2019-06-12 21:20:14 +02:00
MascaraSnake 068e07974d Hardcoded the new Snapper behavior 2019-06-10 20:32:50 +02:00
MascaraSnake 0e80d2ec5d Hardcoded the new Minus behavior 2019-06-10 17:42:37 +02:00
MascaraSnake b98de5d362 Hardcoded the new BASH behavior (there's still a bug lurking somewhere) 2019-06-10 16:09:15 +02:00
MascaraSnake 4d0b0f84b1 Pushables that are also vulnerable no longer block crushers (because they die anyway). This allows us to make TNT barrels pushable again. 2019-06-10 14:10:37 +02:00
MascaraSnake 98ea229680 Hardcoded the Canarivore 2019-06-10 13:58:16 +02:00
MascaraSnake 3a16a7d7d4 Hardcoded train dust and steam spawner 2019-06-09 17:16:07 +02:00
MascaraSnake 6df14492a5 Hardcoded train cameo 2019-06-09 13:48:07 +02:00
MascaraSnake ca4ab06abf Hardcoded wood debris 2019-06-09 12:27:09 +02:00
MascaraSnake 7b603f4ac8 Hardcoded the TNT barrels and proximity shell (using mazmazz's A_TNTExplode implementation from the minecart branch) 2019-06-09 10:51:33 +02:00
MascaraSnake 546af19c82 Hardcoded oil lamp 2019-06-08 15:50:01 +02:00
MascaraSnake 3d65ec7426 Changed cacti widths 2019-06-08 14:45:01 +02:00
MascaraSnake 1aaccfcd5c Hardcoded dust devil 2019-06-08 09:51:46 +02:00
Monster Iestyn 677801f5ff Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both 2019-05-23 21:51:58 +01:00
Monster Iestyn 7d0509f1cb Merge branch 'master' into acz-boss-hardcode 2019-05-23 20:38:25 +01:00
Steel Titanium b34aa86403 Hardcode some ACZ things 2019-05-11 22:56:23 -04:00
Monster Iestyn 7b6b34212b Swap "S_TNTBARREL_EXPL1" for S_NULL as a temporary measure until I actually hardcode the explosion states.
As of now, you can now compile this branch with no issues. But Fang won't work properly for a while yet, we'll get there don't worry.
2019-05-04 20:20:34 +01:00
Monster Iestyn b205602db6 DO NOT USE FRACUNIT AS A LAZY WAY TO DO UPPER 16 BITS FOR ACTION VARS 2019-05-04 19:43:14 +01:00
Monster Iestyn 75701294ea Hardcode Fang waypoint object type (turns out no state is needed) 2019-05-02 18:11:44 +01:00
Monster Iestyn d92ccf6823 Hardcoded all the main Fang-specific object types, states and sprites.
This cannot be compiled as-is right now for the following reasons:
* Numerous actions still need to be hardcoded.
* MT_FBOMB uses the TNT barrel explosion (and by extention A_TNTExplode) for its death state. This is a pickle, I'll deal with it when I get to it.

Also missing:
* Fang waypoint object type+states.
* Fang's good looks (to be put in the resource files obviously).
* Fang's brain.
2019-05-02 18:01:18 +01:00
MascaraSnake bc30bd06df In-map emblem coordinates are now set via emblem mapthings (thing type 322) instead of X/Y/Z fields in SOC 2019-02-03 14:32:07 +01:00
mazmazz 075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
Monster Iestyn 1b2aea81dc Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Digiku 9e75774fd2 Merge branch 'nights-ideyaspawn-dronebox' into 'master'
NiGHTS: Ideya Anchor Points

See merge request STJr/SRB2Internal!160
2018-11-21 21:03:29 -05:00
Digiku c6bd1111e5 Merge branch 'nights-dronebox' into 'master'
NiGHTS: Drone hitbox improvements and player position correction on Nightserize

