Commit Graph

491 Commits

Author SHA1 Message Date
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 364984ac12 Fix bugs (uninitialised memory the compiler didn't pick up, and not setting scale) I sleepily caused last night. 2018-05-24 13:19:42 +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 dbcd259bd6 * New Egg Guard behaviour!
* Fix the thing I mistakenly messed up with all of the things I moved out of P_SpawnMapThing without good reason to.
2018-05-22 23:02:54 +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 94c7d9bc52 Forgot to do this before making the previous commit; completes support for no-points drone badniks. 2018-05-03 00:00:22 +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 cf9d53efd8 Kill MF2_STANDONME (mechanically; still occupies the slot... will change that next time I have to handle the DEHACKED lists.) 2018-05-02 20:35:20 +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
Digiku e1cd6357cc Merge branch 'op-nightsbumper' into 'master'
NiGHTS Objectplace: Preserve MT_NIGHTSBUMPER vertical angle upon WRITETHINGS

See merge request STJr/SRB2Internal!137
2018-04-06 20:21:25 -04:00
toasterbabe 4f3f647f5b A minor assortment of changes. 2018-04-03 01:46:42 +01:00
toasterbabe 156cc031ea * Optimise them even further... AGAIN! Using an offset-based system rather than a multiplication-based one...
* Again, tweak the spawning code to take maximum advantage of these gains.
* Fix potential crashes with MT_NULL mace/chain types supplied.
* #ifdef out the height-clipping code. It needs more TLC than I can give it right now, and the existing behaviour is less obviously broken (sadly enough).
* Fix chainmace points, which were apparently broken without anyone realising.
2018-04-03 01:10:10 +01:00
toasterbabe 4051ae8915 * Revamp mace creation again to potentially serve as the foundation for further optimisation (and also not rely on a while (1) loop, which easily went wrong several times whilst I was making changes to it).
* Fix minor typoes and other small tweaks in the P_MaceRotate function, which I'm probably about to rewrite again anyways...
2018-04-02 21:36:12 +01:00
toasterbabe 0102da824e Make the h-chain repairing safer. 2018-04-02 01:20:32 +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 97ddb8881d * Remove ability to change speed of chains.
* Fix ability to turn chains (still disabled by default, just at least want the option...)
* Replace max speed setting with a "minimum chainlink distance" setting - if greater than zero, that many chains will not be spawned from the center outwards. Doesn't affect the head of the chain at all, since otherwise what's the point? :V
2018-04-01 22:05:59 +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
mazmazz d85f108997 P_SpawnMapThing: Ignore MTF_ flags if MT_NIGHTSBUMPER 2018-03-25 19:42:46 -04:00
mazmazz dc9fd6f02e MT_NIGHTSBUMPER Spawn: Don't reset mthing->options 2018-03-25 19:07:21 -04:00
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 2e3eade637 Merge branch 'master' into hardcoding-time-again 2018-01-02 18:36:42 +00:00
Monster Iestyn 61176ee736 Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
#	src/win32/win_vid.c
2018-01-02 17:32:24 +00:00
Monster Iestyn ec10367856 Bail out of P_RespawnSpecials if no mobjinfo entry has a doomednum that matches, and print a warning to the console.
This prevents a mobj of NUMMOBJTYPES from being created and potentially crashing the game. Really, this happens only if you start messing with the mapthings of respawning items like rings/weapons/etc in the first place via Lua.
2017-12-17 20:57:45 +00:00
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
toaster b302607c2e Merge branch 'nights_colours_again' into 'master'
More NiGHTS tweaks

See merge request STJr/SRB2Internal!125
2017-11-02 16:45:09 -04:00
toasterbabe 2a42291b30 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
# Conflicts:
#	src/d_netcmd.c
2017-11-02 20:39:07 +00:00
toasterbabe 811fd5f9bc * Change the NiGHTS link text colour list. Again.
* Make the NiGHTS link text pulse, like in the original game!
* Fix going from NiGHTS special stage as Smiles to a normal level losing your followitem.
2017-10-31 15:47:58 +00:00
toasterbabe 548c120534 Since they give points now, make tokens spawn in record attack (and not add end-of-act tokens/continues). 2017-10-29 13:41:02 +00:00
TehRealSalt f0b938eb98 Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
# Conflicts:
#	src/p_saveg.c
2017-10-14 16:20:56 -04:00
TehRealSalt 8a676d8aa4 Added movebob removed viewheight
"movebob" lets you determine the strength of movement bobbing (does not
affect landing delta, that's technically not movement bobbing :p),
values range from 0.0 to 4.0. viewheight is now relative to
player->height.
2017-10-14 16:11:08 -04:00
toasterbabe 8e389382ed Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
# Conflicts:
#	src/p_user.c
2017-10-14 19:12:15 +01:00
toasterbabe 31dff22202 Fixed followmobj not getting deleted when removing mobjs. Why did I do it in this branch? I've got lots related to followmobjs to do here for demo purposes, so... 2017-10-12 13:15:24 +01:00
Alam Ed Arias cdde7ea8e5 not equal, NOT statement 2017-10-11 16:58:45 -04:00
toaster e298e35ada Merge branch 'smiling_on_the_inside' into 'master'
Smiles! (and some tweaks to Super)

See merge request !119
2017-10-11 10:40:11 -04:00
Alam Ed Arias 66201620dd cleanup a few compiler warnings 2017-10-07 13:21:12 -04:00
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
Alam Ed Arias 5986720789 Build: fixups 2017-09-28 11:01:52 -04:00
Alam Ed Arias f1a347e55f Merge branch 'public_next' into master 2017-09-28 11:01:20 -04:00
Alam Ed Arias ec125628ab Merge branch 'master' into next 2017-09-28 10:16:35 -04:00
Alam Ed Arias 2ccd397d11 Build: kill GCC 7's implicit-fallthrough warning 2017-09-28 09:39:47 -04:00