Commit graph

1917 commits

Author SHA1 Message Date
Louis-Antoine 6f4699fb77 MobjThinker, MobjCollide and MobjMoveCollide hooks are now directly linked to the mobjtype they belong to, so you no longer iterate through all existing hooks. 2016-11-04 18:56:25 +01:00
Inuyasha 55400a262d go fuck yourself stupid compiler
...your guesses should not be treated as errors.
2016-11-04 02:02:26 -07:00
Inuyasha 010c52aed2 show highlight BG over ellipses if highlight extends offscreen
+ bug fixes
2016-11-03 19:36:43 -07:00
Inuyasha bb92986aee Merge branch 'console-improvements' of http://git.magicalgirl.moe/STJr/SRB2 into console-improvements
# Conflicts:
#	src/sdl/i_system.c
2016-11-03 17:31:24 -07:00
Inuyasha e245cdfcbf Console with moving cursor, selections, etc 2016-11-03 17:30:30 -07:00
Monster Iestyn efe02e2a42 allow triangle/frame limits too 2016-11-03 22:53:49 +00:00
Monster Iestyn 561a0fe768 Attempt loading of an MD2 only once; if we failed then don't bother again
This keeps my new error messages from flooding the console and log.txt
2016-11-03 21:06:23 +00:00
Monster Iestyn 2ec972af54 check numVertices, bail out and print error message if there are too many
I added similar checks for the other num* but it seems some MD2s break the other limits without knowing anyway ...so I've commented these checks out for now, unless we have further discussion regarding them later on
2016-11-03 20:40:17 +00:00
Alam Ed Arias 1f6388a2e0 Fix up Win32 interface code misdeclaration of I_ClipboardPaste() 2016-11-03 14:35:32 -04:00
Alam Ed Arias 8040a68fa0 Clipboard: remove Win32 code for SDL Clipboard API 2016-11-03 14:29:51 -04:00
Alam Ed Arias f3751828cb Merge branch 'master' into next 2016-11-03 12:51:48 -04:00
Inuyasha bb20cfd6be Clipboard copy/paste testing
(unfinished, but basics work)
2016-11-03 01:43:57 -07:00
STJrInuyasha b2c71944f6 Revert "Chat and console improvements" 2016-11-03 00:34:15 -07:00
Alam Ed Arias 941df72b6f Merge branch 'master' into next 2016-11-03 02:06:49 -04:00
Inuyasha c277125fe7 modifier key status made globally accessible
now also properly handles L/R simultaneous presses
2016-11-02 15:23:22 -07:00
Inuyasha 8107765677 make console back color use just one section of memory
let's be honest, it's pretty dumb to have every single possible back colormap in memory when only one is being used at a time
2016-11-02 14:26:35 -07:00
Louis-Antoine 8b72b553be Fixed warnings 2016-11-02 20:10:08 +01:00
Louis-Antoine 2d72b2fac6 You can now move the cursor in command prompt and chat, using left/right, ctrl+left/right, home/end, and select text with shift 2016-11-02 19:31:06 +01:00
Alam Ed Arias 67d2211bca whitespace: cleanup 2016-11-01 15:54:52 -04:00
Monster Iestyn 4d46190418 Merge branch 'public_next' 2016-10-30 19:34:54 +00:00
Alam Ed Arias 5fed10913f Merge branch 'master' into next 2016-10-30 13:02:01 -04:00
toasterbabe f77c3444a3 Don't use shield abilities after the armageddon's used up! 2016-10-30 14:23:53 +00:00
toasterbabe 6570912b1a Fixed gold monitor collision (which relied upon the shitty old collision blocking in order to not destroy your momentum) to work with my slopes_n_objects fixes from public next. 2016-10-30 14:09:51 +00:00
toasterbabe 08a4fc8382 Tweaks to the way the force whoosh is handled so it stays centered AND doesn't allow an infinitesimal jump. 2016-10-30 14:01:56 +00:00
Alam Arias 51cb45cd4b Merge pull request #119 from ilag11111/linux64-soundcrash-fix
Prevent resampling-related crashes on Linux 64-bit
2016-10-29 14:14:41 -04:00
toasterbabe 31d569a15b No more changing skins when you're in singleplayer and manage to enter a hole in the gamestate defenses! 2016-10-29 18:12:41 +01:00
toasterbabe 5a798bddbd Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 17:14:45 +01:00
Monster Iestyn 82d29b59c1 Merge branch 'master' into damage-control 2016-10-29 17:05:59 +01:00
Monster Iestyn 39f837e56f Merge branch 'master' into lua-additions 2016-10-29 17:05:31 +01:00
Monster Iestyn cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe 1c1af15b4f Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 16:56:50 +01:00
toasterbabe ab6fd676b5 YUP, I just fixed OGL Precipitation with this branch too. What the fuck? Squashing ancient bugs, woo. 2016-10-29 11:54:51 -04:00
toasterbabe ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
Monster Iestyn b1a53f6623 Merge branch 'public_next' 2016-10-29 16:52:43 +01:00
Monster Iestyn 8b5abd957c Merge branch 'slopes_n_objects' into 'next'
Fixing various problems with MF_SOLID collision