See merge request STJr/SRB2Internal!158
2018-11-21 20:19:39 -05:00
Steel Titanium 9029cf5d9c Fix skybox disappearing after using objectplace command 2018-11-13 17:25:42 -05:00
mazmazz cf6a6991cb Trigger line exec by whether mobj is facing its tracer
* MFE_TRACERANGLE
* Thing 758 MT_ANGLEMAN
* mobj thinker behavior
* Line Exec 457/458 Enable/Disable
2018-11-04 16:28:25 -05:00
Monster Iestyn 7d61201194 Fix slipup from when the smashing spikeballs from HHZ were hardcoded 2018-10-20 12:54:40 +01:00
mazmazz bc2f48a018 Merge branch 'master' into nights-dronebox 2018-09-07 09:06:32 -04:00
mazmazz 1c273cdcc8 Make default flicky home radius 384 2018-09-06 11:59:55 -04:00
mazmazz f15bb2dfba Change default radius to 448
* Put default radius back in FLICKY_CENTER states
2018-09-06 11:54:06 -04:00
mazmazz 7d834ff894 Erase default home radius from states and impose default on home check 2018-09-06 10:20:01 -04:00
mazmazz fe2d1e9020 Merge branch 'master' into flicky-things 2018-09-06 08:09:02 -04:00
mazmazz e5dd74eb45 Change flicky thing #s to 2200s 2018-09-06 07:24:46 -04:00
Monster Iestyn f8c4c6dbc4 Hardcoded Brambles.lua from CEZRes.pk3, changed thing type to 1125 2018-08-22 17:16:11 +01:00
mazmazz 9f67ee1a89 MT_IDEYAANCHOR: Use type 1714 instead of 1717 2018-08-13 03:18:23 -04:00
mazmazz 4642c75025 MT_IDEYAANCHOR info and spawn logic 2018-08-13 02:03:36 -04:00
mazmazz ce0b23a576 Set Drone hitbox radius by upmost 4 bits of Angle 2018-08-12 13:34:27 -04:00
mazmazz 02d5e4e902 MT_FLICKY_CENTER flag adjustments 2018-08-12 12:49:23 -04:00
mazmazz c99258b2e2 Make Drone hitbox height and player Z alignment configurable
* Default hitbox height is 80
* Drone Thing parameter sets height to multiples of 32
* Player aligns by default to bottom+24 of hitbox (offsetted)
* `MTF_OBJECTSPECIAL` aligns player to hitbox top
* `MTF_EXTRA` aligns to hitbox center
* `MTF_OBJECTSPECIAL|MTF_EXTRA` aligns to real bottom of hitbox
* Goalpost and sparkle Z alignment is changed to reflect configurableness
2018-08-11 15:52:42 -04:00
mazmazz c8dcb57e83 Remove ORBIDYA CENTER states, we don't need 'em 2018-08-11 12:06:17 -04:00
mazmazz d0f0f475ce * Bounce Droneman within hitbox instead of floorz
* Correct Droneman hiding so he always stays within hitbox even when invisible
2018-08-11 02:03:44 -04:00
mazmazz c9c0219393 ORBITEM CENTER states for A_OrbitNights target height offset 2018-08-10 23:49:02 -04:00
mazmazz e0e77d873b Nights Drone mobj and state entries
* New entries: NIGHTSDRONE_MAN, NIGHTSDRONE_SPARKLING
* NIGHTSGOAL renamed to NIGHTSDRONE_GOAL
* MT_NIGHTSDRONE repurposed as an invisble, no-gravity hitbox
2018-08-10 18:24:31 -04:00
mazmazz 07c882139b Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into flicky-things 2018-08-10 14:58:27 -04:00
mazmazz 5115097dc2 Make bigger default Flicky follow trigger from 128 radius to 320 radius 2018-08-10 04:24:14 -04:00
mazmazz fe61678437 MT_FLINGBLUESPHERE and MT_FLINGNIGHTSCHIP entries 2018-08-10 02:18:20 -04:00
mazmazz 38eae01400 MT_FLICKY_x_CENTER defs 2018-08-09 12:08:06 -04:00
mazmazz 9127a835c1 Flicky stand animation fixes 2018-08-09 02:27:25 -04:00
mazmazz d5f32cc0e5 Flicky stand states 2018-08-09 01:44:21 -04:00
mazmazz db7bc927e7 Mapthingnums for MT_SECRETFLICKYies 2018-08-09 01:01:20 -04:00
mazmazz 332136b9bf Assign mapthingnums to MT_FLICKY
* Type # 570-585
2018-08-09 00:17:46 -04:00
MascaraSnake 21cb0cab3c Reorganized the thing type numbers 2018-08-03 23:58:11 +02:00
Monster Iestyn 83d87c343b Fix Cacolantern's preparing sound being played everywhere across the map
(or, in other words, fixing this to be the same as the equivalent state in the original SOC)
2018-08-02 16:15:30 +01:00
Monster Iestyn bcffe61277 remove MF_RUNSPAWNFUNC from MT_CACOLANTERN 2018-07-02 20:35:39 +01:00
Monster Iestyn c045e8cf8d Since there is only one type of the old spikeball that doesn't rotate, there is no point using A_RotateSpikeBall in its states anymore.
Likewise, A_RotateSpikeBall no longer has to care about the object type of the actor, for the same reason.
2018-07-01 22:01:00 +01:00
Monster Iestyn daa87947a4 huh, no wonder the two FHZ ice types looked the same in objectplace; they were using the same spawnstate it seems 2018-07-01 19:47:26 +01:00
toaster 2ab1d91ec9 * Fix nextstate, radius, and painchance of fire torch decoration.
* Fix waving flag object type's... flags. *womp womp*
2018-06-19 21:58:49 +01:00
toaster 30843fecb6 My little experiments with super transformation animation! (Requires new player.dta.) 2018-06-08 21:11:59 +01:00
toaster db8f3e83b2 There's always something... a slightly more forgiving radius for the Crushstacean's claw, since I've gotten hit whilst apparently jumping at a safe place next to the claw a few times this evening. 2018-06-06 00:48:14 +01:00
toaster adf8f0e391 * Some minor info.c tweaks I discovered I needed to make while transferring material across from patch.dta to srb2.pk3.
* Making the particle generator dynamic, as requested by Nev3r.
* i....... think this is done? i'll double check in the morning.
2018-06-06 00:40:23 +01:00
toaster 9c2d30ce35 * Almost everything except players and badniks get removed on deathpit collision, as requested by Nev (very useful for the Bridge). May need serious checking for mobjtypes this is safe to do for.
* Flames fall with flameholders.
* New modification to teleport cheat: -sp <val> <val> allows instantaneous jump to any starpost in the map, including spawnpoints as starpost index 0!
* Also, -ang <val> and -aim <val>, which can be combined with -nop to pivot on the spot.
2018-06-05 20:47:30 +01:00
toaster 3725203bcd Bit of a random one today, but the branch approaches completion...
* Bomb sphere! Paraloopable hazard. Replaces MT_SPECIALSPIKEBALL.
* Blueberry bushes, both normal and Xmas, from patch.dta.
* BSZ tulips, also from patch.dta!
* Frozen Hillside badniks - Penguinator and Pophat.
* Frozen Hillside ice decoration!
* Fixed some big bugs with the DSZ light beams.
* Made multi-mare special stages work, in a troll way - the Chaos Emerald disappears in a puff of smoke, and the Spinbobert laughter sound plays... >:3c
* Reverted the mobjtype number changes from the source SOC/Lua, which we can do later when doing a final pass of the levels.
* State optimisation.
* Serious cruft-removal of the NiGHTS drone thinker.
* Fix the issues where the player wouldn't curl into jump in waterslides or dropping off rope-hangs.
* Tweak NiGHTS player flashing.
* Add text colour support to the titlecard font.
* Use that to make the PRESS SPIN\nMID-JUMP thing when you get all Chaos Emeralds use the titlecard font for readability.
* Fix the GOT ALL EMERALDS page not lasting the correct, extended amount of time.
* Fix that thing where flying mid-spin didn't enact autobrake.
* Modify graymap a little on Sryder's suggestion.
* [COMPLETELY UNRELATED] fix that thing where the addons menu will fail on files/paths with spaces in [/COMPLETELY UNRELATED]
2018-06-05 17:22:28 +01:00
toaster 6e07631cc9 MONSTER COMMIT.
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...

NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)

SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif

NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif

RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 22:41:54 +01:00
toaster 8d00192fee New CEZ hardcoding done!!
* Better Robo Hood arrows.
* Shield break animation for Egg Guard. (Temporary state slot so I don't have to compile from scratch until I do something more complicated later.)
* Suspicious Facestabber Statue animates a little before bursting open.
* Fix Facestabber radius.
* Fix some stuff in Flicky functions that could be overwritten in Lua call actions by mistake.
2018-05-31 21:00:12 +01:00
toaster 2ec1c3cd9d First commit on new tablet-laptop!
* Robo Hood.
* Hi MI, I know you're looking at this just because it features Robo hood. :V
2018-05-30 23:16:57 +01:00
toasterbabe cea4562c74 Realised I forgot to commit these, didn't want to move to a new laptop-tablet and just have them disappear on me.
* Facestabber statues now have fun breaking effects.
* Fake coronas for candles and prickets.
* hnext and hprev are properly dealt with in MobjThinker if P_MobjIsRemoved.
2018-05-29 18:48:57 +01:00
toasterbabe cb86ed7721 * Castlebot Facestabbers.
* Facestabber statues, of both the suspicious and non-suspicious kind.
* New object type for the end of grabbable chains.
* I moved my compilation .bat file to my Releases folder, so it should .gitignore .bat's.
* Random extra stuff.
2018-05-24 01:40:57 +01:00
toasterbabe 847f8b4ef0 * CEZ decorations!
* Moved a bunch of stuff that had no business being in mapthing spawns into mobj spawns.
2018-05-22 11:04:28 +01:00
toasterbabe ee42132ed1 * Bumpers and Balloons in a more final state.
* Blue diagonal springs, because that gap is very, very odd.
* Improved A_SpawnFreshCopy.
* Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
2018-05-20 00:04:39 +01:00
toasterbabe 3c50acd1bf * Minor changes to make A_CrushclawAim more useful.
* Some fun with the chain. https://cdn.discordapp.com/attachments/402861856219463681/445539938633515018/srb20022.gif
* More corrections to closed captions.
2018-05-14 13:20:24 +01:00
toasterbabe 26d13db548 * Crushtacean!
* Behaves a bit differently to the one in DSZres.pk3.
   * Can now punch DSZ mines!
   * Also has mapthingnum 126 instead of 610.
* Some other mapthingnum changes.
   * DSZ2 stalagmite is now 1009, formerly 999.
   * Big DSZ gargoyle is now 1011, formerly 1009.
2018-05-14 01:19:24 +01:00
toasterbabe a738ef99e3 * DrT's Spincushion hardcoded.
* Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
* A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
2018-05-13 14:09:20 +01:00
toasterbabe 8a61d87961 * Add new damagetype flag (DMG_CANHURTSELF) that allows a player to hurt themselves indirectly.
* Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
* Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
* Enemies are solid to other enemies movement-wise now.
* (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
* Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
* Miscellaneous tiny code tweaks.
2018-05-08 23:26:36 +01:00
toasterbabe d0575f7fb0 * Hive Elementals and Bumblebores, plus associated useful action functions.
* Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
* Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
* MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
2018-05-04 21:30:15 +01:00
toasterbabe 6d1ba20a1d * Add native support for multi-hit badiks to MF_ENEMY.
* MF2_FRET application and removal.
   * Flashing when flag present.
   * Bounce player back on successful damaging.
   * Add their spawnhealth to the chain.
* Reduce code duplication in P_TouchSpecialThing.
* Play with Crawla Commander a little bit as a test of its power.
2018-05-02 23:48:50 +01:00
toasterbabe dbc0ac2303 * Springs no longer need MF_SOLID to function. (I tried to add a special Sonic 1-3 style "springs are solid from the side" thing with native support, but it turns out that requires too many hacks for an optional extra feature not used in the campaign, so No.)
* Springs no longer send you flying relative to the slope whilst you're on a slope. (I tried fixing this before, but this is a much more solid fix.)
2018-05-02 20:03:18 +01:00
toasterbabe 5cc1befcad * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
* MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
* A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
* Some other, relatively hacky A_ functions.
