Commit graph

108 commits

Author SHA1 Message Date
Latapostrophe
1bd7959b20 ReaperThinker: Changed the conditions in the th iterations and moved that i=0 at the start of the loop. 2018-10-21 10:05:05 +02:00
Latapostrophe
39d24f2319 Mementos hardcode 2018-10-20 21:17:13 +02:00
Latapostrophe
4db656db1a Midnight Channel hardcode 2018-10-20 16:10:40 +02:00
Sryder
44726e1db7 Merge branch 'fix-mixed-declarations' into 'master'
Fix the mixed declaration and code warnings

See merge request KartKrew/Kart!37
2018-10-09 14:09:33 -04:00
Sryder
d3e489e986 Fix the mixed declaration and code warnings that only don't appear currently because of a tiny Makefile issue. 2018-10-07 15:35:54 +01:00
toaster
60a26fcaa4 * Modify PIT_GrenadeRing to place less-complicated checks near the start of the function.
* Add the customary LUA_CallAction call to A_GrenadeRing.
* Revamp A_MineExplode into using a blockmap iterator. Having tested it it might be less laggy in some situations, but I think the drawing is causing the bulk of the problems here.
2018-10-03 20:51:15 +01:00
toaster
4c1a068bd7 Update A_GrenadeRing to also take the mapheader scale into account. 2018-10-03 20:23:59 +01:00
toaster
d7892266e4 Improve A_MineExplode.
* Re-order the conditions within it such that it quickly checks for shootability and absence of scenery BEFORE it performs the more costly range or parentage checks.
	* Make its explosion radius take mapscale into account. (This is the only off-topic change made in this branch. I have made it here because half of this commit, which doing the other half in a seperate branch would conflict with, is on-topic.)
2018-10-03 17:27:58 +01:00
toaster
e63d4740ec Merge branch 'master' of https://git.magicalgirl.moe/KartKrew/Kart.git into thundershield-hell
# Conflicts:
#	src/info.c
2018-09-22 14:57:33 +01:00
TehRealSalt
e441b2bce4 Address review
(for anything code I did, anyway)
2018-09-20 17:11:11 -04:00
Latapostrophe
73c66e3bc4 Spark radius now follows players 2018-09-20 18:31:38 +02:00
Latapostrophe
ce5abdc6e3 Thunder Shield effect hardcode. 2018-09-16 10:31:24 +02:00
toaster
e1b645d103 Bugfix a Jawz crash Jeck got a few days ago.
Not menu-based, but I guess this branch is misc PLUS menu stuff, not just menu stuff based on sal-misc.
2018-09-08 17:50:53 +01:00
TehRealSalt
ff09c0643c Jawz reticule 2018-08-30 19:24:22 -04:00
TehRealSalt
3a9342e2c6 More fundamental Jawz changes.
1.) Instead of prioritizing best angle above all else, it averages both distance and angle to figure out which is the best overall target.
2.) Jawz will completely cut out angles higher than 45 degrees, preventing instances where someone behind you is considered a better target than who you're looking at.
3.) Jawz does the 45 degree angle checking in Race as well, meaning that they will ignore racers that are neck & neck with you, even if they're technically the next place above you, so that Jawz doesn't take a hard left into a wall.
2018-08-30 15:30:27 -04:00
TehRealSalt
59751c81e9 Foolish 2018-08-29 18:12:18 -04:00
TehRealSalt
0d3d1af317 - Revamped Jawz targetting for Battle Mode
- Cleaned up some redundant code
- Halved the speed of backwards thrown missiles (previously PROJSPEED/2, now is PROJSPEED/4)
2018-08-29 18:12:02 -04:00
toaster
6c66de5423 Fixed battle item respawning (caused by a stupid accidential assignment typo that was my fault). 2018-08-13 14:22:13 +01:00
toaster
c256f2ae29 * Tweak battle odds in a few ways, as authorised by Sal.
* Steal a point from Ballhog and give to Orbinaut.
	* Make it based on the maximum number of bumpers someone has, not the average for everyone.
	* Improve the odds a tad if you're Wanted.
	* Tweak the score multiplication to give three points for Wanted and two for removing the last bumper (both disabled if you get the hit with a fake item).
