Commit graph

369 commits

Author SHA1 Message Date
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.
* 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."
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'
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.
* 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
* 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).
* 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 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...
* 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
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?
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
# 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
# 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."
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 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 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
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 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 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
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 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 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 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.
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 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
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
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
Monster Iestyn 31b9e762e1 Merge branch 'public_next'
# Conflicts:
#	src/p_mobj.c
2016-09-05 21:28:43 +01:00
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 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 42d527a955 Did a few things with spindashing:
* Fixed bug where being pushed off a platform whilst charging a spindash would leave you in your charging frames instead of your rolling ones when you hit the ground (http://gfycat.com/MassiveThreadbareItalianbrownbear for how it works now, http://gfycat.com/MarvelousEnlightenedAuk is how it used to work)
* Fixed bug where spindashing on top of a bubble spawnpoint led to you being able to move around in spindash frames (no gif since obvious desired behaviour is obvious)
* Spindash animation speeds up the faster you'll shoot off.
* The spin charging mechanism is now scale-independent, and only multiplies by scale when shooting off - less FixedMul calls, and potentially deals with weird quirks of changing scale whilst spindashing that nobody's discovered because there's no place to find that in the main game!

Also:

* Climbing animation defaults to rolling instead of walking, because what.
2016-08-30 15:00:01 +01:00
toasterbabe 8d8be8a7b2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-30 13:30:56 +01:00
Monster Iestyn 541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
toasterbabe f34a28e80e Removed a hack that caused the groundpound spinfire to hurt you if you lost your shield. 2016-08-21 13:55:16 +01:00
toasterbabe 7786ef43e8 Okay, did a bunch of stuff. Getting ready to create a merge request, but not quite there yet.
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
2016-08-18 20:09:35 +01:00
toasterbabe 67f8a1295e Couldn't justify my hack in the long run, so it's back to adding and removing MF_NOCLIPTHING instead of the player pointer.
I DID make some steps towards re-implementing PIT_CheckThing for solids only in order to replace the hack long-term and hopefully use less CPU, but is currently disabled via #if 0 since I'm not comfortable changing the function signature of P_CheckPosition right now.
2016-08-16 17:49:20 +01:00
toasterbabe 612575620b Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes.
(After talking to Alam, we can't have floats anywhere near P_ functions, so.)
2016-08-13 14:16:06 +01:00
toasterbabe 9e38f44f34 Rob requested a reversion of the NiGHTS camera changes on exiting the level, so here we go. 2016-08-12 21:24:17 +01:00
toasterbabe de77dc4413 Fixed a bug where NiGHTS form didn't properly account for changing skins mid-flight (devmode, maybe mp if standing on ground - haven't checked there)
Also as a consequence, DEFAULTNIGHTSSKIN is #defined in r_things.h instead of p_user.c.
2016-08-12 19:18:50 +01:00
toasterbabe 8b519631f8 * Keep the camera still when ending a NiGHTS map. http://gfycat.com/ComplicatedComposedAoudad
* Correcting an earlier oversight with the SPR2_ defaulting system for super forms.
2016-08-12 15:40:17 +01:00
toasterbabe 9c02c81095 Now that it's not 3am, here's some fixes to what I pushed last night.
* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
2016-08-12 14:42:22 +01:00
toasterbabe 0c3256fa14 NiGHTS is now spr2-ised. i'll upload the relevant files and etc to the ftp
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)

ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
2016-08-12 02:57:37 +01:00
toasterbabe 8f5258fc22 Two changes to the supercolor stuff.
* Don't allow arbitrary numbers to be used for a skin's supercolor, only strings.
* Devmode is no fun allowed mode, so turn off the god hyper flash there.
2016-08-10 20:31:18 +01:00
toasterbabe 810e1ec041 SUPERCOLOR BONANZA COMMIT.
* Several new supercolours.
	- SKINCOLOR_SUPERSILVER1-5 (for fun) - "Silver"
	- SKINCOLOR_SUPERPERIDOT1-5 (nyeheheh) - "Peridot"
	- SKINCOLOR_SUPERCYAN1-5 (for fun) - "Cyan"
	- SKINCOLOR_SUPERPURPLE1-5 (for fun) - "Purple"
	- SKINCOLOR_SUPERRUST1-5 (mecha/metal sonic) - "Rust"
	- SKINCOLOR_SUPERTAN1-5 (shadow/silver the hedgehog) - "Tan"
* SKINCOLOR_SUPER1-5 renamed to SKINCOLOR_SUPERGOLD1-5, one index for darkest is changed - "Gold"
* SKINCOLOR_TSUPER1-5 renamed to SKINCOLOR_SUPERORANGE1-5, ported properly to the new palette - "Orange"
* SKINCOLOR_KSUPER1-5 renamed to SKINCOLOR_SUPERRED1-5, ported properly to the new palette - "Red"

* new S_SKIN attribute - supercolor - uses an entirely different function to get the names (R_GetSuperColorByName instead of R_GetColorByName)

* a fun little secret - typing "god on" in the console whilst super makes the player hyper (visual only, no sparkles - just rainbow flash) - can be removed if no fun is allowed
2016-08-10 19:48:20 +01:00
toasterbabe 7b5fbad6a7 Changes to match the new default value and to make player acceleration perfectly match what it was previously. 2016-08-10 00:31:16 +01:00
toasterbabe 4ccb3b88d0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/p_mobj.c
2016-08-10 00:10:18 +01:00
toasterbabe aa93f8a25c Refactored the movefactor changes that made the player go Looney Tunes style on ice. 2016-08-10 00:05:46 +01:00
toasterbabe bc7389327a Mario invincibility colours now span solely the saturated colours (no white to black, no peach, no brown) 2016-08-09 13:59:31 +01:00
toasterbabe c678220857 New S_SKIN attribute - "camerascale", another float. Acts as a scale modifier to t_cam_dist and t_cam_height. 2016-08-06 23:18:37 +01:00