Commit graph

62 commits

Author SHA1 Message Date
Monster Iestyn
4b97333ed7 Merge branch 'plane-displacement' into 'master'
Plane displacement

Basic support for plane displacement, no netplay support as of writing but this is what Nev3r wanted moreorless at least.

Linedef types 66-68 are the plane displacement specials; 66 = move floor only, 67 = move ceiling only, 68 = both

Front sector = control sector
Tag = tag of target sectors to be moved whenever the control sector floor moves
Linedef length = movement factor relative to control sector movement, 256 = 1:1 with control sector. 128 is half as much, 512 is twice as much, etc.

Whenever the control sector floor moves (not ceiling, never ceiling), the selected planes of the tagged sectors all move (mind, they have a tic delay due to how it all works, it's not perfect really). No support for reverse speeds yet sorry.

EDIT: oh, btw, test exe and test map are included in my folder on the FTP (srb2win-plane-displacement.exe and plane-disp-test.wad, respectively)

See merge request !61
2017-01-24 14:29:38 -05:00
toasterbabe
da42165169 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp 2017-01-16 17:14:58 +00:00
Monster Iestyn
f8961d396f Initial commit of what I've done so far, DOES NOT COMPILE 2016-12-13 22:42:47 +00:00
toasterbabe
aa93f8a25c Refactored the movefactor changes that made the player go Looney Tunes style on ice. 2016-08-10 00:05:46 +01:00
Monster Iestyn
3fba690d0a Allow $$$.sav to archive and read ffloor_t userdata Lua extvars
Oh, and P_GetFFloorByID is now a thing, to assist with the above. Also added a suitable description for P_GetFFloorBySec
2016-07-10 17:58:54 +01:00
toasterbabe
356dd03234 Mario block improvements. (I JUST CAN'T STOP)
* Only change texture when stationary or moving down, for additional fidelity to source material. This has zero overhead, and actually might REDUCE lag in some circumstances... my nitpickiness wins again.
* Apply ML_EFFECT1 to it to make it invisible and intangible (removing (FF_SOLID|FF_RENDERALL|FF_CUTLEVEL) from it) from every side except the bottom. Becomes visible and tangible when it's hit once. Might fuck over players in mp, but really our Mario blocks are so high in the air (and we'd need to update Pipe Towers to take advantage anyways) that they're super unlikely to get a kill this way
* Checks for the Brick Block have been switched over to the presence of FF_SHATTERBOTTOM instead of checking for the source linedef's flags every time.
2016-06-06 18:30:58 +01:00
toasterbabe
5a0432816b Forgot to make this change; now the friction thinker is DEFINITELY using less memory. 2016-06-03 15:44:21 +01:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
wolfy852
a8f5406233 Add P_Telekinesis and P_IsFlagAtBase to Lua. 2014-05-25 21:41:05 -05:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00