toaster
eac36e73a3
Correct some oversights where drawangle was incorrectly ignored.
2019-06-20 00:43:55 +01:00
toaster
460632ad3b
Some preliminary work to make multiple bosses in the same map work nicely together, by allowing parameter to alter the linedef executor tag to call in increments of 100.
...
Also: Making sure every single reserved tag is recorded as an LE_ constant.
2019-06-20 00:24:13 +01:00
toaster
f9e09ec31f
Tweak Boss5MakeItRain's bomb launch angles to properly smash the ceiling in the new arena.
2019-06-19 23:35:18 +01:00
toaster
84ff2a57a1
As I wanted MI to do but he was too exhausted at the time from hardcoding, make the Fang bullet knockback less hardcoded and instead give it MF2_SUPERFIRE.
2019-06-19 23:29:39 +01:00
toaster
2e6898f29e
PITY IN PINK!
...
* Smoothen Pity Shield animation to go with sphere's updates to Nev3r's sprites.
* Added LHRT object, designed to be summoned with CA2_MELEE.
* Gives a pink Pity Shield (SH_PINK) on same-team player contact.
* Deals damage to non-player enemies.
* Harmlessly fades into nothing when touching an enemy player, players with SH_PINK already, and players capable of applying SH_PINK to others (through non-Lua methods).
* Basically, you-know-who is the Healer of the party whenever they're around. Fun consequences for the Co-op and CTF metas.
2019-06-19 23:20:24 +01:00
toaster
6a58ae34d1
In order to make P_PlayerCanDamage more flexible, I ended up bundling the invincibility/super checks into there.
...
Also, the start of my improvements to CA2_MELEE. Users of that abiliy can only damage enemies/monitors if they touch the front of the player object, but to make up for it, the player is no longer forced away from the direction of the screen at bigger movement speeds.
2019-06-19 13:20:34 +01:00
toaster
3eb9b85fd4
"PlayerCanDamage" hook!
...
* Takes function(player, mo) input.
* Return TRUE for stating that yes, the player is in a state that can cause contact damage, do with that what you will.
* Return FALSE for stating that no, the player is weak and vulnerable and cannot cause contact damage, do with that what you will.
* Return NIL for allowing the function to continue regular operation.
Fills a different ideological niche than ShouldDamage - that's for determining whether damage dished between two objects should happen, this is for determining which way around damage should be dished when considering a player-object interaction.
Or, in other words, think of it as "ShouldDamage is whether damage that has been requested should be granted, for object-object interaction, while PlayerCanDamage is for whether global player properties should cause damage to enemies and monitors in the first place, like spinning, hammering or stomping."
2019-06-19 12:55:05 +01:00
toaster
28dfeb344b
Instead of only performing a hook if the Lua Hook loop determines its type to be the one we want, actively continue through the loop if it's NOT. This optimisation was performed while preparing the following commit; I have generously split them out for less shitty commit-by-commit review.
2019-06-19 12:28:57 +01:00
toaster
ef6e00e8a2
P_PlayerCanDamage(player_t*, mobj_t*), ported from the abandoned project_birthday because GOD the code looks awful with those huge monolith conditions in it. Available to Lua.
...
(Also, minor fixes to lib_pSpawnLockOn, and removing the SH_OP fuckery.)
2019-06-19 12:09:02 +01:00
MascaraSnake
d388547021
Some more minecart fixes
2019-06-19 00:10:28 +02:00
toaster
b0326b6dec
Do some minor HUD fixes.
...
* Move HUD text's anchoring to underneath STR instead of above Lives.
* Adjust chat position slightly, to take advantage of SRB2's HUD layout having less content towards the bottom (unlike Kart, where it has roughly equal).
* Fix Match emeralds not displaying while in tab rankings with all-seven invuln/shoes bonus active.
2019-06-18 18:51:24 +01:00
MascaraSnake
c11a3010d9
Fixed the Canarivore gas slowdown being much too weak
2019-06-18 19:29:53 +02:00
MascaraSnake
3634321f43
...
2019-06-18 19:06:05 +02:00
toaster
1d65caa250
With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
...
* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
2019-06-18 17:55:57 +01:00
toaster
96d6cea569
Support backspace for resetting various menu values, just like Kart.
2019-06-18 14:36:06 +01:00
toaster
861d0d0b0a
Improve rain/weather.
