Commit graph

8622 commits

Author SHA1 Message Date
Jaime Passos
2166571920 Add GTR_CUTSCENES. And I ran out of rule slots. Cool. 2019-12-28 20:33:28 -03:00
Jaime Passos
ae0acfba0f Organise gametype ruleset again. 2019-12-28 20:18:21 -03:00
Jaime Passos
7a00b3a331 Add GTR_FRIENDLY. 2019-12-28 19:56:18 -03:00
Jaime Passos
093a1baf1d Remove debugging stuff. 2019-12-28 19:50:14 -03:00
Jaime Passos
45af6d8899 Rename GTR_MATCHEMERALDS to GTR_POWERSTONES. 2019-12-28 19:49:34 -03:00
Jaime Passos
4b604328d5 Rename GTR_HIDETIME to GTR_STARTCOUNTDOWN. 2019-12-28 19:47:03 -03:00
Jaime Passos
1fb244d87f GTR_HIDETIME, not GTR_TAG 2019-12-27 18:24:08 -03:00
Jaime Passos
e03eaa554b In P_KillPlayer, check for the gametype's rules, instead of the gametype itself, before bursting rings. 2019-12-27 17:22:55 -03:00
Jaime Passos
4b2c88fab8 Fix CoopLives_OnChange. 2019-12-27 17:15:23 -03:00
Jaime Passos
3b341245f1 Same deal, but for starposts. 2019-12-27 17:14:56 -03:00
Jaime Passos
1f96f70173 Preparing for the inevitable gametype rule that will handle cooplives... 2019-12-27 17:08:20 -03:00
Jaime Passos
ed29efd9eb ST_drawLivesArea stuff. 2019-12-27 16:58:55 -03:00
Jaime Passos
6b8839d5aa burst emeralds with GTR_MATCHEMERALDS 2019-12-27 12:34:35 -03:00
Jaime Passos
f0d58368f9 look for GTR_LIVES rule instead of coop/competition gametype 2019-12-27 12:29:21 -03:00
Jaime Passos
f8eed7171a add G_CompetitionGametype(void) 2019-12-27 12:28:00 -03:00
Jaime Passos
5c023739e6 change this > to >= 2019-12-27 12:23:50 -03:00
Jaime Passos
1d0d404922 check if the gametype allows spectators to allow jump key respawn 2019-12-27 12:17:38 -03:00
Jaime Passos
9613bdeca6 use GTR_DEATHMATCHSTARTS 2019-12-27 12:14:33 -03:00
Jaime Passos
56e94182d5 P_SetupCamera funny 2019-12-27 02:07:13 -03:00
Jaime Passos
51404130af Respawn delay gametype rule 2019-12-27 01:44:27 -03:00
James R
1dac3d174e Merge remote-tracking branch 'origin/master' into next 2019-12-26 15:35:53 -08:00
James R
5872e8d453 Merge branch 'rotsprite2' into 'next'
rollangle and SpriteInfo changes

See merge request STJr/SRB2!547
2019-12-26 18:32:37 -05:00
Jaime Passos
c0390f5186 Merge remote-tracking branch 'origin/next' into rotsprite2 2019-12-26 20:27:29 -03:00
James R
414a066ec8 Merge branch 'turnmultiplier' into 'master'
Option to increase the turning speed

See merge request STJr/SRB2!553
2019-12-26 18:18:23 -05:00
James R
aa9cc6e6f2 Merge branch 'char-damage-fix' into 'next'
Fix Amy and Fang being able to attack other players in MP Special Stages

See merge request STJr/SRB2!558
2019-12-26 18:18:10 -05:00
James R
e6532b9bad Merge branch 'gametype-clownery' into 'next'
Custom gametypes

See merge request STJr/SRB2!566
2019-12-26 18:08:41 -05:00
Monster Iestyn
ca5a4d90e0 Fix mixed declaration-and-code compiling error 2019-12-26 21:59:09 +00:00
MascaraSnake
b24bcbab65 Merge branch 'mobjthinker-refactoring' into 'next'
Hack P_MobjThinker into little pieces

