Commit graph

115 commits

Author SHA1 Message Date
toasterbabe c9227dfbed Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-06 12:34:26 +01:00
Monster Iestyn 5b2705ef48 Merge branch 'spr2-freeslots' into 'master'
Spr2 freeslots

Needed for Miles, generally a good idea to have around anyway. Considering Miles uses it without problems, seems to work fine.

See merge request !24
2016-08-04 16:24:37 -04:00
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 f757fb3545 SF_MACHINE. Currently only changes drowning, but could do more.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.

These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
2016-07-16 22:43:49 +01:00
toasterbabe 765254f183 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-07-16 17:24:19 +01:00
toasterbabe d8065fa525 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
# Conflicts:
#	src/d_player.h
#	src/dehacked.c
#	src/info.c
#	src/p_user.c
2016-07-16 17:23:25 +01:00
Monster Iestyn 99ee3d5149 Merge branch 'side-springs' into 'master'
Sideways springs, horizontal hog-launchers, perpendicular plungers...

Call them what you like, they're in the code now. And have been for months!

Nev3r uses the hell out of these and I'm fed up of them being <!>'s all over the place, so please have 'em in master so we can update srb2.srb and make things better for all of us.

See merge request !30
2016-07-16 12:20:22 -04:00
Monster Iestyn 9b15247191 Merge branch 'dashmode' into 'master'
Dashmode

This branch Metal Sonic's abilities (CA_DASHMODE) to the game.

See merge request !26
2016-07-16 12:09:20 -04:00
toasterbabe cc35a5e1c1 Ported CA_HAMMER from new-character-actions in a way that takes advantage of all of the non-hardcodey things I've added in this branch.
Also, it's called CA_TWINSPIN because that's more inoccouous.
2016-07-16 13:55:12 +01:00
toasterbabe 1e648e4709 Woops, forgot SOC parser. 2016-07-15 17:32:29 +01:00
toasterbabe 01dc98f8f0 New frame flags for more complicated animations.
* FF_MIDDLESTARTCHANCE - has a 50% chance of starting the spr2 or FF_ANIMATE animation halfway in
* FF_SPR2ENDSTATE - if var1 == S_NULL, don't loop, just stop incrementing the frames. Otherwise, go to the state represented by var1.

The former is just something I did for fun, the latter is something that'll come in handy when porting in new-character-moves.
2016-07-15 16:48:30 +01:00
toasterbabe 824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
toasterbabe 8087cde5db Correcting a few cockups. 2016-07-13 13:26:21 +01:00
toasterbabe fcfe8c0132 More clearly defined handling for replacing character select images. Specifically takes into account whether the hidden character was added in this file or a seperate one.
Also, removed some commented out code regarding character selects, and removed a useless case for R_SkinAvailable().
2016-07-12 20:10:01 +01:00
toasterbabe 80a3d79d4d Some hacks added to forceskin to:
* support hidden characters
* take the skin->name, not the number
* display the skin->name in the menu

Also, minor tweaks to other things.
2016-07-12 14:40:20 +01:00
toasterbabe ee92e043b9 Preparation for hidden characters, making sure R_SkinAvailable was being used where appropriate.
Also, bugfix for something my optimisation introduced.
2016-07-11 23:40:31 +01:00
toasterbabe eee6a6ff45 Optimisations to the character select screen.
* If a character select character image is not set, don't iterate every tic - iterate on first image get and then save to the struct.
* A character select screen with only two characters now has special case handling.
* A memory leak in the making has been plugged. (specifically, picname not being Z_Free'd if the loop fails to do so)
* Logic/operation simplification.

Also, some typo corrections and clarity case movements of stuff in other files I've been looking at.
2016-07-11 23:01:43 +01:00
Alam Ed Arias 8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias 765d68899f Merge branch 'master' into next 2016-07-11 16:10:40 -04:00
Alam Ed Arias 8693be0811 Merge branch 'master' into spr2-freeslots 2016-07-11 15:26:39 -04:00
toasterbabe 8431f64300 A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.