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* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
2019-06-18 14:22:10 +01:00
Monster Iestyn
62ed90b252
fix type mismatch by typecasting
2019-06-17 20:54:06 +01:00
MascaraSnake
95a0b3fc86
Merge branch 'master' into new-acz-minecarts
2019-06-17 20:43:21 +02:00
Monster Iestyn
1638fad75e
Part 2 of fix, make sure copied slopes also pass on hasslope status to attached target sectors for FOFs
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Also fix whitespace to use tab-style spaces instead of regular spaces, ew
2019-06-17 19:00:04 +01:00
Monster Iestyn
50e8f13c03
Fix FOF slopes briefly glitching on level load in software mode, by ensuring the FOFs' target sectors have hasslope set on creation
2019-06-17 18:46:51 +01:00
MascaraSnake
647520e067
Adjusted the height difference for track switching
2019-06-17 08:41:51 +02:00
MascaraSnake
096bad14fb
Minecart stopper itself also needs MF_NOCLIPHEIGHT and MF_NOGRAVITY
2019-06-16 22:26:52 +02:00
MascaraSnake
e23ef050d5
Repaired the height difference check during track switching
2019-06-16 22:00:50 +02:00
MascaraSnake
cf7e618b2f
Fixed a bug with the Canarivore gas
2019-06-16 21:36:22 +02:00
MascaraSnake
68060b731f
Fixed a sound bug
2019-06-16 19:08:20 +02:00
MascaraSnake
db7bd4d35a
Fixed the cacti heights
2019-06-16 18:14:15 +02:00
MascaraSnake
fbd7a5ae59
Finetuned the saloon door swinging
2019-06-16 17:57:03 +02:00
MascaraSnake
7e0c9d9398
(Hopefully) fixed the player sometimes landing on the solid part of the minecart stopper after being launched out of the minecart
2019-06-16 17:07:13 +02:00
MascaraSnake
c5a2d33d4e
Added minecart support to A_MixUp
2019-06-16 16:49:18 +02:00
MascaraSnake
622a44f551
Fixed a bug involving players being thrown out of minecarts
2019-06-16 16:39:06 +02:00
MascaraSnake
b6790c7f35
Snapper head/legs and minecart segments flash when they're destroyed
2019-06-16 15:35:32 +02:00
MascaraSnake
774ccad401
Do death animation even when MF2_DONTDRAW is set
2019-06-15 22:29:30 +02:00
MascaraSnake
71a25eef92
Don't jump repeatedly when holding jump
2019-06-15 21:58:58 +02:00
MascaraSnake
39deb64e4f
Streamlined the minecart death handling
2019-06-15 21:43:36 +02:00
MascaraSnake
8e61cc6d13
Kill minecarts that fall into death pits
2019-06-15 20:59:56 +02:00
MascaraSnake
24c6dd1a68
Many more bugfixes
2019-06-15 20:21:18 +02:00
MascaraSnake
91c1e13273
Simplified the setup for the Snapper/minecart death animations
2019-06-15 17:33:07 +02:00
MascaraSnake
33ed2924e9
Fixed minecart not exploding on death
2019-06-15 14:21:27 +02:00
MascaraSnake
a3784850b7
Removed an unnecessary tracer check
2019-06-15 13:52:27 +02:00
MascaraSnake
943ddeeabf
You can now jump onto tracks that are running antiparallel to yours
2019-06-15 13:49:30 +02:00
MascaraSnake
cede95fc21
Some more bugfixes
2019-06-15 00:59:13 +02:00
MascaraSnake
981443c826
Another bugfix
2019-06-15 00:12:58 +02:00
MascaraSnake
cc9d7bee80
A bunch of bugfixes
2019-06-15 00:04:50 +02:00
MascaraSnake
018fb9b461
"Finished" minecart hardcoding (still untested and buggy)
2019-06-14 21:19:52 +02:00
Jaime Passos
c591633733
Update m_misc.c
2019-06-14 14:13:41 -03:00
MascaraSnake
db66f58f2b
Merge branch 'acz-hardcode' into new-acz-minecarts
2019-06-13 21:52:08 +02:00
MascaraSnake
43f28b8f56
Set tracers via P_SetTarget and not directly
2019-06-13 21:51:31 +02:00
MascaraSnake
ba9c7d9310
More incomplete minecart hardcoding
2019-06-13 21:45:30 +02:00
MascaraSnake
1ff64baf8b
Merge branch 'acz-hardcode' into new-acz-minecarts
2019-06-12 21:28:39 +02:00
MascaraSnake
fae4dc3f21
Forgot to hardcode the mobj.valid checks
2019-06-12 21:28:09 +02:00
MascaraSnake
fafabaae2b
Hardcoded the saloon door
2019-06-12 21:20:14 +02:00
Steel Titanium
5ee6c5095d
Merge remote-tracking branch 'remotes/origin/master' into levelselect-tweaks
2019-06-11 20:06:02 -04:00
Steel Titanium
58bb05be00
Merge branch 'public-musicplus-libopenmpt' of https://git.magicalgirl.moe/STJr/SRB2 into public_libopenmpt
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# Conflicts:
# .travis.yml
# src/m_menu.c
# src/sdl/Srb2SDL-vc10.vcxproj
# src/sdl/Srb2SDL.props
2019-06-11 17:48:00 -04:00
Nev3r
a1b2a0a344
Properly take skybox viewpoint angle into account.
