Commit graph

235 commits

Author SHA1 Message Date
ZTsukei
e6305ece38 v1.3.02
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Diagonal springs now keep your current speed if you are faster than their set speed. This only affects players for now.
Offroad is no longer handled by &256, and is now handled by &2, &3, &4; Damage (Damage (Water), Damage (Fire), and Damage (Electric))
Starpost mobj radius and height have been reduced to 1*FRACUNIT, this should fix the checkpoint infinispawn bug.
2017-04-16 20:47:48 -04:00
Sean Ryder
be3acfff0b Fix warnings
Possibly fix some whitespace problems
2017-03-04 22:13:19 +00:00
ZTsukei
592c4482a9 Thwomps now squish the player - might need to reduce player height to 1 or something temporarily
Mushrooms rewritten to not use Instathrust, instead they jack up your accel to 10x. Feels nicer.
Floor mushroom panels no longer activate while above them
Mushrooms force player to accelerate (and cannot brake)
K_PlayTauntSound works now. (YES YES YES HUP HUP YES HUP HERE WE GO)
Star and Mega sfx might stop correctly now in netgames (need to test)
Item box radius and height increased from 32 to 36.
2017-03-02 17:59:38 -05:00
ZTsukei
87d09228fa Roulette timer stops manually again - as more players join the game, the player in first will have to wait longer to stop the roulette manually. Players further back will also wait slightly longer, while the person in last will always only take 1 second to stop the roulette.
Fixed drifting so it stops when you're too slow.
2017-02-27 23:54:02 -05:00
ZTsukei
7b7a6e5458 Added fancypants mega shroom, fixed drift boosting 2017-02-19 12:19:02 -05:00
ZTsukei
3fecdd7658 Item boxes no longer solid 2017-02-18 15:51:35 -05:00
ZTsukei
0a782bf79e Fixed thwomp sectors, Added Magnet Item. 2017-02-18 13:39:50 -05:00
Sryder
35b789d330 Fix random duplicate code from merge in hw_main.c and r_segs.c
Whitespace cleanup
2017-02-18 00:25:16 +00:00
Sryder
68d439a783 Merge branch 'upstream/next' into zarrotsu_vanillamerge
# Conflicts:
#	src/Makefile
#	src/doomdef.h
#	src/hardware/hw_main.c
#	src/p_mobj.c
#	src/p_user.c
#	src/r_segs.c
#	src/sdl/i_video.c
#	src/win32/win_sys.c
2017-02-17 20:14:55 +00:00
ZTsukei
580f909c6c Added Accelcode, start boosting, reverted drifting, etc. 2017-02-07 17:19:58 -05:00
toasterbabe
19cd010091 Fixed a stupid bug involving jumping at spikes on FOFs in reverse gravity caused by my own incompetence/assumptions. 2017-01-16 17:52:06 +00:00
toasterbabe
8ad72232be Helpful explanatory comments to assauge MI's fears. 2016-09-22 21:15:12 +01:00
toasterbabe
0568712a5e Prevent overflow when attempting to calculate the space between floor and ceiling. (I didn't notice any bugs as a result of the previous behvaiour, but you never know.) 2016-09-22 12:01:13 +01:00
toasterbabe
fa16abf7ae Fixed the thing where if you thok into a solid object you spin really fast in the air without moving OR losing your momentum. 2016-09-22 11:15:08 +01:00
toasterbabe
b8345aaf27 Solid objects are now no longer selectively intangible on slopes.
HOWEVER, since these changes to PIT_CheckThing do raise questions about whether there may be unintended side effects here. As a result, I may remake this for internal only if necessary.
2016-09-22 00:13:34 +01:00
Monster Iestyn
a860c068d8 BONUS UNRELATED FIX: Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on 2016-09-02 22:53:55 +01:00
Monster Iestyn
454b705d32 Merge branch 'wall-collision-fix' into 'next'
Wall collision fixes

Fixes included in this branch:
* A fix for a specific crash encountered in a SUGOI map (sound familiar?) caused by bouncing off a wall adjacent to a slope
* A fix for solid midtextures not accounting for Effect 3/Peg Midtexture properly (https://mb.srb2.org/showthread.php?t=41462)
* A fix for solid midtextures not accounting for texture y offsets properly for non-Lower Unpegged/Peg Midtextured midtextures
* A fix for solid midtextures not accounting for "infinite" repeats (Repeat Midtexture + no repeat count set)
* ~~A fix for Effect 4 on Polyobject First Line making that particular linedef's midtexture solid in addition to making planes visible - this is not wanted if you want a polyobject with both visible planes and full intangibility.~~ Apparently they never did this anyway, don't mind me \o/