(I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.)

* Solid objects are now no longer intangible when your z is less than the other object's.
    * I originally thought the bug was limited to just solid objects on slopes (hence the branch name), and was wondering about undesired side effects - but looking at this gfy, this was a major bug that slopes made easier to expose.
    * Unfixed = http://gfycat.com/BareLimitedCavy
    * Fixed = http://gfycat.com/JubilantOffensiveGar
* You now properly lose your momentum when jumping at a solid object.
    * The way I fixed this was a hack, but it was originally a much worse hack which resulted in very bizzare physics issues, so...
    * Unfixed = http://gfycat.com/ShockingAbsoluteArthropods (also demonstrates the first bug)
    * Fixed = http://gfycat.com/EmbellishedCourageousGordonsetter

See merge request !119
2016-10-29 11:19:37 -04:00
Monster Iestyn 2ef1aaf15c Merge branch 'shield_issues' into 'next'
Fixed players disappearing when spindashing whilst wearing multi-layer shields

* Before: http://i.imgur.com/gxUFElo.png
* After: http://i.imgur.com/NxsOg94.png

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 aspect of the issue sooner.

(SORRY FOR THE MULTIPLE MR'S AGAIN I TOTALLY SUCK AT REMEMBERING TO MAKE SURE IT GOES TO NEXT INSTEAD OF MASTER)

See merge request !124
2016-10-29 11:19:09 -04:00
toasterbabe 8025ef2f79 At MI's suggestion (shields don't NEED to be tweaked, just overlays) 2016-10-29 16:08:19 +01:00
toasterbabe fe67c6fbea Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git into shield_issues 2016-10-29 16:06:41 +01:00
toasterbabe b9e7abe7ff Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 15:59:45 +01:00
Monster Iestyn f4ddaf51ab Merge branch 'public_next' 2016-10-29 15:37:53 +01:00
Alam Arias dfc83a5483 Merge pull request #128 from Yukitty/fix-animdefs
Fix ANIMDEFS process order
2016-10-28 22:45:37 -04:00
Monster Iestyn 5da972f314 Remove disabled LUA_BLOCKMAP code from lua_baselib.c 2016-10-28 18:56:07 +01:00
Monster Iestyn dc1e7165f7 Created lua_blockmaplib.c, for Lua's blockmap library
my P_SearchBlockmap_* functions are now a single searchBlockmap function, you can choose between "objects" and "lines" with the first arg to decide what to iterate through. I also rearranged the argument order a bit for easy stack cleanup etc

