Commit graph

445 commits

Author SHA1 Message Date
toaster ec1712064c * Add vwre vwre intro for Fang Clone Fighter battle. (Still skipped with presence of MTF_AMBUSH)
* https://cdn.discordapp.com/attachments/428262628893261828/626792815451701259/srb20006.gif
* Add fadeout instead of slapstick for Fang Clone Fighter death.
* Allow placed Fang and Metal Sonic objects to be marked as Clone Fighters always through presence of MTF_EXTRA.
2019-09-26 17:06:29 +01:00
lachwright c9c9f95057 Lowered shockwave speed 2019-09-26 17:12:03 +08:00
lachwright 0cd3e4fd62 Hardcoded DSZ3 shockwave 2019-09-26 05:27:51 +08:00
toaster 2a452ddcf5 Remember when Lach recorded their live reaction to 2.2 so far? Do you recall what the reaction to ACZ3 was?
If you don't, the reaction was "WHAT?? Why is he here? This is GREAT but, what??" And while the reaction is on the positive end of things, it's stll clearly not advisable for our defining Big Reveal of the already huge update.

To this end: Here is a mini cutscene! https://cdn.discordapp.com/attachments/428262628893261828/626207624043429898/srb20005.gif
* He's digging through Eggman's trash.
* Clearly doesn't expect to see you!
* Ready for a fight all the same.
* You can attack him during the mini cutscene if you're impatient.
* Skipped if you give him MTF_AMBUSH.
* Requires new assets (including map) to test, but I'm not ready to make a MR yet because I have other thoughts first.

Also, since I was poking around in p_enemy.c, I fixed A_Boss1Laser's issues (not working with direct 2.1 port states and having the weird secondary attack).
2019-09-25 14:36:20 +01:00
lachwright 264d82c8d0 Fixed Brak's flames not animating 2019-09-25 20:32:56 +08:00
lachwright de294d84e7 Lots of CA_GLIDEANDCLIMB changes:
Glide speed now starts at whatever speed you were traveling at prior.
If glide speed is below actionspd, the glide accelerates towards it.
When landing from a glide, player now enters a landing animation (SPR2_LAND); they cannot move in this state, but they can jump or start a spindash.
Ground-sliding after a glide can now be cancelled into the landing animation by releasing jump, where the same rules apply.
Climb speed increased x1.33.
2019-09-24 02:17:20 +08:00
sphere f7ad5501e1 Increase emblem and token hitbox sizes. 2019-09-22 04:19:09 +02:00
toaster 661966ced6 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into new_algae 2019-09-20 16:45:06 +01:00
sphere 4c7a7a7e0b Small DSZ coral tweaks. 2019-09-20 00:51:44 +02:00
toaster cf14d5fe5d * Remove sounds from swimming.
* Lower default swim animation speed.
* Make speed of flight/swim animation increase whenever mashing jump.
2019-09-19 12:30:30 +01:00
sphere c81452211d Updated ACZ cacti. 2019-09-18 21:40:33 +02:00
sphere 284ced06ec Merge branch 'master' into new_algae 2019-09-18 20:17:36 +02:00
toaster f870b5237f * Fix native MF_PAIN sound extension being limited to UINT8 range, which only became evident when the new s1/2/cd/3db/kc sfx were added.
* Make the pain-causing cactodes have DMG_SPIKE.
2019-09-18 17:48:41 +01:00
toaster a5460c7451 Correct location of MT_CACTI10 and MT_CACTI11 in relation to their positions given in info.h and dehacked.c (fixes several ACZ-related crashes) 2019-09-18 17:24:22 +01:00
sphere 81d1453dc4 New animated DSZ kelp. 2019-09-18 02:05:19 +02:00
toaster e179e1f9c4 Merge branch 'morecactis' into 'master'
More harmful cactus

