Commit Graph

32 Commits

Author SHA1 Message Date
toaster 9f34a7aa82 Merge branch 'bossenable' into 'master'
Boss enable linedef (type 449)

See merge request STJr/SRB2Internal!272
2019-08-03 16:23:22 -04:00
toaster 8fa0641e99 Instead of checking whether mobj->spawnpoint->extrainfo is in the correct range every tic, have a lua error for trying to set it outside (since there'll no doubt be other consequences to being outside the range too) 2019-08-01 18:12:26 +01:00
toaster 7bff305672 * Strip the word "function" from INLEVEL error messages, since they're now shared between access and function cases.
* Move it into lua_script.h, so it's available to everything that needs it.
2019-07-30 17:57:57 +01:00
toaster 69e573517f Fix lua scripts erroring on the title screen because they're run there but it's not counted as GS_LEVEL (aka #168). 2019-07-30 17:48:13 +01:00
toaster 47f138ac34 I know this isn't my branch, but found several reference haemmoragers and figured it'd be appropriate to commit here. 2019-07-13 13:43:22 +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
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
Monster Iestyn 268bde3fdf Merge branch 'public_next'
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/dehacked.c
#	src/g_game.h
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/lua_baselib.c
#	src/lua_hook.h
#	src/lua_hooklib.c
#	src/lua_hudlib.c
#	src/lua_libs.h
#	src/lua_maplib.c
#	src/lua_script.c
#	src/m_misc.h
#	src/p_mobj.c
#	src/s_sound.c
#	src/sdl12/mixer_sound.c
#	src/w_wad.c
2018-11-10 15:41:57 +00:00
Monster Iestyn efff869e6e Add mobj.standingslope to Lua 2018-10-21 15:12:51 +01:00
mazmazz f85d1da54f Lua support for floorrover/ceilingrover 2018-09-14 21:43:43 -04:00
mazmazz a6f959ba21 Set mobj->floorrover and ceilingrover in appropriate places 2018-09-10 00:38:07 -04:00
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 634c560e99 * Who wore it better? https://cdn.discordapp.com/attachments/293238104096112641/338696939774279680/srb20037.png
* Now that Cyan is back, swap out the substitute Teal in the emblems for it.
* P_GetMobjSprite2 is now P_GetSkinSprite2.
* Correct "Siler".
2017-07-23 17:49:19 +01:00
toasterbabe 842c27e78b Let's not use terms like this so plainly, right? 2017-03-18 14:20:42 +00:00
toasterbabe 8903a0e185 Yeah, this wasn't network safe. 2017-03-17 17:18:14 +00:00
toasterbabe 60a2e26569 First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary. 2017-03-16 18:57:42 +00:00
Monster Iestyn 2ac3f68438 Added in-level checks to a lot of these functions and tables for Lua use
This makes it less likely for the game to crash when stuff is used outside a level when they shouldn't be
2017-01-18 22:02:28 +00:00
toasterbabe 20677c7a66 * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* All Lua-originated sprite2 settings are now forced through P_GetMobjSprite2. Makes sense because of SPR2_JUMP, which none of the main characters have sprites for yet all use.
* Cleaned up P_GetMobjSprite2 to not set irrelevant, otherwise-unused variable.
2016-11-11 23:23:41 +00:00
toasterbabe 9aa41582c3 Lua support for sprite2. 2016-11-11 21:37:28 +00:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn f579a12d2c Fix up more Lua error messages to be more meaningful (and work properly, in some cases) 2016-05-14 23:52:40 +01:00
Inuyasha 1bdd4cf641 backport state-animations from internal master to public next
most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Alam Ed Arias ac5c8f10e9 Merge remote-tracking branch 'public/lua-32bit-changes' into next
Conflicts:
	src/lua_mobjlib.c
2015-06-18 10:22:07 -04:00
Yukita Mayako fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
JTE ef0e61fc33 Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.

I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
MonsterIestyn d915a8142d Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
Alam Ed Arias c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias 02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00