I'll remove the old stuff later, don't worry, it's disabled for now
2016-10-27 18:10:30 +01:00
Monster Iestyn 60dcfd1021 Pop result of P_SearchBlockmap_Objects's function arg
Also P_SearchBlockmap_Lines is a thing now too
2016-10-25 22:39:27 +01:00
Monster Iestyn 98e43ac0d9 Fixed ffloor_t Lua variables not actually saving to $$$.sav
Stupid overlooked semicolons
2016-10-25 16:15:17 +01:00
Monster Iestyn 36b7156ff7 Turns out it does work yay, just had to make some tweaks really
Next question: should the calling mo be able to find itself in the blockmap, or should it skip itself?
2016-10-24 23:11:41 +01:00
toasterbabe bfdaf5ee90 Fixed the Force stop's scaling properly. Woo! Branch is basically done now. 2016-10-24 20:51:23 +01:00
toasterbabe a533701d85 You know what, let's make this less hacky. 2016-10-24 18:53:22 +01:00
toasterbabe cc4d780371 Making things more scale-friendly (but it's not perfect...) 2016-10-24 18:40:48 +01:00
Monster Iestyn c42e7ee4b4 Merge branch 'next' into slopes_n_objects 2016-10-24 16:50:06 +01:00
toasterbabe bf873f8a9b Fixed a heinous modding bug with not properly updating dehacked.c, and added pf_SHieldability to debug. 2016-10-24 16:30:40 +01:00
toasterbabe ea30450180 Minor correction to force-hud conditional. 2016-10-24 14:45:26 +01:00
toasterbabe 0ee2937392 Adding ShieldSpecial hook. (Activates under different circumstances to the JumpSpinSpecial hook, and can be used to cancel existing shield actions.) 2016-10-24 13:52:52 +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 0ccf6fe6a9 I commented out this line a while ago because it didn't seem to be important, and flashingtics seems to be thoroughly set elsewhere. Here's an actual removal so it stands out on the git diff. 2016-10-24 12:43:54 +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
Monster Iestyn 5787817662 Committing my work on P_SearchBlockmap_Objects so far, no idea if it's even functional yet so I've commented it out for now 2016-10-23 23:13:11 +01:00
toasterbabe a5a6ceff71 More thorough Mario soundification for new shield sounds. 2016-10-23 22:21:42 +01:00
Monster Iestyn 782353f968 Merge branch 'master' into lua-additions 2016-10-23 21:08:36 +01:00
Monster Iestyn a7c8c60379 Merge branch 'master' into damage-control 2016-10-23 21:08:17 +01:00
toasterbabe 3e3f595f1e Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 20:39:05 +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
Monster Iestyn 6bf8e3dcad Merge branch 'development_stuff' into 'master'
Development improvements

An improvement to Objectplace I've wanted to make for a loooong time.

* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.

Also, some changes to the devmode overlay:

* Plays nicely with showfps on - see http://imgur.com/a/zSzvm for the various cases (showfps on, devmode 65535, and both).
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
* "Flags:" replaced with "PF:", "Heap used" replaced with "Heap". The latter is a debatable change, but the former isn't - otherwise the line is way too long compared to the rest of the stuff.

See merge request !45
2016-10-23 14:42:57 -04:00
toasterbabe cfc9302bd3 Minor fix to ensure PF_FORCEJUMPDAMAGE is always known. 2016-10-23 17:05:17 +01:00
toasterbabe 956a8358c2 Important component for nojumpspin characters. 2016-10-23 16:26:36 +01:00
toasterbabe c54d62851c Okay, this is a MUCH better solution than PF_JUMPDAMAGE. 2016-10-23 16:04:02 +01:00
toasterbabe 76ff26e6fb Revert "Thorough jumpdamage setting."
This reverts commit 8720252059.
2016-10-23 15:53:12 +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
toasterbabe 8720252059 Thorough jumpdamage setting. 2016-10-23 14:42:37 +01:00
Monster Iestyn e390598e13 Fix objectplace controls text so it displays "Weapon Next/Prev" 2016-10-23 14:35:35 +01:00
Inuyasha fa187c5ae7 Merge branch 'unslot-music' into 'master'
Hardcoded music name switches

Like I said earlier, it's better if all the hardcoded music switches in 2.2 start with an underscore so that it's harder to accidentally overwrite them.

Should be accepted when music.dta is updated.

See merge request !17
2016-10-23 06:46:33 -04:00
Inuyasha 9d5e0b314b Autoload music_new.dta if it exists
Same no non-music lump requirement as music.dta, and is ignored with no error if music_new.dta doesn't exist
(should hopefully make playing around with music easier)
2016-10-23 03:44:51 -07:00
Monster Iestyn bd153d83b7 Merge branch 'nix-srb1' into 'master'
Remove SRB1 Remake data

What it says on the tin.