See merge request STJr/SRB2Internal!329
2019-09-16 16:36:06 -04:00
Steel Titanium 3ebb9c2c49
More harmful cactus 2019-09-12 21:36:13 -04:00
toaster 6c2ef39408 Update SPR2 defaulting for SPR2_CNT1. 2019-09-10 14:44:04 +01:00
toaster 2b0344a22f Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into deathstuff 2019-09-09 15:25:48 +01:00
toaster e5d9d3499f DON'T PUSH ALONE - first dregs of continue screen 2019-09-09 15:25:36 +01:00
Jaime Passos 1fca5a749e Merge remote-tracking branch 'origin/master' into rotsprite_i 2019-09-02 23:36:30 -03:00
toaster 6a9da63d7f Motor's new Eggman sprites, along with some other sweet bits of boss polish. What else can I say? Just play it. 2019-08-30 19:19:54 +01:00
MascaraSnake 806b106905 Hardcoded the Pyre Fly 2019-08-30 08:17:25 +02:00
MascaraSnake 2933ec3e9c Simplified the lavafall rock states with FF_RANDOMANIM, fixed Var1 for the FF_ANIMATE states 2019-08-27 19:33:54 +02:00
MascaraSnake 50e51c137e Hardcoded the lavafall 2019-08-25 23:05:38 +02:00
MascaraSnake 57d28c7814 Rejig the thing type numbers 2019-08-25 20:01:08 +02:00
MascaraSnake 2a5c576c1c Hardcoded the RVZ scenery 2019-08-25 12:40:32 +02:00
Jaime Passos f68652aa66 I 2019-08-18 14:16:48 -03:00
toaster 7cd21cdfa9 Tweak the Metal Sonic death explosion sequence. It's longer than all the others before the egg capsule comes up, but so is Mecha Sonic in s3k, so it fits.
(Not uploading an exe for this miniscule change. If you want to play with this, get it in Master. :P )
2019-08-14 10:22:14 +01:00
toaster 35f90e3322 Use the softer explosion sound from s3k to go with the increased quantity of explosions. 2019-08-13 20:24:46 +01:00
toaster 324c584e5d Tweak the ACZ3 fight a little, animationwise, since every other non-Brak boss got an upgrade to its death anim in this branch.
Also make its bomb throw anim use all the new sprites.
2019-08-13 19:41:04 +01:00
toaster e62fefad5d Tweak the animation speed of the fleeing eggmobiles' sweatdrops. 2019-08-12 18:50:23 +01:00
toaster 9ae750d09c Since I had to do a clean build to get this up to date (the state list was updated), I decided to redo all the boss explosion animations to be way more aesthetically pleasing.
Basically, think "Sonic 3". https://cdn.discordapp.com/attachments/371082353990303745/610233312765673493/srb20047.gif
2019-08-12 00:34:42 +01:00
toaster c7bbefb3f8 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into gfz_boss_rework 2019-08-11 21:17:13 +01:00
Steel Titanium 00c3329ba9
Ring sparkle mirroring 2019-08-03 18:28:53 -04:00
Steel Titanium 26689e168e
Merge branch 'master' of git.magicalgirl.moe:STJr/SRB2Internal into ringsparkle 2019-08-03 17:33:28 -04:00
toaster 8a0f1e7ed4 Merge branch 'ending' into 'master'
ENDINGS

See merge request STJr/SRB2Internal!264
2019-08-03 16:23:51 -04:00
Steel Titanium 3177b27a11
Changes
Kill off the hack
2019-07-31 20:51:55 -04:00
Steel Titanium 58b56b2867
New ring sparkles 2019-07-31 00:47:42 -04:00
toaster deaee586ed Make MANIASPHERES' #define'd away stuff also recreatable with SOC, since I want to release it publically if the team don't want it. 2019-07-29 21:06:17 +01:00
Monster Iestyn 18e2c2461f Merge branch 'wavingflag' into 'master'
New CEZ scenery

See merge request STJr/SRB2Internal!257
2019-07-28 15:44:00 -04:00
toaster 063e350c63 A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)

Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-28 00:32:57 +01:00
sphere 79cf8eb08d Add a blue variant of the pole banner & change some doomednums. 2019-07-14 17:30:33 +02:00
sphere ee937c4df0 Add a blue variant of the waving flags. 2019-07-14 16:50:45 +02:00
sphere cfc56c9541 Don't upscale the waving flags, make them twice as large instead 2019-07-14 15:30:00 +02:00
sphere 106f6498e2 Add meleestate to MT_WALLSPIKE. 2019-07-14 01:29:36 +02:00
sphere e68e510ca2 Assign sound to the wood debris object. 2019-07-13 23:15:56 +02:00
MascaraSnake 77476d27e5 Merge branch 'master' into acz-fixes 2019-07-10 08:47:22 +02:00
Monster Iestyn 63d337211e Merge branch 'eggcolosseum' into 'master'
Egg Colosseum (CEZ3 remaster)

See merge request STJr/SRB2Internal!248
2019-07-09 16:32:24 -04:00
Monster Iestyn 11a24b88ee Merge branch 'seaegg_tweaks' into 'master'
Sea Egg

See merge request STJr/SRB2Internal!244
2019-07-09 16:25:07 -04:00
toaster 2df90888bb Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into eggcolosseum
# Conflicts:
#	src/p_mobj.c
#	src/sounds.c
#	src/sounds.h
2019-07-09 19:52:52 +01:00
Monster Iestyn 3e305c0993 Merge branch 'toast_cleanup' into 'master'
PITY IN PINK and everything associated (formerly toast_fixes)

See merge request STJr/SRB2Internal!232
2019-07-09 14:31:25 -04:00
Monster Iestyn ef984eb336 Merge branch 'metalfixes' into 'toast_cleanup'
Metal Sonic Boss fixes (again)

See merge request STJr/SRB2Internal!245
2019-07-09 14:29:42 -04:00
Monster Iestyn c1bea02f03 Merge branch 'rainfixesmkII' into 'master'
Accidentially broke rain in the rainfixes branch (oh, the irony!)

See merge request STJr/SRB2Internal!249
2019-07-09 14:24:14 -04:00
toaster 98b6280d03 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into toast_cleanup
# Conflicts:
#	src/p_mobj.c
2019-07-08 13:53:31 +01:00
toaster a65925aeca Realised I accidentially broke rain in the rainfixes branch (oh, the irony!), realised it needed a few additional P_RecalcPrecipInSector calls to properly work with the new arena, and increased its speed.
If you must, I can cherrypick this into another branch - but it's required for this one, at least.
2019-07-08 13:39:21 +01:00
toaster 867f7ecfca ha ha ha how can i possibly describe this commit
Just wait for the MR, it won't be far behind.
2019-07-08 13:26:40 +01:00
MascaraSnake c1f51094bf TNT barrels are no longer enemies, but still aimable for Fang 2019-07-07 12:06:45 +02:00
Steel Titanium ef05d81a4c Change this, not that it really matters but 2019-07-06 00:39:36 -04:00
Steel Titanium ec8f64100e Hardcode brick debris 2019-07-06 00:36:02 -04:00
toaster 5baaba1d9e Realised I accidentially broke rain in the rainfixes branch (oh, the irony!), realised it needed a few additional P_RecalcPrecipInSector calls to properly work with the new arena, and increased its speed.
If you must, I can cherrypick this into another branch - but it's required for this one, at least.
2019-07-04 14:44:09 +01:00
toaster 3efb49487e Pre-pinch behaviour complete - heavily reliant on a new map, which I won't be sharing until everything is ready.
Just making this commit now so I can merge in master...
2019-07-04 14:09:38 +01:00
toaster 4ad1703ae3 Revert "Revert "Merge branch 'metalfixes' into 'toast_cleanup'""
This reverts commit c04b560e92.
2019-07-03 00:58:02 +01:00
MascaraSnake c04b560e92 Revert "Merge branch 'metalfixes' into 'toast_cleanup'"
This reverts merge request !239
2019-07-02 23:49:10 +00:00
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