* (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
* Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
2018-04-28 15:13:44 +01:00
toasterbabe 1eb84f57c5 * Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once.
* Explosion executors.
* Minor refactor of P_KillMobj.
2018-04-26 20:18:51 +01:00
toasterbabe 976331fb03 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again 2018-04-08 16:23:19 +01:00
toasterbabe ff9775225e Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into delag_maces
# Conflicts:
#	src/p_mobj.c
2018-04-07 01:54:43 +01:00
toasterbabe 5ac70bbb7e * Fix multispoke mace/chainbars having problems.
* Completely rework how mace/chainbars are spawned to reduce the number of matrix multiplications required EVEN FURTHER!
* Reimplement the maceretry solidity stuff (effect 4).
* Flip the mminlength stuff so that existing dev maps don't break badly.
* Fix hacky chainbar grabbing.
* Tweak height of tinychain a smidge.
2018-04-02 01:08:31 +01:00
toasterbabe 6d59551afd Mace optimisation!
* Handle all chain objects as a hnext/hprev chain.
* When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet).
* Fix hidden slings, which I accidentially broke when I revamped maces the first time.
* Kill MF2_MACEROTATE. Not needed for anything anymore.
* P_MaceRotate now available to Lua to make up for it.
* Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
2018-04-01 20:54:19 +01:00
toasterbabe d9b5155e6e * Make Tokens appear in competition.
* Tweak thrown ring colours.
* Make Armageddon shield loop properly.
* Tweak drowning numbers to be consistent between third and first person.
2018-03-30 21:49:15 +01:00
toasterbabe 98601dc757 A lot!
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
2018-03-26 23:53:09 +01:00
Monster Iestyn c0bb511c1f Hardcoded LUA_THZT from THZ1.wad, giving us the funny-looking steam whistle tree
This concludes hardcoding of scenery items for THZ
2018-01-22 18:41:14 +00:00
Monster Iestyn 82ac8b6a1c Hardcoded SOC_FWR6 from THZ1.wad, also tweaked MT_THZFLOWERB's hitbox 2018-01-19 17:56:18 +00:00
Matthew Marsalko 82f00215ac Remove unncessary extra boss frames 2018-01-02 11:33:13 -08:00
Monster Iestyn a79d064d15 The contents of DSZ-f16.wad's LUA_A000 Lua script are in now
Thing type numbers may be changed later
2017-12-08 18:26:32 +00:00
toasterbabe b2612b08c9 Dispoffset adjustment. 2017-10-06 12:26:55 +01:00
toasterbabe 87fc24ccbb Fancy super transformation changes! About to go out for dinner, so no major writeup,but let's just say all this changed code means that the transformation animation is smoother in colour change. 2017-10-04 17:45:03 +01:00
toasterbabe 40ef1335a1 * Smiles hardcode!
* Add a default behaviour to followmobj (just basic A_CapeChase).
* Allow for modifying which character starting a new SP game should start you on, relative to the first valid character. (SOC's "startchar" variable)
* Make MF2_SHADOW transferrable via linkdraw.
* Modify P_GetSkinSprite2's recursion limiter to have zero chance of ever infinitely looping.
2017-10-03 18:18:18 +01:00
toasterbabe 3c785cbe94 * Add Skid SPR2/state in preperation for directionchar.
* Clean up spr2 md2 code.
* Experimented but then commented out some stuff for homing attack.
2017-09-09 22:12:23 +01:00
toasterbabe 973f700dcf * Make the model->spr2frames dynamically allocated. (There's only two settings - on and off - but that's better than it perpetually being on...)
* Fix up defaulting for DEAD to go to PAIN.
2017-08-27 14:56:07 +01:00
toasterbabe 76300026f8 * Added support for sprite2s to MD2s!
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
    - If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
    - Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.
2017-08-26 18:56:23 +01:00
toasterbabe 4da6169892 Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
This is in preparation for a seperate project which still involves sprite2s.
2017-08-25 18:00:20 +01:00
toasterbabe a00deee209 * Combine all shield-giving functions into a single one, since they were practically identical anyways.
* Expose P_SwitchShield(player, shieldnum) to Lua.
2017-08-10 13:57:09 +01:00
toasterbabe a61be91523 Add a new feature to MT_PARTICLEGEN, per Sphere's request - if you give the parameters line a backside, then the backside x offset controls the number of tics between particle spawn. (By default, it's 3.) 2017-08-08 18:22:44 +01:00
Monster Iestyn 42ed41aeb1 Merge branch 'maces_but_better' into 'master'
Maces but better