See merge request !47
2016-10-22 22:18:36 -04:00
Monster Iestyn 587c0079e2 Started work on FLIPX/FLIPY support for patches. Doesn't do anything yet, but the parser should know how to look for them now
Note: I had to create M_UnGetToken in order to avoid problems with looking for patch parameters (marked by { and }) but not finding anything
2016-10-22 23:19:24 +01:00
Monster Iestyn 6473953c8c Merge branch 'master' into lua-additions 2016-10-22 14:59:01 +01:00
Monster Iestyn dd5fa80839 Merge branch 'master' into damage-control 2016-10-22 14:55:06 +01:00
Monster Iestyn 326ad8a14f Merge branch 'wallscrollbylinedef-fix' into 'master'
Wallscrollbylinedef fix

See commit description.

See merge request !43
2016-10-22 09:52:07 -04:00
toasterbabe 5ad7fc8495 A better check than for skin==0. 2016-10-21 12:34:16 +01:00
toasterbabe 6abd4d20d3 Further tightening. 2016-10-21 12:31:06 +01:00
toasterbabe bda630ce41 I could do better than the previous commit. 2016-10-21 11:57:59 +01:00
toasterbabe 4c0ef9f0a3 * No ridiculously-fast float animation.
* No falling when you accidentially press spin.
2016-10-21 11:48:41 +01:00
toasterbabe b34dc93a18 Fix to the previous commit to basically do what I wanted it to do as opposed to accidentially altering behaviour of jumping on crawlas. 2016-10-21 11:31:44 +01:00
toasterbabe a053b117e1 Moved the Super Sonic hover over to holding down the jump button (which conveniently links it pretty closely to the thok, which could be called the Float Thok or something I dunno.)
Also, only one shield ability is selectively blocked by being Super now, and that's because Invincibility does it too and therefore I assume that's a match balance thing instead of a keyboard clash.
2016-10-21 11:08:32 +01:00
toasterbabe f145898ca4 Woops. 2016-10-20 21:39:58 +01:00
toasterbabe 769962c884 Minor cleanup. 2016-10-20 21:15:41 +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
Monster Iestyn 8e660ce863 Merge branch 'drawscaled-scalefix' into 'next'
v.drawScaled negative scales fix

Lua now errors if you try to use negative scales with v.drawScaled, rather than crashing as it does in 2.1.16 currently. Not much else to say here.

See merge request !126
2016-10-19 21:11:44 -04:00
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
Yukita Mayako cdb841ef54 Only P_InitPicAnims when wads are loaded.
Not in P_SetupLevel. That's just dumb.
2016-10-19 03:24:43 -04:00
Yukita Mayako aa3e52f05e Fix ANIMDEFS parsing to allow overwrite.
ANIMATED and ANIMDEFS are now processed in reverse order,
and duplicate definitions in ANIMDEFS are dropped.
2016-10-19 03:24:26 -04:00
Monster Iestyn f72e8a8ff8 Merge branch 'reverseplatform_clippingfixed' into 'next'
Fixing FF_REVERSEPLATFORM clipping fixes

Forgot the case where == 0.

Tested by @wolfy852 in Top Down, where the bugs this caused were first discovered.

See merge request !121
2016-10-18 17:19:48 -04:00
Monster Iestyn fc44e53056 Merge branch 'slopes-even-more-fixes' into 'next'
Even more slope-related fixes

What it says on the tin pretty much:

Currently included fixes:
* Pusher specials applied to FOFs did not properly account for slopes applied to the bottom plane; this probably was just a minor slipup that appeared on adding the support in the first place, I take it? (some waterfall in the last section of SUGOI's Fudge Canyon is the only place I can think of offhand where this bug is noticable)

