toasterbabe
12da89b1ce
Late night commit!
...
* Seriously reworked a lot of stuff behind the scenes, thanks to Red's comments.
* More consistent behaviour.
* Launching power is now scaled to the slope's angle relative to the wall you hit, so no massive launches when you hit the side of a steep slope.
* The code is a lot messier and the function name doesn't make any sense any more, so I need to clean that up in the morning.
* Need to figure out how to prevent tiny launches that uncurl you when spindashing up against walls.
* Spindashing trails now takes into account vertical momentum as well as horizontal - it was stupid not seeing your spintrail just because you weren't moving very fast horizontally!
No exe uploaded because it's almost 2am.
2017-01-23 01:40:11 +00:00
toasterbabe
399a6c1d47
* ALMOST SORTA IMPLEMENTED A NON-HACKY SPINNING FLAMEJET. For some reason, they wanna step down onto the platform - and I've been figuring this out for too long to see what's causing that tonight.
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* Hardcoded a bunch of stuff from patch.dta. All works fine, but still more to do.
2017-01-21 01:09:39 +00:00
toasterbabe
da42165169
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
2017-01-16 17:14:58 +00:00
toasterbabe
38c7436565
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
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# Conflicts:
# src/d_clisrv.c
2017-01-09 11:10:47 +00:00
toasterbabe
311886e582
* Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
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* Fixed a crash bug in the Flicky fly function I introduced sleepily last night.
2016-12-31 16:55:06 +00:00
toasterbabe
5164ee7fc9
Fun gameplay tweak: Turn CA_FLOAT into a limited CA_SLOWFALL when moving slowly, to double down on it being for speedrun characters and punishing slowing down. Rob-approved.
2016-12-24 22:23:34 +00:00
toasterbabe
578b809557
* Turned CA_DASHMODE into SF_DASHMODE.
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* SF_DASHMODE users can now dash on water.
* Gave CA_HOVER its own states/sprite2s.
* Gave Super Sonic's hover his own hover-run state/sprite2.
2016-12-24 20:57:39 +00:00
toasterbabe
102f26182b
* Tweaks to CA_BOUNCE.
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* Tweaks to drowning number placement for altered sizes.
2016-12-24 14:23:11 +00:00
toasterbabe
942065ba9f
* CA_BOUNCE users now play animation/sound when bouncing on enemies, monitors.
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* CA_BOUNCE users harmlessly bounce off Sharps.
2016-12-24 13:17:53 +00:00
toasterbabe
a61f5e4521
* CA_BOUNCE can now break downwards.
2016-12-23 23:58:12 +00:00
toasterbabe
0a7fe9569d
* Fixed issue where CA_BOUNCE users can harmlessly bounce on deathpits (and not Cakewalk style!)
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* Minor quality-of-life improvements to CA_BOUNCE handling.
2016-12-23 23:13:31 +00:00
toasterbabe
10a137620a
First commit, CA_BOUNCE almost completed.
2016-12-23 17:31:07 +00:00
toasterbabe
d8d5f31898
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-12-13 22:03:59 +00:00
Monster Iestyn
6f8969aec0
Merge branch 'spindash-dust' into 'master'
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Spindash dust
Charging a spindash kicks up dust, we all know this feature was dying to get in at some point. Bubble and flame forms of spin dust are included from FSonic, for underwater and elemental respectively.
Oh, and as a bonus I reorganised the spindash/spinning/other ability2 stuff code to look a bit neater and more organised.
New resources:
* MT_SPINDUST - the object
* S_SPINDUST1 to 4 - the normal form's states
* S_SPINDUST_BUBBLE1 to 4 - the bubble form's states
* S_SPINDUST_FIRE1 to 4 - the bubble form's states
* SPR_DUST - the normal form's sprite set (uses frames A to D, just pinch FSonic's sprites really)
* SPR_FPRT - the flame form's sprite set (frame A only)
SF_NOSPINDASHDUST disables spindash dust for a character
See merge request !52
2016-12-13 15:15:33 -05:00
toasterbabe
c833497d39
Correcting slip-up I made when originally improving zoom tubes.