2019-06-11 14:47:58 +02:00
toaster
6c6ed6a349
Fix Titlemap with mazmazz's fancy menu stuff
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Handled by changing some defaults.
Untested, experimenting with Gitlab Web IDE as reconfiguring my build environment is likely to be a pain and I'd like to put that off as long as possible please
2019-06-10 15:43:47 -04:00
MascaraSnake
6a46fc76b8
Fixed some angle business in the BASH code
2019-06-10 20:40:12 +02:00
MascaraSnake
068e07974d
Hardcoded the new Snapper behavior
2019-06-10 20:32:50 +02:00
Nev3r
ae6997621d
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal into portals2
2019-06-10 18:14:03 +02:00
Nev3r
c014235ad3
Fix 1 extra column rendering on portal-clipped vissprites.
2019-06-10 17:59:12 +02:00
MascaraSnake
0e80d2ec5d
Hardcoded the new Minus behavior
2019-06-10 17:42:37 +02:00
Nev3r
d2605e0314
Remove remnants of portalcullsector.
2019-06-10 17:13:04 +02:00
MascaraSnake
85eece29d3
Fixed the bug
2019-06-10 16:19:58 +02:00
MascaraSnake
b98de5d362
Hardcoded the new BASH behavior (there's still a bug lurking somewhere)
2019-06-10 16:09:15 +02:00
MascaraSnake
4d0b0f84b1
Pushables that are also vulnerable no longer block crushers (because they die anyway). This allows us to make TNT barrels pushable again.
2019-06-10 14:10:37 +02:00
MascaraSnake
98ea229680
Hardcoded the Canarivore
2019-06-10 13:58:16 +02:00
Nev3r
581e80ed69
Made Portal_Add static; move ffloors clip reset from R_RenderPlayerView to r_plane.
2019-06-09 22:48:54 +02:00
Monster Iestyn
e7e3b0ef38
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
# src/hardware/hw_draw.c
# src/m_misc.c
# src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
2019-06-09 20:04:08 +01:00
Nev3r
f536ab3467
Fixed crash regarding opening reallocating. A thousand thanks go for MonsterIestyn for figuring this out.
...
I carelessly changed the line's drawsegs to curdrawsegs without researching what that piece of code did.
2019-06-09 20:04:07 +02:00
MascaraSnake
3a16a7d7d4
Hardcoded train dust and steam spawner
2019-06-09 17:16:07 +02:00
MascaraSnake
6df14492a5
Hardcoded train cameo
2019-06-09 13:48:07 +02:00
MascaraSnake
ca4ab06abf
Hardcoded wood debris
2019-06-09 12:27:09 +02:00
MascaraSnake
7b603f4ac8
Hardcoded the TNT barrels and proximity shell (using mazmazz's A_TNTExplode implementation from the minecart branch)
2019-06-09 10:51:33 +02:00
MascaraSnake
546af19c82
Hardcoded oil lamp
2019-06-08 15:50:01 +02:00
MascaraSnake
3d65ec7426
Changed cacti widths
2019-06-08 14:45:01 +02:00
MascaraSnake
5ac594abf5
Fixed dust scaling, changed sound captions
2019-06-08 14:12:39 +02:00
MascaraSnake
1aaccfcd5c
Hardcoded dust devil
2019-06-08 09:51:46 +02:00
Monster Iestyn
f5d883bd12
Merge branch 'next' into 2.1.24-prep
...
