MascaraSnake
1057c0f7c1
T_PolyObjWaypoint: If the polyobject reaches its target exactly, find next waypoint in the same tic
2020-05-16 08:49:03 +02:00
MascaraSnake
e422d1fa1d
Rewrite T_PolyObjWaypoint to move more smoothly
2020-05-16 08:45:06 +02:00
MascaraSnake
0508f99419
T_PolyObjWaypoint: Move duplicated movement code into its own function
2020-05-15 17:35:07 +02:00
MascaraSnake
7413da918b
Store PolyObject waypoint return behavior in an enum
2020-05-13 16:21:47 +02:00
MascaraSnake
b561ee7921
Remove diffx/y/z from polywaypoint_t, since they're always 0 anyway
2020-05-13 14:40:07 +02:00
MascaraSnake
aa16bd22f9
Fix accidental swap of first and last waypoint
2020-05-13 09:32:00 +02:00
MascaraSnake
d708789c3a
Store waypoints (for zoom tubes, rope hangs, polyobjects) explicitly
2020-05-12 23:50:30 +02:00
MascaraSnake
5282f01a53
Fix PolyObject flags not being applied when there is no parameter line
2020-05-05 08:40:59 +02:00
MascaraSnake
de100b076a
PolyObject: Allow translucency to be set via X offset
2020-05-04 19:47:39 +02:00
MascaraSnake
e3ddb413aa
Make PolyObject special functions return boolean instead of INT32
2020-05-04 10:07:38 +02:00
MascaraSnake
482adc6124
Pass parameters to EV_DoPolyObjFlag in a struct and not via the line
2020-05-04 09:54:32 +02:00
MascaraSnake
02c347ada2
Refactor Polyobj_findSegs
2020-05-04 01:28:21 +02:00
MascaraSnake
8ae635c7ba
Purge uninformative comments
2020-05-04 00:17:05 +02:00
MascaraSnake
b82c3c2089
Clean up Polyobj_GetInfo
2020-05-03 23:55:23 +02:00
MascaraSnake
5de11441a1
Remove "explicitly include line in polyobject" code which has never worked
2020-05-03 23:47:26 +02:00
MascaraSnake
485a4e5035
Remove POLYOBJECTS and POLYOBJECTS_PLANES defines
2020-05-02 12:08:31 +02:00
James R
7060083db5
Update copyright year to 2020
2020-02-19 14:08:45 -08:00
fickleheart
a63e9fe002
Improvements to polyobjects carrying things:
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- Fixed loss of precision in rotate carry causing objects to slide off
- Adjusted player carrying logic to make platforms less slippery
- Finally obsoleted the player-specific rotate hack now that I found the
actual problem :]
2020-02-10 00:07:25 -06:00
fickleheart
b22de48c03
Merge branch 'next' into next-newcontrols
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# Conflicts:
# src/g_game.c
# src/p_setup.c
2019-12-31 12:58:36 -06:00
James R
b5df2d5c3f
Merge branch 'polyobj-waypoint-thinker-optimise' into 'next'
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Polyobj waypoint thinker optimise
See merge request STJr/SRB2!586
2019-12-31 01:33:01 -05:00
Monster Iestyn
7c9b1ee2cb
Fix P_SetTarget crash by setting th->target to NULL first
2019-12-30 11:49:01 +00:00
Nev3r
389b9e35c4
Add XNOD, XGLN and XGL3 BSP formats recognition and support.
2019-12-29 14:17:51 +01:00
Monster Iestyn
1d04001fdf
use P_SetTarget to assign a value to th->target
2019-12-27 19:24:00 +00:00
Monster Iestyn
282fe7667c
added a "target" pointer to polywaypoint_t, so the polyobj waypoint thinker doesn't have to re-find the next waypoint every tic
2019-12-27 19:10:14 +00:00
fickleheart
1a60f7a2ad
Fix wacky CEZ2 platform camera
2019-12-13 19:30:19 -06:00
Steel Titanium
d415cd5c6d
Update copyright date on source files
2019-12-06 13:49:42 -05:00
Monster Iestyn
f9037509a1
Remove commented out P_CheckSector calls and add extra comments explaining the situation
2019-08-03 19:06:45 +01:00
Monster Iestyn
42a36de459
Modify P_CheckSector with a modified version of Sal's attempted proper fix for polyobjects crushing, so that we only need to check the polyobject's control sector directly in the waypoints code.
