To be specific: when a sector had a sloped ceiling and a colormap was
placed above it, the colormap wouldn't fill anything above where the
ceiling height is at the sector's midpoint. This is fixed.
Oops. (Minor animation bugfix I forgot.)
Apparently I pushed this one commit to GitHub instead of SRB2Internal before the branch was merged...
Oops.
See merge request !8
*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched
Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though
Tag damaging probably is broken now, I'll fix this later
Tag and H&S fix
Do I need to explain again? Tag and Hide & Seek got each other's suicide behavior by mistake, which this branch fixes of course.
See merge request !21
Tweaks to R_PointToAngle and R_PointToAngle2
Exactly what it says in the title! See commit description for more information on what I did, since I'm too lazy to write it all up a second time. =P
Could someone check that these changes don't cause anything else in particular to go wrong in the game or source code? I haven't checked myself that much yet, mostly because I totally forgot about this thing until now, lol.
See merge request !19
Spring fixes
Remember how a while back I fixed things like being stuck under a spring after jumping from below? Or how you could touch multiple springs at the same time and subsequently cause a loud racket? I accidentally broke something else in the process it turns out! (this sounds familiar...)
Namely, diagonal springs can't send you to their centers anymore, because of several changes I made to player-spring collision towards the other issues. This branch fixes that particular issue, while making sure none of the old bugs were broken again. Took a lot of testing to make sure of this.
As a bonus, the P_DoSpring function returns a boolean now, which can be used by Lua for whatever: true = you touched spring; false = you didn't
See merge request !20
Polyobj setup fixes
If you're wondering why ERZ2 crashes lately, yes, it's my fault once again it turns out! Ideally we shouldn't have loose spawn points or anchors without an actual PolyObject to go with them in the first place, but this fix re-adds the safety check that prevented them from crashing the game before.
If it wasn't clear already, this fix is rather important, so please get in asap.
See merge request !7
Rerevert unreversion of reversion
This commit got overwritten somehow when things were being merged into master. It's kind of important. A lot of maps will break without it.
See merge request !6
In Doom there was a random chance of enemies either being stunned (painstate) or instead just deciding to attack you (seetstate), but in SRB2 painstate is ALWAYS used beforehand.