* Allow Karma players to drop their Random box.
	* These boxes flicker out of existence after 15 seconds.
	* Causes a WAIT penalty, too.
* Remove some redundant PF_ATTACKDOWN stuff, given under the conditions the flag would be applied, it has definitely *already* been applied.
2018-08-06 18:37:03 +01:00
TehRealSalt
b42d083b99 Finishing touches on Ballhog
- Ballhog has explosion + sound on death
- Ballhog shrinks to nothing if it didn't hit anything
- Replaced a Mario sound on Orbinaut
- Fixed Jawz's sound effect
- Fixed Mines not being removed on death pits
2018-07-24 22:47:09 -04:00
TehRealSalt
f6e5571948 Chao's requests 2018-07-16 21:27:50 -04:00
toaster
1d88cdf40d Mammoth commit!
* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
	* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
	* Dontdraw-ness, transparency, and colorization match the player's object!
	* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
	* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
	* Countdowns now play the drowning music again.
	* Removed/disabled extraenous P_RestoreMusics.
	* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
	* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
2018-07-16 20:19:30 +01:00
SeventhSentinel
80c2b56927 Changed all instances of "balloon" to "bumper"
Also changed "It's you!" to "Select character & color..."
2018-07-03 15:14:47 -04:00
SeventhSentinel
501bfae9ac Revert MT_FIREBALL to vanilla, remove MT_FIRETRAIL, MT_BALLHOG added, bigger Jawz explosions 2018-06-25 17:12:01 -04:00
SeventhSentinel
16e1569af1 Lakitu murder & countdown improvements
(I'm not SevenethSentienel! I just don't feel like logging out!)
2018-06-24 22:15:22 -04:00
TehRealSalt
a8aec0b9e1 Hundreds of tweaks
- SPB multiplier depending on 1st-2nd distance
- Removed the Battle-only k_poweritemtimer (hold over from when you could easily get invuln items all of the time), replaced it with a 2 invincibility item cap in ALL modes.
- Spinout is affected by boosters, *properly*
- Can no longer strafe while spinning out on speed bumps
- Messed with how other items interact with speed bumps, again.
- Old bounce code has been ported for non-players
- Fixed Karma players being able to do anything after the round has ended.
- Fixed sneaker and spinout timer weirdness
- Fixed Mines still being hold-use
- Fixed rubber-burn turn not working
- Removed redundant k_spinout and unused k_boosting variables
- Filled out the Color_Opposite table with Kart's new colors. Not really relevant right now (besides some extra Lua functionality) since nothing uses it, but will be nice for if we do the signpost from the sky idea.
2018-06-19 20:20:06 -04:00
TehRealSalt
35ec8a4f6d Finished Jawz, item odds changes, sound effect distance increases 2018-06-18 21:52:26 -04:00
TehRealSalt
4e2b30fcae Fixes 2018-06-08 00:02:28 -04:00
TehRealSalt
889d790ea0 Disable MT_QUESTIONBOX again
I refuse to give up the name "cv_invincibility" to another vanilla cvar that we will never use seriously.
2018-06-07 19:46:48 -04:00
TehRealSalt
9b3751b30c Merge branch 'master' into sonicitems 2018-06-07 19:39:45 -04:00
TehRealSalt
00e913bbcc Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c
#	src/k_kart.h
#	src/lua_baselib.c
#	src/p_inter.c
#	src/p_spec.c
2018-03-31 00:44:03 -04:00
TehRealSalt
e16bf1cf75 WIP karma item stuff 2018-03-26 20:36:16 -04:00
TehRealSalt
d99339ecd0 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/info.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_mobj.c
2018-03-14 16:12:15 -04:00
Sryder
2a4a0f24d4 Fix Bombs
Use reactiontime instead of health so chain reactions can occur when multiple bombs are layered.
Make the check for nearby players happen BEFORE the spawning of explosion objects.
Remove MF_NOCLIPTHING and MF_MISSILE from bombs so they don't try and die when they hit the floor sometimes.
2018-03-13 11:07:08 +00:00
Sryder
07c7bc05c5 Fix the item box related crashes
Removed Magnet item box pulling code. It's a mess, hacky, doesn't really help in races, and breaks things. We will implement something new for it soon.