See merge request !104
2016-08-28 13:33:14 -04:00
Monster Iestyn
96f74a3a17 Merge branch 'master' into next 2016-08-25 19:19:53 +01:00
toasterbabe
14ff3906e1 Woops, forgot to port collision as well. 2016-08-23 00:45:26 +01:00
ZTsukei
da7a513c9a Some drift code, some control code 2016-08-21 17:55:37 -04:00
ZTsukei
d631d0ef04 S_PLAY states, HUD stuff 2016-08-14 23:51:25 -04:00
RedEnchilada
758c77fe53 Fixed non-players having fucked slope stepup/down 2016-08-13 17:45:23 -05:00
Monster Iestyn
f1a9634260 P_LineOpening now takes a mobj_t argument, instead of relying on tmthing
. tmthing can be NULL if called from PTR_SlideTraverse, so we should use slidemo instead

This fixes a crash that occurs in yet ANOTHER SUGOI map, involving bouncy walls next to sloped floors/ceilings
2016-08-13 21:41:18 +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
ZTsukei
e4a970f894 Starting from scratch. SRB2 v2.1.15 2016-07-06 00:10:19 -04:00
toasterbabe
8426ce8d9c Minor change to fans and gas jets that makes them work on slopes.
- Now checks whether the player's top is below the bottom of the fan/gas jet, instead of its bottom. zdist calculation not affected.
- mo->standingslope is NULL'd so the player isn't launched off at a wacky angle. (I also did this for springs, since Prime mentioned it was a problem for them too.)
2016-06-30 23:23:50 +01:00
toasterbabe
f93b31f0a7 FUCK C90 2016-06-20 02:08:07 +01:00
toasterbabe
20ffbbdc41 Climbing now supports one-sided linedefs.
The whole thing needs a refactor in general, but it's almost 2am here, I need my sleeb, and this fix would probably break something with 2.1 climbing if I made it any more/less (depending on viewpoint) complicated.
2016-06-20 01:50:47 +01:00
toasterbabe
17e0adcbac Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
300275534f Merge branch 'next' into demo-replay-fixes 2016-05-03 15:10:30 +01:00
Monster Iestyn
b5afc70cc8 Hack to fix DSZ2 left route waterslide: apply Red's step up changes only to slopes
that is, I believe slopes are why he added this code anyway *shrugs*
2016-05-02 17:04:28 +01:00
ZTsukei
d909f25cf6 r_things.c, and connective stuff for face graphic loading. Cobbled a quick-fix together for the minimap icons, may or may not work. 2016-04-24 15:59:26 -04:00
Monster Iestyn
b1e736242f fixed all compiling errors relating to ESLOPE being undefined 2016-04-06 22:19:39 +01:00
Monster Iestyn
e8a4d7b7b8 Fix replay camera not being turnable when climbing, sliding ...and several other things.
If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
Alam Ed Arias
b45b9801d6 Merge branch 'next' into slope-fixes 2016-03-31 21:43:51 -04:00
Inuyasha
816990a3ed Merge branch 'polyobj-teeter-fix' into 'next'
Fix for teetering on PolyObjects

So... somebody goofed and didn't realise PolyObject sectors could be added to the sector node list for each object (which is referenced by mobj->touching_sectorlist), via their linedefs if they are nearby the player (yes, PolyObject linedefs are special and get to move about the level). As it turns out, this allows even INTANGIBLE PolyObjects to make you teeter in a seemingly inexplicable way.

What is happening is that PolyObject sectors, when they are added to the mentioned lists, are then checked under normal sector teetering conditions - if the player is above the floorheight by 24 FUs, you're officially teetering unless stated otherwise. The actual PolyObject teetering code can't help you here if the conditions are right, especially if they're taller than 24 FU in height.

There are a number of things wrong with the teetering code in general that I'd like to sort eventually, but at least now teetering on PolyObjects is fixed at last ...right? Please check the branch out if you can to check this, obviously.