See merge request !114
2016-10-18 17:19:13 -04:00
Monster Iestyn e1baf02b7a Lua now errors if negative scales are used with v.drawScaled 2016-10-18 22:07:20 +01:00
toasterbabe 6f1ce5c1ca Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slopes_n_objects 2016-10-18 21:56:40 +01:00
toasterbabe 9b4c81ed0b Thundercoin shield complete. 2016-10-17 23:22:04 +01:00
toasterbabe 0e73924ebb Changed the pity shield sound to one with a higher volume. 2016-10-17 21:24:10 +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 e107fe498b Adding new sounds for SRB2 shields. 2016-10-17 18:01:43 +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 76700241f6 Leaky Mario mode bug fixed. 2016-10-16 22:59:25 +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 2acfc72d86 Made P_SwitchShield take into account the force shield, then made A_ForceShield take the number of bonus hitpoints as its var1. (Also, drowning timer is properly reset by ALL protectwater shields, not just elemental.) 2016-10-16 12:45:31 +01:00
toasterbabe ace44df8b4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-16 01:32:05 +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
Monster Iestyn 8931a6f0fb Merge branch 'public_next' 2016-10-15 22:31:56 +01:00
toasterbabe 6e47a07a04 Fixed monitors not making sounds if you had that monitor already and it wasn't mariomode. 2016-10-15 17:58:08 +01:00
toasterbabe 05aefc3ede Removed bit of code that'd never run. 2016-10-14 18:11:31 +01:00
toasterbabe 2d85b146ea Messed up the force shield stuff when implementing SH_MUSHROOM. 2016-10-14 14:44:49 +01:00
toasterbabe 91f9770caf Fixed up the coin-looping. 2016-10-14 11:23:13 +01:00
toasterbabe 2903180dee Treat the loss of the mushroom as a weapon-ring-spilling event in Mario-themed ringslinger, based on comments MI made on IRC about how different mariomode ringslinger would be. 2016-10-14 11:09:46 +01:00
toasterbabe 5e92ca1a4a Okay, made the Mushroom a seperate shield instead of a hacked pity shield. This is a lot nicer in general. 2016-10-14 10:43:46 +01:00
toasterbabe 8f1493e135 Start big. (He's been on the same powerpoint slide for 30 minutes now.) 2016-10-13 15:49:35 +01:00
toasterbabe a119db3a85 Coins are no defense now! (This lecture is boring.) 2016-10-13 15:36:37 +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 dff9209bd2 A fix for the thing where you can get stuck inside a Mario block that has a monitor in it. 2016-10-12 22:06:40 +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 a842d96a48 Forgot to commit this change when moving everything over to shortmarioshifts. 2016-10-11 23:38:34 +01:00
toasterbabe 64a1fa5421 Players are half height in Mario mode when they don't have any shields, the Mario mode pity shield is invisible, and Mario mode players immediately get a pity shield when they lose any other type of shield. So basically that's a Red Mushroom, right?
https://gfycat.com/ThoughtfulAcademicChrysalis
2016-10-11 23:35:48 +01:00
Monster Iestyn ff0b1d1dfa Split polyobj plane drawnode-creating code from ds->maskedtexturecol code, and add plane bounds checking 2016-10-11 22:35:46 +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 b66925e467 R_FindPlane now has a polyobj argument, R_DrawPlanes now skips polyobj planes, like it does with FOF planes 2016-10-09 21:48:25 +01:00
Monster Iestyn 1c23a84aa5 set floorcenterz/ceilingcenterz for all of R_Subsector to use, not just FOF planes 2016-10-09 20:55:04 +01:00
Monster Iestyn 405237d364 Merge branch 'SLADE_textures' into 'next'
Treating " as whitespace in TEXTURES (and animdefs too i guess)

SLADE adds this character in its TEXTURES editor and makes SRB2 cry unless the lump is manually edited; this just treats it as whitespace so we don't have to think too hard about it.

Also, two I_Errors now refer to the correct lump name.

See merge request !122
2016-10-09 11:23:01 -04:00
Monster Iestyn b51d69e1ec Merge branch 'master' into lua-additions 2016-10-08 17:12:45 +01:00
Monster Iestyn 719220da4a Merge branch 'master' into damage-control 2016-10-08 17:12:13 +01:00
Monster Iestyn f3efebe889 Merge branch 'vertical-sky-distort2' into 'master'
Proper barrel sky distortion

Skies now use proper barrel distortion in both axes, rather than just the x-axis (i.e. just horizontally) as in all previous SRB2 versions. Credit goes to Nev3r for the original change and idea.