# Conflicts:
# debian-template/control
# debian/changelog
2019-06-07 23:18:31 +01:00
Alam Ed Arias
ea08ba3fba
Merge branch 'master' into next
2019-06-07 18:07:32 -04:00
Alam Ed Arias
83b8a98df4
Merge branch 'gme-msvc' into 'master'
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Add GME to MSVC 10 solution
See merge request STJr/SRB2!448
2019-06-07 18:06:51 -04:00
Steel Titanium
c0c1e5416f
Merge branch 'next' into 2.1.24-prep
2019-06-07 18:02:09 -04:00
Steel Titanium
3c08ee1313
Merge branch 'master' into travis-deployer
...
# Conflicts:
# .travis.yml
2019-06-07 16:56:19 -04:00
Steel Titanium
eb99ad0437
Merge branch 'more-limits' into 2.1.24-prep
2019-06-07 11:28:43 -04:00
Monster Iestyn
6f6d912fa6
Update version to 2.1.24
2019-06-07 15:48:33 +01:00
Nev3r
0795c7811a
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal into portals2
2019-06-07 13:11:51 +02:00
Nev3r
8c3ddd61d5
Refactored a bit of code regarding visplane bound trimming for portals; reset ffloor's f_clip/c_clip so that FOFs on portals don't interfere with previously acquired bounds.
2019-06-07 13:10:12 +02:00
Nev3r
d2692ddd24
viewx/viewy also need to be stored/restored.
2019-06-06 13:31:48 +02:00
Nev3r
0d77e8afaf
Add pad checks for visplanes; invalidate invalid columns from visplanes (visplane renderer and column renderers don't speak exactly the same language).
...
The visplane portal top boundary offset has been restored since all known bugs involving it have been fixed.
2019-06-06 11:26:13 +02:00
Nev3r
5284817259
Fix sigsegv when there is no main skybox viewpoint.
2019-06-05 18:45:36 +02:00
Nev3r
1c14062e8b
Vissprite clipping improvements.
...
Vissprites are now only clipped against their respective portal's geometry obtained from their BSP run.
Additionally, if a portal is provided, they're clipped to the portal's clip boundaries.
The work on this branch should conclude after a pair of remaining glitches are fixed.
2019-06-05 18:07:08 +02:00
Nev3r
25b56ffecd
Masked elements are now fully grouped individually for each portal/view; fixed viewz-related glitches,.
...
The drawnodes are now fully grouped in separate lists, and then sorted individually. This fixes sorting problems caused by portals belonging to differently perceived scales (skyboxes for example).
Drawsegs and vissprite/drawnode sorting require the viewz, so the viewz is stored for each portal/view, and then restored when needed; without this, the rendering process erroneously sorts the elements, and draws some at wrong positions.
2019-06-05 12:10:59 +02:00
Nev3r
b22aa784fb
Set a default frontscale for visplane portals.
...
I don't know whether this is necessary or not but I'm poking blindly trying to fix the sorting issues for now.
2019-06-04 21:04:35 +02:00
Nev3r
8abecc7f86
Created drawnode lists for each view/portal.
...
Each shall eventually have its specific vissprites/drawsegs; currently only drawsegs are stored in their correct list, vissprites are stored in the first list as a placeholder.
The idea is to sort each list individually, and then render their masked elements, starting from the last drawnode list.
This retains a non-recursive function calling method while still rendering things in order.
2019-06-04 20:15:42 +02:00
Monster Iestyn
0fd3668111
Revert "Merge branch '144-scrolltweaks' into 'master'"
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This reverts merge request !213
2019-06-04 17:34:59 +00:00
Steel Titanium
742c43cf1c
Some small tweaks
2019-06-03 17:34:51 -04:00
Steel Titanium
81dec89aeb
Merge branch 'next' into public-musicplus-libopenmpt
2019-06-03 15:36:50 -04:00
Steel Titanium
d4dac52766
Upped freeslots limit
2019-06-03 15:23:48 -04:00
Nev3r
2aabf6ffd5
Moving away more portal-related global vars to r_portal.
2019-06-03 13:33:12 +02:00
Nev3r
942c34a6af
Moved validcount++ to where it used to be.
...
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
2019-06-03 13:04:27 +02:00
Monster Iestyn
b7f75246e4
Merge branch 'master' into checksight-fixes
...
# Conflicts:
# src/p_sight.c
2019-06-02 18:13:02 +01:00
Nev3r
264386f842
Add visplane portal creation functionality and use it to replace the skybox rendering.
...