2018-03-13 05:20:47 +00:00
TehRealSalt
375f9a9291 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/d_netcmd.c
#	src/g_game.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_map.c
#	src/p_user.c
#	src/sounds.c
#	src/sounds.h
#	src/y_inter.c
2018-03-12 00:58:13 -04:00
TehRealSalt
f97ec30493 Made a lot of gametype checks use either G_RaceGametype or G_BattleGametype
Should make it a lot easier to add more gametypes later.
Also some minor fixes:
- Changed up how shell speed scales in mobjscale juuuust slightly, so
it's less messy
- Fixed CHECK showing spectators
2018-03-04 15:27:52 -05:00
Sryder
631b96883a Merge branch 'flair' of git@git.magicalgirl.moe:KartKrew/Kart.git 2018-02-24 22:38:28 +00:00
TehRealSalt
00d2038d61 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c

(Also I added some extra music for voting, because I forgot I didn't
commit the merge :V)
2018-02-11 12:18:25 -05:00
TehRealSalt
85a81ed087 Minor adjustments in hopes that I fixed the resynch bomb on gametype switch? 2018-02-08 17:13:06 -05:00
TehRealSalt
8c2bdfd006 Belp
- Minimap heads that aren't yours are transparent
- Minimap has a visibility slider
- Bomb stuff renamed to Mine
2018-02-07 22:33:27 -05:00
TehRealSalt
00af56aa2a Merge remote-tracking branch 'refs/remotes/origin/flair' into sonicitems
# Conflicts:
#	src/k_kart.c
#	src/k_kart.h
#	src/p_enemy.c
2018-02-05 21:08:01 -05:00
TehRealSalt
e516d09ae4 Colored boom
Not tested *yet*
2018-02-05 20:10:20 -05:00
TehRealSalt
3749914588 Fix more conflicts that I forgot 2018-02-05 19:40:26 -05:00
TehRealSalt
d9c49d9527 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/dehacked.c
#	src/hardware/hw_main.c
#	src/info.c
#	src/info.h
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_user.c
#	src/r_things.c
2018-02-05 19:08:49 -05:00
TehRealSalt
cbff4bbf44 So much
- Renamed fucking everything
- Threw out all of the item code because it looks at me funny
2018-02-05 18:55:52 -05:00
Sryder13
c52475a630 New bomb explosion effect 2018-02-05 22:53:31 +00:00
Sryder13
d41d5800eb Some explosion stuff
Sphere spawns at centre and quickly grows before stopping
While sphere grows players get flung up
Fix some issues with battle mode stuff stopping bobombs from working
2018-02-05 19:24:54 +00:00
TehRealSalt
f5650eba09 Wipeout & minor tweaks
- SMK-style wipeout
- Using goldshroom removes some of its timer again
- Karma item boxes follow the player more closely
- "ATTACK OR PROTECT" no longer appears when you die if you've already
seen it
- Lua support for our SOC actions
- Fixed KARTSTUFF_LIST for Lua/SOC
- "Battle" is now an accepted word in level headers for setting
TOL_MATCH
- Default map numlaps is now 3 instead of 4
- Reverted making LF2_RECORDATTACK and LF2_NOVISITNEEDED default menu
flags, needs to be set manually now
2017-12-10 20:58:34 -05:00
TehRealSalt
cca30d1095 Lots of small tweaks & fixes, that should make Battle a LOT more bearable
- Comeback timer is now always 10 seconds instead of scaling
- Takes 10 seconds before exiting
- Flashing tics is doubled in Battle Mode
- Removed a bunch of bomb nerfs
- Bombs are back to making only 1 point per hit
- Exposed K_GetKartAccel & K_GetKartFlashing to Lua
- Item boxes should no longer drop while going up slopes
- Trading item boxes with a bomb should turn you back into a bomb
- Balloons should no longer all respawn when dying in pits in 2-player
games
- Flashing players are able to kill *thrown* shells again (shields and
trap items are still unkillable). Prevents red shells from being able to
stick to a flashing player and hurt them again as soon as they're done
flashing
- CHECK appears at a farther distance
2017-11-17 00:48:36 -05:00