See merge request !103
2017-08-07 15:27:05 -04:00
Monster Iestyn 102d30fe8d Merge branch 'nights_emblems' into 'master'
NiGHTS Paraloop-special emblems

Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
* Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).

Check out root/!LatestSRB2Files/srb2win_branch_nightsemblems.exe with the latest patch.dta, along with root/toaster/nightstest.soc for a sample in GFZS.

See merge request !94
2017-08-05 16:03:33 -04:00
toasterbabe ef4dc42c7c * Bustable wallspikes.
* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
2017-07-19 16:26:49 +01:00
toasterbabe 6d43fad098 Correct the baseradius stuff. (Still doing some other work, though - will let you know when the branch is safe to review.) 2017-07-18 12:56:39 +01:00
toasterbabe 66d59efddc Sorry, MI. More info in forthcoming merge request. 2017-07-17 23:58:54 +01:00
Monster Iestyn dbc7a4099f Hardcoded SOC_TOKE from patch.dta
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
Monster Iestyn 381138d7b1 Increased hitbox height of GFZ trees to 128 FU and gave them all MF_SCENERY 2017-07-15 16:57:03 +01:00
Monster Iestyn eacf753f2c Add the remaining code from the Lua script to get wall spikes actually working so far 2017-07-13 23:00:45 +01:00
Monster Iestyn aa947ea022 Starting work for hardcoding wall spikes 2017-07-13 22:42:08 +01:00
Monster Iestyn 96ec319897 Hardcoded SOC_TREE from patch.dta
Also made sure the GFZ trees have MF2_STANDONME
2017-07-13 17:29:15 +01:00
toasterbabe 370d9c3176 Hooh boy.
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
   - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
   - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
   - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
   - angle: tag of controlling linedef
   - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
   - line dx: number of chain links
   - line dy: speed (in FU)
   - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
   - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
   - frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
   - frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
   - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
   - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
   - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
   - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
   ----
   - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
   - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
   - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
   - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
   - ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****