See merge request STJr/SRB2!574
2019-12-26 14:59:37 -05:00
Alam Ed Arias
e823441e31 Merge branch 'next' into mobjthinker-refactoring 2019-12-26 14:50:35 -05:00
Alam Ed Arias
61a0197339 Merge branch 'next' into gametype-clownery 2019-12-26 14:48:04 -05:00
Monster Iestyn
6314f5b00a Merge branch 'lua-damage-hooks-hotfix' into 'next'
Lua: ShouldDamage/MobjDamage/MobjDeath hotfix

See merge request STJr/SRB2!575
2019-12-26 13:05:06 -05:00
Alam Ed Arias
0a873d857d Merge branch 'next' into lua-damage-hooks-hotfix 2019-12-26 12:41:02 -05:00
Alam Ed Arias
50379dac85 cleanup buildbot error 2019-12-26 12:27:15 -05:00
Nev3r
4411a0f039 Merge branch 'ring-circle-fix' into 'next'
Circle of Blue Spheres were spawning in place of Rings

See merge request STJr/SRB2!576
2019-12-26 04:21:26 -05:00
James R
70f08007eb Correct the check for rings on thing 604 - 607
The original code used a switch case, not AND 1. :V
2019-12-25 15:23:19 -08:00
Monster Iestyn
5241030012 Fix ShouldDamage, MobjDamage and MobjDeath hooks all messing up the pushing of variables to Lua as function args, by adding damagetype support where it was missing!
The above issue occured only if you had both a generic hook and a type specific hook for a particular hook type. This way, the stack is never updated to include damagetype at the start, and all pushes of the variables get offsetted by 1 compared to what they should be, once the code *expects* damagetype to be included in it.
2019-12-25 21:48:59 +00:00
Nev3r
9b89ed92f5 Merge branch 'tokentweaks' into 'next'
Slight touchups on the tokenizer

See merge request STJr/SRB2!569
2019-12-25 06:22:11 -05:00
Nev3r
a932b54b26 Merge branch 'mapdataload_refactor' into 'next'
Mapdataload refactor

See merge request STJr/SRB2!568
2019-12-25 06:21:49 -05:00
Nev3r
c4a017ddf0 Move flat caching code to the map data load function. 2019-12-25 12:05:40 +01:00
Jaime Passos
7e5ec552ee Merge remote-tracking branch 'origin/next' into gametype-clownery 2019-12-25 06:09:00 -03:00
MascaraSnake
f11caefed7 Merge branch 'spawnhoopsandrings_refactor' into 'next'
Hack P_SpawnHoopsAndRings into little pieces

See merge request STJr/SRB2!572
2019-12-25 03:00:07 -05:00
MascaraSnake
64df10f7be P_MobjThinker: Separate fuse handling into its own function 2019-12-25 00:36:24 +01:00
MascaraSnake
6032aa3cd1 P_MobjThinker: Separate MF2_FIRING handling into its own function 2019-12-25 00:18:12 +01:00
MascaraSnake
5d89e915c6 Continue cutting up P_MobjThinker into multiple functions 2019-12-25 00:14:53 +01:00
Steel Titanium
8d8e0ca22c Clean up comment 2019-12-24 17:45:57 -05:00
Steel Titanium
b49672e3f9 Change this condition a bit 2019-12-24 17:44:06 -05:00
Steel Titanium
2f83c2977e Merge branch 'next' into char-damage-fix 2019-12-24 17:08:23 -05:00
Jaime Passos
3622829504 Merge remote-tracking branch 'aaaaaaaa/next' into gametype-clownery 2019-12-24 17:55:46 -03:00
MascaraSnake
ddccfbd73d P_MobjThinker(): Separate scale thinking and scenery thinking into their own functions 2019-12-24 21:07:55 +01:00
James R
02779cb6ef Merge remote-tracking branch 'origin/master' into next 2019-12-24 11:53:49 -08:00