Commit graph

144 commits

Author SHA1 Message Date
Sryder
546b98b4cb Fix a warning 2017-03-09 22:28:56 +00:00
Sryder
6dc9339ab0 Get rid of Lakitu and the specific things for the final lap sound
Lakitu is completely commented out currently and we will be able to re-add it back later
Final lap sounds do some wacky stuff with the variables of the local player only, and also block out the music just to restart it at the same speed currently, changed it to just be the lap sound, we can use a new sound for it later
2017-03-08 21:41:52 +00:00
Sryder
aac35d8e8f Revert speed change to Redshells, but give them a speedcap in their thinker. 2017-03-07 23:47:06 +00:00
Sryder
515054c599 Fix drifting
No longer does all the angle adjustments inside of the player thinker and instead does it with the controls
Should hopefully avoid any desynch from drifting
Also maybe fixed player 2's controls
2017-03-07 01:05:18 +00:00
Sean Ryder
be3acfff0b Fix warnings
Possibly fix some whitespace problems
2017-03-04 22:13:19 +00:00
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
5d0b9ef551 Friction updated. Added KARTSTUFF to lua. Added ->kartstuff to network syncing stuff (surprised it even worked before now???), also maybe items correctly reset at the end of level now. 2017-02-27 17:55:26 -05:00
ZTsukei
f50ecc0dcd Most items work (netgame needs testing), will do fireballs later. 2017-02-26 17:38:24 -05:00
ZTsukei
98137822b8 Fake Items working - Still a weird bug where the item won't throw if you're turning. 2017-02-26 10:19:33 -05:00
ZTsukei
d9944e9c41 Steering fixes, drifting changed, weight has effect now 2017-02-23 20:37:16 -05:00
ZTsukei
0a782bf79e Fixed thwomp sectors, Added Magnet Item. 2017-02-18 13:39:50 -05:00
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
Sryder
2d6c7959ed Merge branch 'SRB2_release_2.1.15' into zarrotsu_vanillamerge
# Conflicts:
#	.gitignore
#	libs/zlib/projects/visualc10/zlib.vcxproj
#	src/Makefile
#	src/am_map.c
#	src/d_main.c
#	src/dehacked.c
#	src/doomdef.h
#	src/g_game.c
#	src/hardware/hw_main.c
#	src/hardware/hw_md2.c
#	src/info.c
#	src/p_inter.c
#	src/p_map.c
#	src/p_mobj.c
#	src/p_spec.c
#	src/p_user.c
#	src/r_bsp.c
#	src/r_plane.c
#	src/r_segs.c
#	src/r_things.c
#	src/s_sound.c
#	src/s_sound.h
#	src/sdl/Srb2SDL-vc10.vcxproj
#	src/win32/Srb2win-vc10.vcxproj
#	src/win32/Srb2win.ico
#	src/y_inter.c
2017-02-17 20:03:10 +00:00
ZTsukei
370f290a08 Fixed position code, added some item numbers 2017-02-16 21:33:15 -05:00
ZTsukei
b0b51f9a61 Some position code 2017-02-12 23:25:06 -05:00
Monster Iestyn
45fdfd9f37 Merge branch 'eggscalibur_fixes' into 'next'
One Eggscalibur fix

Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about.

See merge request !148
2017-01-07 10:47:02 -05:00
toasterbabe
a4fe3580e2 Forgot to commit this compiling fix. 2017-01-02 19:07:20 +00:00
toasterbabe
eb22f347f3 Made Eggscalibur use mobj->watertop instead of mobj->spawnpoint->z because that's not netgame-safe.
CEZ3 STILL has some ridiculous inconsistencies, but this is one less to worry about.
2017-01-02 19:04:33 +00:00
Monster Iestyn
7c07f39019 Make sure flipped things placed directly on ceiling get MFE_ONGROUND
This fixes ceiling springs apparently flying down with you in various scenarios
2016-12-05 22:07:16 +00:00
ZTsukei
66c6b6885f Updates done a while ago... Not 100% sure what they were. :x 2016-11-20 23:23:10 -05:00
Monster Iestyn
2ef1aaf15c Merge branch 'shield_issues' into 'next'
Fixed players disappearing when spindashing whilst wearing multi-layer shields

* Before: http://i.imgur.com/gxUFElo.png
* After: http://i.imgur.com/NxsOg94.png

The problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this aspect of the issue sooner.

(SORRY FOR THE MULTIPLE MR'S AGAIN I TOTALLY SUCK AT REMEMBERING TO MAKE SURE IT GOES TO NEXT INSTEAD OF MASTER)

See merge request !124
2016-10-29 11:19:09 -04:00
toasterbabe
8025ef2f79 At MI's suggestion (shields don't NEED to be tweaked, just overlays) 2016-10-29 16:08:19 +01:00
toasterbabe
8881a413f3 Fixed that really annoying bug where you disappear when spindashing on top of a FOF whilst wearing a multi-layer shield.
(the problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this issue sooner.)
2016-09-27 17:17:23 +01:00
toasterbabe
394ed30f44 Fixed the problem with the reverseplatform_clipping branch that caused springs to fall through platforms, as tested by Wolfs in TD. 2016-09-22 21:08:36 +01:00
Alam Ed Arias
b949f49c68 Merge branch 'master' into next 2016-09-04 20:51:45 -04:00
Wolfy
484bb9535c Merge branch 'more-slope-fixes' into 'next'
More slope fixes (aka sorry guys I made another quick SUGOI fix)

Another slopes fix branch!