The skybox rendering process has been replaced with portals instead. Those are generated after the first BSP tree pass by looking for existing sky visplanes at the time, and their windows are used to define new portals.
The skybox portals are still incomplete and cause visual glitches when masked elements are involved.
2019-06-02 00:07:55 +02:00
Nev3r
df0a40b3c2
Code refactoring to turn portal struct into a more generalized shape.
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Split portal-related code to its own source files.
Most of the 2-line-specific setup has been moved to the function which adds a 2-line case. The portals should render as they used to so far, anyway.
2019-06-01 13:07:23 +02:00
Monster Iestyn
571c5b89b5
Whoops, forgot to make P_CheckSight support slopes for same-sector FOF plane checking.
2019-05-27 21:18:02 +01:00
Monster Iestyn
abfdac15a8
Fixed P_CheckSight to support slopes, both for normal planes and FOF planes
...
(Untested)
2019-05-27 20:36:35 +01:00
Monster Iestyn
ad4006712e
fix P_CheckSight to consider FOFs that completely block the view
...
(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-27 19:32:05 +01:00
Steel Titanium
34ce368895
Merge branch 'next' into jimita-unfuck-awayview
2019-05-25 19:47:45 -04:00
Steel Titanium
dc273d3f23
Merge branch 'next' into jimita-flashpals-on-screenshots
2019-05-25 19:37:17 -04:00
Steel Titanium
c8a5597492
Update libopenmpt to 0.4.4
2019-05-23 22:05:28 -04:00
Monster Iestyn
677801f5ff
Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both
2019-05-23 21:51:58 +01:00
Monster Iestyn
e60b0b1a80
Update hw_light.c
...
(though I'm not sure why we bother, since coronas have been disabled for a decade now)
2019-05-23 21:08:27 +01:00
Monster Iestyn
7d0509f1cb
Merge branch 'master' into acz-boss-hardcode
2019-05-23 20:38:25 +01:00
Monster Iestyn
742b11c0ff
Hardcoded ACZ3.wad's version of A_TNTExplode under the name of A_Boss5BombExplode. After a lot of confusion and silly misunderstandings on my part (as well as a lot of mess cleaning), I've finally got there!
...
The states for the actual bomb explosion effect itself are yet to be hardcoded, but that I'll do tomorrow afternoon probably.
2019-05-21 21:51:19 +01:00
Steel Titanium
ce1c1d8c88
Forgot some references
2019-05-20 23:31:23 -04:00
Steel Titanium
bf3d5f4188
circleci: Fix compiling error
2019-05-20 23:22:23 -04:00
Steel Titanium
91767a7740
Merge branch 'master' into public-musicplus-libopenmpt
2019-05-20 21:33:10 -04:00
Monster Iestyn
ec0719f74f
Merge branch 'steelt-acz-things-hardcode' into 'master'
...
Hardcode some ACZ things
See merge request STJr/SRB2Internal!220
2019-05-17 12:22:21 -04:00
Monster Iestyn
572328a4fa
Merge branch 'public_flatsprite'
2019-05-16 16:00:24 +01:00
Monster Iestyn
66bc287688
Merge branch 'public_next'
2019-05-16 15:58:17 +01:00
Monster Iestyn
600a373739
Merge branch 'master' into next
2019-05-13 16:07:30 +01:00
Monster Iestyn
2a9019c15e
Merge branch 'archiveworld-sigsegv-fix' into 'next'
...
Fix SIGSEGV from sending lindefs/sidedefs in savegame due to duplicated lines.
See merge request STJr/SRB2!490
2019-05-13 07:02:48 -04:00
Alam Ed Arias
addf2bb3c4
Fix NONET build
2019-05-13 01:51:36 -04:00
Steel Titanium
8a14427420
Merge branch 'perpetual-modifier-updates' into 'master'
...
Set modifiers in a non-reactive manner
See merge request STJr/SRB2!456
2019-05-13 00:36:06 -04:00
Steel Titanium
06961a8f5e
Merge branch 'no-frameskip' into 'next'
...
Don't skip frames when connecting or paused
See merge request STJr/SRB2!489
2019-05-13 00:35:11 -04:00
Steel Titanium
cad65ad5e9
Properly fix crash due to duplicated lines.
2019-05-13 00:23:43 -04:00
Steel Titanium
4e0cc2505a
Revert "Check that lumps are okay"
...
This reverts commit 7ac0a8b4d2
.