Also, a minor change:

* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 18:41:38 +01:00
toasterbabe cee37819cd Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE.
* S_PLAY_PEEL, S_PLAY_SUPER_PEEL.
* PA_PEEL.
* Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
2016-07-09 14:52:49 +01:00
toasterbabe 64ef2798a2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
# Conflicts:
#	src/d_clisrv.c
#	src/d_clisrv.h
2016-07-07 01:08:51 +01:00
Alam Ed Arias 4d6a3e3398 FUNCMATH fun 2016-06-12 16:08:48 -04:00
Alam Ed Arias 6271adcbe7 make sure !BLUA EXE works without warnings 2016-06-12 16:08:48 -04:00
Alam Ed Arias c23b40fa9c Merge branch 'public_next' into master 2016-06-02 18:39:08 -04:00
wolfy852 919e3ed0e2 Make token available to Lua as a global variable
Reviewed by @RedEnchilada
2016-06-01 21:06:24 -05:00
Alam Ed Arias 032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Inuyasha 50d3fe15b8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/d_main.c
#	src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Arias 771c1ecb8a Merge pull request #68 from Yukitty/revert-Lua-angles
Revert "Change angle_t handling in Lua."
2016-03-09 11:58:51 -05:00
Inuyasha a7cb049b65 leave a dummy string in dehacked, nothing more.
a courtesy fuck you to gitlab for making me have to keep
the previous screwed up bullshit in this branch.
2016-03-09 06:23:57 -08:00
Inuyasha f40cfb0271 Revert "MFE_DUMMY now exists to fill the slot where MFE_PUSHED was, bleh"
This reverts commit 4625118ee8.
2016-03-09 06:22:40 -08:00
Monster Iestyn 4625118ee8 MFE_DUMMY now exists to fill the slot where MFE_PUSHED was, bleh 2016-03-09 14:03:20 +00:00
JTE 54f95eb387 Revert "Change angle_t handling in Lua."
This partially reverts commit ef0e61fc33.
2016-03-09 08:38:10 -05:00
Inuyasha b61959051e Revert "Revert "MF2_PUSHED is now MFE_PUSHED...""
This reverts commit 694220155e.
2016-03-09 01:30:52 -08:00
Inuyasha 317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
Inuyasha 6aa708b5af I don't think we need the BLUE_SPHERES define anymore... 2016-03-09 00:49:35 -08:00
Inuyasha 694220155e Revert "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!"
This reverts commit c8c7878005.

# Conflicts:
#	src/dehacked.c
#	src/p_mobj.c
#	src/p_mobj.h
2016-03-08 21:30:12 -08:00
Inuyasha c956b498c8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha e6f7b8ab26 Merge branch 'version-constants' into 'next'
Version constants for Lua

Pretty simple thing. Allows scripters to use VERSION, SUBVERSION, and VERSIONSTRING to check the game's version and potentially futureproof scripts. Have tested and confirmed working on my end.

See merge request !55
2016-03-03 22:33:36 -05:00
Inuyasha a8bca89dbd Merge branch 'backport_unslot-music' into 'next'
BACKPORT: removal of music slots

Relevant commits cherry-picked. Basically everything except the internal music track name switches.

See merge request !43
2016-03-03 22:31:21 -05:00
Monster Iestyn 560d7d9aae Sideways springs, horizontal hog-launchers, perpendicular plungers...
Call them what you like, they're in the game now
2016-03-03 22:38:06 +00:00
Inuyasha 7349cbdbc0 Backwards compatibility.
A test WAD for all possible use cases I can think of
can be found here:
https://dl.dropboxusercontent.com/u/3518218/21/secret/bc_test.wad
2016-03-03 02:54:07 -08:00
wolfy852 ab288a7d1a Allow Lua to read VERSION, SUBVERSION, and VERSIONSTRING constants 2016-03-01 17:48:10 -06:00
Inuyasha e7ff405c52 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/hardware/hw_md2.c
#	src/p_mobj.c
#	src/p_mobj.h
2016-02-29 00:14:16 -08:00
Inuyasha 372002d2ad Merge branch 'backport_state-animations' into 'next'
BACKPORT: FF_ANIMATE simplistic state animations

this is a lot more complex due to the need to remove the dispoffset related code as well as a lot of the redefinitions; combined with the code changes due to the sprite2 system in internal master.

~~BEFORE ACCEPTING THIS: get sryder to look at and fix any possible brokenness with OpenGL MD2s~~

See merge request !45
2016-02-29 03:04:00 -05:00
Inuyasha f5ba192f0b remove extraneous va() calls 2016-02-25 23:31:48 -08:00
Inuyasha 8c17dac589 The concept of "music slots" doesn't exist anymore.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.

(cherry picked from commit 025ca413a2)

# Conflicts:
#	src/p_user.c
2016-02-09 02:48:33 -08:00
Inuyasha 58e685353a Attempt 2 at special stage fades.
More basic in execution.
2016-02-09 02:43:24 -08:00