...
This time I've definitely fixed that teleport to ground issue I'm pretty sure, I don't get it in my tests at least.
2019-08-02 16:51:44 +01:00
Monster Iestyn
794235a848
Fix mixed code-and-declaration error
2019-07-14 16:19:48 +01:00
Jonas Sauer
166f1fac66
Fixed the thinkerlist issues by removing THINK_LIMBO. Delay-removed thinkers now stay in their list.
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Also includes toaster's assorted fixes and improvements from target_painted_on_your_ass.
2019-07-13 01:42:03 +02:00
Nev3r
a9110c0645
Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
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Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 16:39:57 +02:00
Nev3r
134679c287
Fix some of the polyobject thinkers being removed via P_RemoveThinkerDelayed() directly
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 11:08:24 +02:00
Nev3r
b60c66325c
Added a mobj-only list entry for mobj thinkers
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 23:29:20 +02:00
Nev3r
39ba20be6b
Basic multiple thinker list implementation
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Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 22:39:22 +02:00
Monster Iestyn
212be85655
added "checkmobjs" boolean to both Polyobj_moveXY and Polyobj_rotate, so we can disable interaction with mobjs for netgames
2019-04-05 12:03:03 +01:00
Nev3r
fec991dedb
Implement displacement-based polyobject rotation.
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-05 11:50:59 +02:00
mazmazz
075f28b7c8
WIP 20190101 merge
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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
TehRealSalt
878b1b2d16
Fix move by waypoints not checking for sector changes
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It seemed weird at first, but the polyobject sector (backsector) itself DOESN'T need checked (although I still am doing it for safety). Rather, the in-level sector just needs checked.
If someone manually modifies the polyobject sector though, then this bug can still occur... but this fixes it for the most common use-case where this can happen. I'll try to tackle the rarer cases in my next commit.
2018-12-24 14:39:07 -05:00
mazmazz
ea7162a76a
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
Digiku
b7bcc16c98
Merge branch 'fof-fixes-movingplatexists' into 'master'
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Moving platform fix: Player snaps to floor when setting ~FF_EXISTS
See merge request STJr/SRB2Internal!188
2018-09-18 11:29:11 -04:00
mazmazz
5029c01c2b
492: Remove pre-existing thinker when setting up new fade
2018-09-18 07:31:19 -04:00
mazmazz
17e23f55eb
492: Merge speed and duration logic for fade polyobject
2018-09-15 20:00:37 -04:00
mazmazz
4ab3a986f3
492 PolyObj Fade, 491 PolyObj Translucency, 490 PolyObj changes
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* 490: Set proper render flags according to spawnflags
* 491: Add relative calc (EFFECT3) and Front X alpha param (DONTPEGTOP)
* 492:
* Tic-based (EFFECT4) and speed timing
* Add relative calc (EFFECT3) and Front X alpha param (DONTPEGTOP)
* Set proper render flags according to spawnflags
* Fix OpenGL >= NUMTRANSMAPS render bug
2018-09-13 00:06:11 -04:00
mazmazz
0697a1b90a
PolyObjFade: Apply RENDER, SOLID, and NOSPECIALS flags according to spawnflags
2018-09-13 00:06:08 -04:00
mazmazz
a6f959ba21
Set mobj->floorrover and ceilingrover in appropriate places
2018-09-10 00:38:07 -04:00
mazmazz
573e1d0017
Replace firsttic with timer increment
2018-09-09 21:01:00 -04:00
mazmazz
3f4656e57e
Polyobject Fade logic
2018-09-09 08:08:48 -04:00
mazmazz
0b365d0d08
Initial polyobj fade skeleton
2018-09-07 15:27:18 -04:00
toasterbabe
a5477737d7
Whooh boy. Probably requires re-review.
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* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
2017-07-18 14:17:23 +01:00
Alam Ed Arias
032313260a
Merge branch 'public_next' into master
2016-05-20 17:58:57 -04:00