2016-12-01 14:40:58 +00:00
toasterbabe
095a438e9e
* Super float now back on spin button, again takes precedence over shield actives.
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* Fixed BIG mistake where ShieldSpecial hook bailed out of the entire function instead of just the shield section.
2016-11-24 14:29:29 +00:00
toasterbabe
1424c3f6cd
Regardless of what I'm doing next, this removal of limits in this place still should've been done a while ago.
2016-11-23 22:20:47 +00:00
toasterbabe
e34ef54166
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
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# Conflicts:
# src/info.c
# src/p_mobj.c
2016-11-20 19:21:10 +00:00
toasterbabe
85fb02aaf6
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/p_inter.c
# src/p_user.c
# src/st_stuff.c
2016-11-20 16:44:38 +00:00
Monster Iestyn
6e70acc82d
Added SF_NOSPINDASHDUST to disable spindash dust
2016-11-13 22:33:57 +00:00
Monster Iestyn
c81665b9af
Added flame version
2016-11-13 22:02:29 +00:00
Monster Iestyn
47c67472ff
Added bubble form of spin dust
2016-11-10 21:09:05 +00:00
Monster Iestyn
ce97c1e986
Added basic spindash dust
...
Also cleaned up some of the code in P_DoSpinAbility while I was at it
2016-11-10 17:51:10 +00:00
toasterbabe
f77c3444a3
Don't use shield abilities after the armageddon's used up!
2016-10-30 14:23:53 +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
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
cd3895f676
Merge branch 'public_next'
2016-10-29 17:03:38 +01:00
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
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
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
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
a7c8c60379
Merge branch 'master' into damage-control
2016-10-23 21:08:17 +01:00
toasterbabe
45d32b7f7c
* Flameaura shield now has boosh sprites.
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* MF2_SHIELD calls shield thinker (P_AddShield/P_ShieldLook).
* Multiple types of force shields now handled.
2016-10-23 20:34:43 +01:00
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."
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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
Inuyasha
fa187c5ae7
Merge branch 'unslot-music' into 'master'
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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
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.
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* 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
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
toasterbabe
8fe932b0e7
* Force shield force stop completed
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* 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
toasterbabe
9b4c81ed0b
Thundercoin shield complete.
2016-10-17 23:22:04 +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).
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* Flame burst fixed with respect to scale.
2016-10-17 14:03:32 +01:00
toasterbabe
76b30df528
* Slower Bubblewrap animation.
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* 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
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
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
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
91f9770caf
Fixed up the coin-looping.
2016-10-14 11:23:13 +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
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
a36912baef
In Mario mode...
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* 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
d4f0afa0d1
A Heckloada Mario Stuff
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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
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?
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https://gfycat.com/ThoughtfulAcademicChrysalis
2016-10-11 23:35:48 +01:00
toasterbabe
d25e908b80
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/p_map.c
2016-10-11 16:25:24 +01:00
Monster Iestyn
719220da4a
Merge branch 'master' into damage-control
2016-10-08 17:12:13 +01:00
toasterbabe
5614ff5691
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/p_enemy.c
# src/p_mobj.c
2016-10-02 19:38:53 +01:00
Monster Iestyn
0fb89c620d
Merge branch 'master' into damage-control
2016-09-30 21:05:44 +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
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."
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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.
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To do that, P_SwitchShield was born! Don't use with Force.
2016-09-30 13:48:33 +01:00
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:
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* 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
f1b8bfcfe7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
# src/p_map.c
2016-09-29 18:08:50 -07:00
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.
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* 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:
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* 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
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.
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* 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
8f181abbb2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
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# Conflicts:
# src/p_mobj.c
# src/p_spec.c
2016-09-29 13:34:13 +01:00
toasterbabe
a8be1e6b7d
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# 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
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# Conflicts:
# src/dehacked.c
# src/p_inter.c
# src/p_pspr.h
2016-09-27 18:11:20 +01:00
toasterbabe
be0e898bae
* Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
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* 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
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
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# Conflicts:
# src/info.c
2016-09-24 23:05:01 -07:00
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
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.
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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.
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* 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
dcb82c292a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
2016-09-12 19:23:44 +01:00
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