This branch currently includes a fix for:
* Knuckles gliding into a slope while in 2D mode causes him to try to "climb" on air above them, if the original non-sloped height is higher. Unfortunately he still tries to grab onto places that he can't really climb on, but at least now it's on the slope itself and not in mid-air lol. This issue is encountered in SUGOI's Retro Hill Zone, if you want to check for yourselves.
* Bustable FOF-busting code for both players AND pushables not accounting for slopes
* (Unrelated to slopes): Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on; I added this fix as a bonus because I encountered it in a test map of mine for the bustables fix

(Other fixes may or may not appear here in the near future, I haven't decided yet. Don't wait on me to get in any further fixes before merging, that said)

See merge request !110
2016-09-04 19:34:29 -04:00
Wolfy
58df0e76c3 Merge branch 'nights_bugfixes_i_almost_put_in_internal' into 'next'
Last-minute NiGHTS exiting bugfix

One single-line fix concerning the end of NiGHTS maps. Extremely small, literally zero side effects here, the only reason I'm not committing directly to master (aside from ettiquette) is that I don't have the ability to do so.

* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2). This is no longer the case.

See merge request !100
2016-09-04 19:27:12 -04:00
wolfy852
2d94256490 Shut the compiler up 2016-09-03 16:05:45 -05:00
toasterbabe
5bb0b5684e More irrelevant negation reduction, sorry. 2016-09-03 15:46:38 -05:00
toasterbabe
6ff75d2aa1 Double negation becomes single negation, with handy comment! 2016-09-03 21:37:52 +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
3bad307e2d Sorry, Inu. 2016-08-28 20:46:56 +01:00
toasterbabe
e8775419d1 Removed now-irrelevant braces. 2016-08-28 14:09:15 +01:00
toasterbabe
25ab977862 ...didn't realise P_InsideANonSolidFFloor checks for FF_EXISTS itself, so HM 2016-08-28 14:06:20 +01:00
toasterbabe
c0f5f22b6a Suggested improvement by MI on irc. 2016-08-28 13:51:32 +01:00
toasterbabe
50ce152c69 Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe. 2016-08-28 13:19:17 +01:00
ZTsukei
82b0e9962e Toaster's friction code??? 2016-08-23 21:04:06 -04:00
ZTsukei
da7a513c9a Some drift code, some control code 2016-08-21 17:55:37 -04:00
ZTsukei
3a3180ce05 Redid control names, some item code, start of drift shenanigans 2016-08-20 22:15:11 -04:00
ZTsukei
d631d0ef04 S_PLAY states, HUD stuff 2016-08-14 23:51:25 -04:00
Alam Ed Arias
0264fd24ae @MonsterIestyn: Should probably be returning true then 2016-08-14 10:43:44 -04:00
RedEnchilada
55b8ef9f64 More stepping upward fixing ugh 2016-08-14 00:03:00 -05:00
RedEnchilada
758c77fe53 Fixed non-players having fucked slope stepup/down 2016-08-13 17:45:23 -05:00
toasterbabe
7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +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
fa58993bda Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into toast_slopes
# Conflicts:
#	src/p_user.c
2016-06-19 16:59:49 +01:00
Alam Ed Arias
8e98c78456 Merge branch 'next' (early part) into toast_slopes 2016-06-19 03:39:42 -04:00
Inuyasha
8fc61bb674 Merge branch 'sectorlist_traversal' into 'next'
Sectorlist traversal

MOM GET THE CAMERA

There's a LOT of code in the source that ended up mixing m_snext (the node for the next thing in the sector's thinglist) and m_tnext (the node for the next sector in the thing's sectorlist), so I renamed the following:

* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev

Then, I changed all the instances where the code was trying to go m_thinglist_next on a mobj's touching_sectorlist (which would've just gone to the node for the next thing in the same sector, instead of the node for the next sector for the same thing). Notable samples:

* FF_SHATTER blocks now disappear the moment you go into their sector. You still can't give FF_SOLID to them because in that case they will still stop you if you never enter their sector at all (ie - clip on corners), but having them nonsolid no longer allows you to phase through entirely without busting them (which was the whole downside of making them intangible in the first place).
* You can now bump into multiple Mario blocks at a time, even if you're not exclusively in their sector.
* No more getting randomly stopped on the edges of bouncy FOFs.
* Landing on polyobjects might behave a little more consistently at the edge of their host sector.
* Teetering did a SHITTON of code that basically never got executed, and then had directly-blockmap-accessing code as a backup. The code was activatable by replacing the m_thinglist_next with m_sectorlist_next, but it behaved SUPER differently from what we're used to with teetering (if the player mobj's edge was JUST off the edge of a platform, you ended up in teetering frames - even if it looked like you could stand) so I ended up removing that section entirely.

Any objections?

See merge request !85
2016-06-18 16:52:21 -04:00
toasterbabe
2c676eea43 P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
2016-06-12 19:27:34 +01:00