Was going to make an option for a non-barrel distorted sky, assuming barrel distortion is the default, but I just can't quite get it to work in a way that is pleasing to the eyes. So I've not bothered with it here for now, unless someone objects to barrel distorted skies for any reason?

See merge request !35
2016-10-07 17:30:15 -04:00
Monster Iestyn f43d615607 Merge branch 'fof-slope-skew' into 'master'
FOF wall slope skewing

FOF walls now can optionally skew with respect to slopes (software mode only currently):

* Upper Unpegged on the CONTROL linedef enables wall skewing
* Lower Unpegged on the IN-LEVEL linedefs ^1 determine which slope to skew with respect to (off = top slope, on = bottom slope)
* If Transfer Line is used however, Lower Unpegged on the control sector's linedefs does the above's job instead

^1 (this is because they already control pegging of individual FOF walls as it is, so this is for convenience and my sanity that they also deal with skewing)

See merge request !39
2016-10-07 17:29:21 -04:00
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 c5f51ded32 Merge branch 'horizon_lines' into 'master'
Horizon lines

Horizon lines for software mode! Place a Linedef type 41 somewhere on a one-sided linedef and it'll do fancy rendering hacks to draw the adjacent floor/ceiling to the "horizon". One small thing to sort out when I remember to do so, but this is good enough for merge already.

See merge request !44
2016-10-07 17:28:25 -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
Nevur c558900c61 Deleted the Add_WallScroller function entirely from code.
Removed commented out instance using the function.
2016-10-07 18:56:10 +02:00
Inuyasha ff4b39bab4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into nix-srb1
# Conflicts:
#	src/info.c
2016-10-05 18:47:32 -07:00
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
toasterbabe 664cfa2a9d Disabled MF2_LINKDRAW's ability to work in chains because it required modifying flags2 to prevent infinite loops, and that isn't network safe at all. 2016-10-02 18:17:23 +01:00
toasterbabe 490cf0183a Fixed some mistaken assumptions I made about the devmode overlay, and replaced "Flags" with "PF" to 1) make it clearer what type of flags they are and 2) use less horiontal space 2016-09-30 21:47:34 +01:00
toasterbabe d318db3496 Minor offset adjustments. 2016-09-30 21:11:12 +01:00
Monster Iestyn 0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
toasterbabe eb310cc9c7 On MI's reccomendation, swapped FPS and %d/35's position so that only the description "FPS" moves. http://imgur.com/a/rQogE 2016-09-30 20:44:51 +01:00
Monster Iestyn 2f85704d87 Merge branch 'master' into lua-additions 2016-09-30 20:14:53 +01:00
toasterbabe 0d3ee9a109 Weapon rings are limited in how fast they can scroll, so I guess it's okay if objectplace is too - and makes it less awkward for people who do just use normal keys for weapon up/down for some reason. 2016-09-30 20:14:23 +01:00
toasterbabe a2560c5217 Some tweaks to the devmode overlay.
* Plays nicely with showfps on - see http://imgur.com/a/7GzDM for the various cases.
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
2016-09-30 19:40:30 +01:00
toasterbabe cad54ee4a9 SERIOUS Objectplace improvement.
* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.
2016-09-30 16:45:50 +01:00
Monster Iestyn 20555c8887 Merge branch 'public_next' 2016-09-30 16:07:26 +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 f6fc99b06d How did this disappear? 2016-09-30 14:38:56 +01:00
toasterbabe a694ebc348 Fixed issue where holding spin when going into a non-horizontal spring would use your whirlwind shield ability immediately. 2016-09-30 14:33:15 +01:00
toasterbabe 9cbe7a342a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into horizontal_fix 2016-09-30 14:26:40 +01:00
toasterbabe aa4fca0339 Added description to P_SwitchShield. 2016-09-30 14:18:13 +01:00
toasterbabe 4f79157a50 Fixed that bug the wrong way, THIS is a much better solution for what I wanted to tweak. 2016-09-30 14:12:26 +01:00
toasterbabe dc57a34213 Revert "Fixed another bug where you were able to use the whirlwind shield ability after using the force shield's dodge dash."
This reverts commit cbe703478c.
2016-09-30 14:06:53 +01:00
toasterbabe cbe703478c Fixed another bug where you were able to use the whirlwind shield ability after using the force shield's dodge dash. 2016-09-30 13:56:19 +01:00
toasterbabe f1fb276e5a Fixed a bug where using your shield ability just before your shield changed got you stuck in whatever state it left you.
To do that, P_SwitchShield was born! Don't use with Force.
2016-09-30 13:48:33 +01:00
toasterbabe 18ec4297ee Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-09-30 13:06:55 +01:00
Inuyasha 64e8c8581e add missing prototypes 2016-09-30 05:04:08 -07:00
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 074cc9b965 Dehacked, as usual 2016-09-29 19:32:21 -07:00
Inuyasha ae542e616a Fixed sprite conflict BS
Also added the eggman goldbox back
2016-09-29 19:24:05 -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
Inuyasha 92da141394 Yes, that stupid off-by-one due to spawning objects in the middle of thinkers being run still applies. 2016-09-29 17:27:33 -07:00
toasterbabe 041347bb6a eslopeless compiling fix 2016-09-30 01:26:23 +01:00
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 bf01e9e5c3 Bustable material updated to:
* Take advantage of FF_MIDDLESTARTCHANCE.
* Be bound to the space of a slope.
2016-09-29 14:23:58 +01:00
toasterbabe 7a8c892233 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into gfz3_laser 2016-09-29 13:36:50 +01:00
toasterbabe 0cbbe3a3b3 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp 2016-09-29 13:36:20 +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
Inuyasha d7aae15a6f Merge branch 'animated-sky' into 'master'
Animated sky support