See merge request !54
2016-03-31 20:55:28 -04:00
Alam Ed Arias
283c64ee20 Merge branch 'next' into camera-fix 2016-03-30 20:49:44 -04:00
Alam Ed Arias
d26c486c6d Merge branch 'next' into polyobj-teeter-fix 2016-03-30 20:42:33 -04:00
Alam Ed Arias
4370459166 Merge branch 'next' into slope-fixes 2016-03-30 20:41:33 -04:00
Alam Ed Arias
51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias
b169529dfd switich to do the angle math in signed, then run it thur abs() 2016-03-30 11:47:27 -04:00
Alam Ed Arias
0fe6ee5339 cleanup abs warnings 2016-03-30 00:22:12 -04:00
Monster Iestyn
5b89164cf7 Fix camera going nuts around intangible polyobjects 2016-03-10 20:50:54 +00:00
Monster Iestyn
4b447b3d0d Don't add polyobjects to a mobj's sector nodes list. This causes the player to teeter whenever they are above the polyobject's bottom, whether or not it is solid
Also, a minor tweak for the teetering code itself, though it looks a right mess and probably should be redone in the future
2016-02-28 18:30:29 +00:00
Alam Ed Arias
07d331676b Merge branch 'next' into slope-fixes 2016-02-26 02:09:03 -05:00
Monster Iestyn
3802ec33de Fixed how dying players who were standing on slopes just jump off to the side 2016-02-23 22:53:24 +00:00
wolfy852
e43f21cdda Fix dead MF_PAIN objects hurting the player
Fixes #12
2016-02-13 17:31:38 -06:00
Alam Ed Arias
6000b5c980 Merge branch 'master' into next 2016-02-09 14:13:50 -05:00
Alam Ed Arias
07fc74eaf5 clang: fixup a few clang warnings 2016-02-05 22:38:40 -05:00
Monster Iestyn
8cad9a6dc8 We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
Yukita Mayako
2fb03a7cff Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
Conflicts:
	src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
Monster Iestyn
fa935be129 Fixed the issue where diagonal springs couldn't teleport you to their centers anymore (guess whose fault that was! =D ). Basically I just made P_DoSpring boolean, which probably could be useful to Lua peeps as well. (it returns true if you were sprung, false if not) 2015-07-28 19:28:51 +01:00
Alam Ed Arias
c4ac9643ad Merge branch 'goop-dampen' into 'next'
Goo Water (THZ Goop) adjustements

At Nev3r's request:
Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold.

The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly.

See merge request !7
2015-06-18 10:11:27 -04:00
Alam Ed Arias
f0054be951 whitespace fixup 2015-06-18 10:05:51 -04:00
Alam Ed Arias
a03fc205b4 Merge branch 'hotfix-pltz' into 'next'
Re-add/fix broken platform momz mobj code.

The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.

Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv)

See merge request !14
2015-06-18 10:04:54 -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
Monster Iestyn
b88600dac6 tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
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
Yukita Mayako
3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
RedEnchilada
3f8e7b1739 Revert/remove unused/broken junk from original slopes port
m_vector removal to come later. The little thing commented out in it
is so I could revert the weird tables.c change.
2015-05-22 20:57:58 -05:00
RedEnchilada
3d2b71b24c Make cameras properly collide with slopes 2015-05-21 09:36:20 -05:00
RedEnchilada
0e94cc66ff 2-in-1! Fixed slide movement AND climbing when around slopes 2015-05-20 19:08:49 -05:00
RedEnchilada
d138f7e14f Collision with FOF slopes (might be unfinished, idk) 2015-05-17 11:53:28 -05:00
RedEnchilada
a3358479f0 Improvements related to slope collision, and quantize momentum properly for landing 2015-05-13 16:15:32 -05:00
RedEnchilada
ae935a0955 Stop rubbing my ass on the code long enough to fix reverse gravity 2015-04-29 00:36:24 -05:00
RedEnchilada
1f0f6b64c1 Store the slope an object is resting on (if applicable) 2015-04-29 00:33:04 -05:00
RedEnchilada
776b5254e6 Slope collision fixes 2015-04-29 00:29:51 -05:00
RedEnchilada
6694480f68 Overhaul slope collision (NOT PHYSICS) to work almost perfectly 2015-04-27 13:20:50 -05:00
RedEnchilada
923fae476e Merge branch 'fury-gh/slopes' into angles
Conflicts:
	src/p_maputl.c
2015-04-19 15:56:55 -05:00
RedEnchilada
d2c74e1b13 Fix the west/south blockmap issue without fucking up huge maps 2015-04-08 21:32:07 -05:00
RedEnchilada
09345ce929 Revert "Guess what major breaking-news bug I just fixed B)"
This reverts commit 9e306394dd.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00
JTE
4016d15f7b Adjusted platform-creating velocity of goo water.
Now it will only bounce ONCE when you jump on it, and Knuckles
just barely gets enough velocity out of his jump for even that.
This will leave players vulnerable and annoyed for a lot less
time while they wait to finish bouncing.
2015-04-04 18:38:20 -04:00
MonsterIestyn
9e306394dd Guess what major breaking-news bug I just fixed B)
...

(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
4aa0b7a2a8 Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
34c396825f tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
ffc1d3cb64 Correcting a most minor math mistake
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8992 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Ronald Kinard
54f0d0c110 IN PROGRESS: porting eternity slopes from srb2cb 2014-11-18 18:45:57 -06:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Wolfy
f509c56e3c Unstatic P_DoSpring. 2014-05-24 12:49:15 -04:00
Alam Ed Arias
32de698f5e SRB2 2.1.6 release 2014-03-24 22:17:59 -04:00
Alam Ed Arias
ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00