Whooh. Requires new patch.dta for sprites.
2017-07-02 15:11:09 +01:00
toasterbabe 61fcbe9b36 Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem

Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
2017-05-09 16:20:26 +01:00
toasterbabe 59397d7cb3 More sound naming consistency! (Sorry.) 2017-05-01 13:48:20 +01:00
toasterbabe bdaa0aea9b More coherent sound selection to prevent confusion of token and score boxes. 2017-04-28 22:55:54 +01:00
toasterbabe 2d9c37d800 MONITORS IS UNFUCKED
A less memetic message: On permission of Mystic, rejiggered a few things such that Race uses cv_competitionboxes, allowing the menu to be nicer.

Also:
* disabled the doomednum for ? boxes
* made A_MixUp play sfx_lose if you're in a gametype that can't use it
* Removed the all-teleporters option from cv_competitionboxes. It could just be done by tweaking the random monitor toggles, anyways.
2017-04-28 22:45:17 +01:00
toasterbabe 18ad6a3a0d Minor tweak to the balance of GFZ3. 2017-04-24 15:38:22 +01:00
toasterbabe bef9520556 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences 2017-04-19 23:03:47 +01:00
Monster Iestyn 0f2c9c40a2 Hardcoded the big gargoyle 2017-04-18 20:38:13 +01:00
Monster Iestyn 941ab72204 Hardcode new/updated xmas scenery object type/state info 2017-04-18 18:32:52 +01:00
Monster Iestyn 0e358b3d9f Add new Pity shield orb state info, remove unused Pity states 2017-04-18 17:36:04 +01:00
toasterbabe 3e29ee3f01 Closed captioning!
* Provides a helpful description for the hearing impaired, whether permanent, temporary or situational.
* Consvar "closedcaptioning", with on/off values available.
* Only works if sounds are on. This is frustrating. I will see what I can do to allow it to work with sounds off in future, but for now it's dependent in order to properly accept or decline sounds.
* Thanks to MI for making that wiki page a lot more comprehensive a few days ago.

* Weapon ring is now a seperate sfx_wepfir instead of doubling up on sfx_thok.

* Also, made V_StringWidth work with V_NOSCALESTART.
2017-04-17 01:09:47 +01:00
toasterbabe 698e53a518 Per Mystic's request, sped up hammer animation. 2017-03-25 14:06:27 +00:00
toasterbabe fa29f7deca A bunch of stuff again.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
2017-03-23 19:11:22 +00:00
toasterbabe ddf8db12af Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
2017-03-22 18:51:30 +00:00
toasterbabe 7ac0373dbf After usability complaints:
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.

* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.
2017-03-21 16:04:49 +00:00
toasterbabe 59bc0da022 Introducing CA2_GUNSLINGER.
* Mildly hacky proof of concept! Will de-hack later.
* Charge up your ability!
* You can only damage others if it's at full power.
* Fires directly at enemies/bosses when at full power. Does NOT aim at players.
2017-03-21 00:54:47 +00:00
toasterbabe f0c364c71c For melee:
* Fixed underwater hop going too high.
* Added helpful comment.
* Changed animation speed.
2017-03-19 22:22:39 +00:00
toasterbabe 3a6f659b93 She's a lot more complete.
* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
2017-03-19 16:48:35 +00:00
toasterbabe a65ffc6b24 * Cleaned up a bit of irrelevant oldbrak goop.
* Made it so the goop always appears on-top of the player.
2017-03-16 11:23:23 +00:00
toasterbabe b2c0930807 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-14 18:12:47 +00:00
toasterbabe 5b77ca5fed Reverted change where NiGHTS drilling sprites were technically the super version of flying sprites. It was not helpful to modders at all, and was only justifiable as a rutheless attempt at efficiency in storage. 2017-03-11 18:14:58 +00:00
toasterbabe e20292844d * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
2017-03-11 17:14:39 +00:00