What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.

See merge request !34
2016-09-29 08:34:12 -04:00
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 7e8f7a59d1 This code never ran anyways, so. 2016-09-29 12:42:26 +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 8445a1068e attempt 2016-09-28 16:31:14 +01:00
toasterbabe 99f60544db Fixed various issues arising from collision with exclusively horizontal springs. Of note:
* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with CA_DOUBLEJUMP and CA2_MULTIABILITY no longer lose track of their jump count.
2016-09-28 16:26:29 +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 5f4f6fdac8 Public remake of a merge request I shouldn't have put in Internal in the first place. 2016-09-26 18:35:13 +01:00
toasterbabe 28f5e7d1bc Did I not commit this fix? Woops. 2016-09-26 12:25:10 +01:00
Inuyasha 1d71dfa5a3 animate icons using FF_ANIMATE
(this also means they last one second again, and the powerup is given after 1/2 a second, things which were lost when the flip was added)
2016-09-25 20:55:08 -07:00
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
toasterbabe 64a9a94604 GETSPEED -> GETFRACBITS completion. woops 2016-09-25 15:23:22 +01:00
toasterbabe 9f69850c05 Basically seriously un-fucked the rope hang and zoom tube code from my experimentations (i just wanted to compare speed and distance and got carried away...) 2016-09-25 15:07:00 +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 50a44d96b1 Changes to bubbles for new DSZ + bubble sprites (needs new patch.dta). 2016-09-24 17:15:42 +01:00
toasterbabe 28523760c3 FF_VERTICALFLIP, since I've been messing around with sprite stuff.
* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
toasterbabe da1db42b14 Forgot some compilers would complain about this. 2016-09-24 13:39:04 +01:00
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 eb64e4ccd9 Tightened some restrictions on Tails carry because right now the looseness leads to edge case noise spam when trying to pick up a player off a rope hang, for example. 2016-09-24 12:38:37 +01:00
toasterbabe 41b4d9c565 Fixed carry bug that I introduced a while ago. 2016-09-24 12:06:00 +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 8ad72232be Helpful explanatory comments to assauge MI's fears. 2016-09-22 21:15:12 +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 0568712a5e Prevent overflow when attempting to calculate the space between floor and ceiling. (I didn't notice any bugs as a result of the previous behvaiour, but you never know.) 2016-09-22 12:01:13 +01:00
toasterbabe fa16abf7ae Fixed the thing where if you thok into a solid object you spin really fast in the air without moving OR losing your momentum. 2016-09-22 11:15:08 +01:00
toasterbabe b8345aaf27 Solid objects are now no longer selectively intangible on slopes.
HOWEVER, since these changes to PIT_CheckThing do raise questions about whether there may be unintended side effects here. As a result, I may remake this for internal only if necessary.
2016-09-22 00:13:34 +01:00
toasterbabe 54f463ce81 Forgot dehacked.c description! 2016-09-16 17:15:16 +01:00
toasterbabe db6e7fd985 Introducing MF2_LINKDRAW! I put it in this branch because it (ab)uses some structural changes I made for papersprites.
* Sets the sortscale of the mobj to that of its tracer.