2019-05-13 00:20:39 -04:00
Steel Titanium
b34aa86403
Hardcode some ACZ things
2019-05-11 22:56:23 -04:00
James R
7ac0a8b4d2
Check that lumps are okay
2019-05-08 20:30:19 -04:00
Monster Iestyn
f0e16cad32
Merge branch 'master' into next
2019-05-08 16:31:05 +01:00
Monster Iestyn
8ea9d0e95c
Merge branch 'alias_recursion_hotfix_2' into 'master'
...
Alias recursion hotfix 2
See merge request STJr/SRB2!482
2019-05-08 11:25:15 -04:00
wolfy852
8f05d75926
Don't skip frames when connecting or paused
2019-05-08 09:39:45 -05:00
wolfs
e394f41c52
Merge branch 'public-musicplus-tagfix' into 'next'
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Fix music load lag by reverting tag changes
See merge request STJr/SRB2!486
2019-05-07 22:42:13 -04:00
Sryder
b304b268c8
No sprite billboarding on papersprites
2019-05-06 20:24:26 +01:00
Sryder
1f1d67cd7e
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into public_flatsprite
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# Conflicts:
# src/p_user.c
2019-05-06 20:20:57 +01:00
Monster Iestyn
406c3619d7
Merge branch 'master' into next
2019-05-06 19:38:53 +01:00
Nev3r
aab2f55aec
Merge branch 'banip-command' into 'next'
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Ban IP command
See merge request STJr/SRB2!460
2019-05-06 13:09:14 -04:00
Nev3r
ae25e8ea07
Merge branch 'console-wait-fix' into 'master'
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Don't count down wait timer when executing a command line
See merge request STJr/SRB2!483
2019-05-06 12:56:07 -04:00
Nev3r
8b8e165d19
Merge branch 'opengl-sprite-billboarding' into 'master'
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OpenGL Sprite Billboarding
See merge request STJr/SRB2!485
2019-05-06 12:45:53 -04:00
Sryder
8273534967
Add a cvar for sprite billboarding, off by default.
2019-05-06 16:57:32 +01:00
Monster Iestyn
ea951eef78
fix an inconsistency I introduced between counting the waypoints and finding them again
2019-05-05 21:16:44 +01:00
Monster Iestyn
ee0c4b42a6
fix P_CheckSight to consider FOFs that completely block the view
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(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-05 21:03:15 +01:00
Monster Iestyn
b9611c3a81
Hardcoded the cork's stun-you-even-while-flashing behaviour
2019-05-05 19:16:30 +01:00
Monster Iestyn
b0087616c7
Hardcoded the boss's TouchSpecial hook.
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Also cleaned up this part of P_TouchSpecialThing a bit while I'm here
2019-05-05 18:22:19 +01:00
Monster Iestyn
373d12cb82
Hardcode "slapstick"
2019-05-05 17:36:55 +01:00
Monster Iestyn
f7fbf40437
Hardcoded MT_FSGNA's MobjThinker hook function
2019-05-05 16:42:50 +01:00
Monster Iestyn
9c0c0ad3dc
hardcoded the boss's A_BossDeath behaviour.
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(also turned this part of the function into a switch case to make things neater)
2019-05-05 16:03:34 +01:00
Monster Iestyn
289a412377
Hardcode the boss thinker function
2019-05-05 15:34:06 +01:00
Monster Iestyn
9e26d7bdaa
I just checked how P_LookForPlayers works, and it turns out it doesn't modify the target *unless* it returns true. So I guess we've no need to account for a change in target in A_LookForBetter after all?
2019-05-05 14:09:09 +01:00
Monster Iestyn
09368963dd
hardcode MT_FBOMB's MobjSpawn hook function
2019-05-04 22:46:27 +01:00
Monster Iestyn
d44265a217
Mystery solved, he was turning "invisible" because of this mistake in A_DoNPCSkid
2019-05-04 22:38:14 +01:00
Monster Iestyn
691ae982e7
S_FANG_SLIDE wasn't defined in the Lua script, despite being declared :|
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Also Fang seems to turn invisible after his first jump for some reason, and I can't figure out why???
2019-05-04 21:31:46 +01:00
Monster Iestyn
7b6b34212b
Swap "S_TNTBARREL_EXPL1" for S_NULL as a temporary measure until I actually hardcode the explosion states.
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As of now, you can now compile this branch with no issues. But Fang won't work properly for a while yet, we'll get there don't worry.
2019-05-04 20:20:34 +01:00