* Basically, Smiles' tails won't clip through shields thanks to this.
* http://gfycat.com/GraveGlassEwe
* Also has support for chains of MF2_LINKDRAW!
2016-09-16 17:09:33 +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
ilag11111 3b503f1336 Use function va to avoid having to delcare a new variable. Thanks MonsterIestyn. 2016-09-11 14:59:24 -07:00
ilag11111 4abfe1e8f3 Fix MinGW/AppVeyor build. 2016-09-11 10:57:14 -07:00
ilag11111 2798bd5c16 Ensure demo files will save to srb2home, where SRB2 already looks for them. 2016-09-11 10:40:49 -07:00
ilag11111 c977d17416 Prevent truncation when resampling sounds with non-multiples of 11250. 2016-09-11 09:41:18 -07:00
toasterbabe ba78dda276 Just noticed when poking around in dashmodecode that it didn't actually get stopped from running when you were playing in CTF! 2016-09-10 22:44:28 +01:00
toasterbabe cd0c2347df Ditto with regards to glideandclimb. 2016-09-10 21:13:51 +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
Alam Ed Arias c9aebc6f81 libz pkgconfig 2016-09-09 17:41:30 -04:00
Monster Iestyn 9f87841936 Fix bottom of FOF with a pusher special not accounting for slopes 2016-09-08 22:55:11 +01:00
toasterbabe fb377ad44f Minor tweaks to animations and endsigns. 2016-09-08 17:48:54 +01:00
toasterbabe 941bf8eb03 Corrected multiple oversights with swimming players dropping their friends when they shouldn't. 2016-09-08 14:38:57 +01:00
toasterbabe df7b375f05 Corrected an oversight for horizontal springs the introduction of PA_JUMP caused. 2016-09-08 13:57:43 +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
Wolfy bcf7ca421c Merge branch 'DD_netplay_off' into 'next'
DIsable NetPlay on DirectDraw builds

Also disable UPnP support on NONET builds

See merge request !102
2016-09-04 19:01:26 -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
Wolfy cce2a5e048 Merge branch 'RA_hotfix' into 'next'
Record Attack hotfix

Limit damage from http://mb.srb2.org/showthread.php?t=41847, basically.

Also fixed the message popup background because why not

See merge request !107
2016-09-03 16:29:28 -04:00
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
toasterbabe c11d8da3a3 No need to check for under/overflow outside of the spindash code, let's just start at the mindash and not add power if you're over instead. 2016-09-03 16:20:04 +01:00
toasterbabe 2cee8c1a8d SORRY, I SHOULDN'T HAVE PUSHED THE PREVIOUS THING
Revert "Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.""

This reverts commit 58f815ddbc.
2016-09-03 16:05:58 +01:00
toasterbabe 58f815ddbc Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead."
This reverts commit 0852a20014.
2016-09-03 15:51:38 +01:00
Monster Iestyn a860c068d8 BONUS UNRELATED FIX: Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on 2016-09-02 22:53:55 +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 0852a20014 Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead. 2016-09-02 18:12:46 +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
Monster Iestyn eae47c9808 Fix Knuckles in 2D mode attempting to latch onto air when gliding into a slope. Now he just attempts to latch onto the slope directly (which I'll fix another time, if I can figure out how)
(fix for SUGOI's Retro Hill Zone)
2016-09-01 21:21:20 +01:00
toasterbabe c07f273af0 Fixed some oversights with the spindash dashspeed changes 2016-08-30 16:41:00 +01:00