toasterbabe
3a6f659b93
She's a lot more complete.
...
* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
2017-03-19 16:48:35 +00:00
toasterbabe
99f13c88ae
Made jump damage flag application less hacky.
2017-03-18 21:06:06 +00:00
toasterbabe
7aeeb278fe
Increased space in pflags (because we were getting VERY close to full capacity), which I will re-organise when this branch is closer to completion.
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* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
2017-03-14 18:11:17 +00:00
toasterbabe
8cdcb2c416
* You can now bounce off of springs without unbouncing.
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* You can now bounce off the bottom of goop areas.
* Fixed that long-standing bug where you could accelerate whilst rolling.
2017-02-09 23:24:47 +00:00
toasterbabe
c04ee6bfb7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
2017-02-04 15:19:02 +00:00
Monster Iestyn
cfb5a9d904
Merge branch 'better_papercollision' into 'master'
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Better papercollision
Diagonal bounding boxes are no longer root 2 larger than they should be. Testwad is <root>/toaster/sawb.wad. Nice and simple.
See merge request !49
2017-01-25 17:34:43 -05:00
toasterbabe
cdf388810b
Added modified Mario shells. They now hurt everyone if you touch them from the side, and can be stopped by anyone if they stomp on their tops.
2017-01-25 14:53:09 +00:00
Monster Iestyn
1935a2ffa6
Merge branch 'public_next'
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# Conflicts:
# src/d_clisrv.c
# src/doomdef.h
# src/p_map.c
2017-01-19 16:54:47 +00:00
toasterbabe
19cd010091
Fixed a stupid bug involving jumping at spikes on FOFs in reverse gravity caused by my own incompetence/assumptions.
2017-01-16 17:52:06 +00:00
toasterbabe
578b809557
* Turned CA_DASHMODE into SF_DASHMODE.
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* SF_DASHMODE users can now dash on water.
* Gave CA_HOVER its own states/sprite2s.
* Gave Super Sonic's hover his own hover-run state/sprite2.
2016-12-24 20:57:39 +00:00
toasterbabe
942065ba9f
* CA_BOUNCE users now play animation/sound when bouncing on enemies, monitors.
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* CA_BOUNCE users harmlessly bounce off Sharps.
2016-12-24 13:17:53 +00:00
toasterbabe
b84ad05061
Okay, failed experiment fixed. (This has nothing to do with the ability to pierce bustable FOFs, I just modified it for kicks to see what would happen.)
2016-12-24 00:12:29 +00:00
toasterbabe
a61f5e4521
* CA_BOUNCE can now break downwards.
2016-12-23 23:58:12 +00:00
toasterbabe
10a137620a
First commit, CA_BOUNCE almost completed.
2016-12-23 17:31:07 +00:00
toasterbabe
b7298a5574
Revert "Nev3r wants to make barrels which are both shootable and die when you break them like you break monitors."
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This reverts commit 286a8b0289
.
2016-11-12 15:39:47 +00:00
toasterbabe
0cca852eb6
Revert "Correction of some other relevant places to the previous commit."
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This reverts commit a88b21f703
.
2016-11-12 15:39:42 +00:00
toasterbabe
a88b21f703
Correction of some other relevant places to the previous commit.
2016-11-12 14:34:25 +00:00
toasterbabe
286a8b0289
Nev3r wants to make barrels which are both shootable and die when you break them like you break monitors.
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To that end, I've made MF_MONITOR *without* MF_SHOOTABLE act like MF_MONITOR does, and MF_SHOOTABLE allow for both missiles AND players to destroy. This has had the side effect of allowing MF_ENEMY and MF_BOSS to use MF_MONITOR as a substitute for MF_SHOOTABLE that doesn't allow missiles to cause them damage, which might be useful for Jetty-syns.
2016-11-12 14:08:27 +00:00
toasterbabe
01f3aa5743
Fixed collision for MF_PAPERCOLLISION with respect to diagonals.
2016-11-06 16:46:27 +00:00
toasterbabe
6570912b1a
Fixed gold monitor collision (which relied upon the shitty old collision blocking in order to not destroy your momentum) to work with my slopes_n_objects fixes from public next.
2016-10-30 14:09:51 +00:00
toasterbabe
1c1af15b4f
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-10-29 16:56:50 +01:00
Monster Iestyn
b1a53f6623
Merge branch 'public_next'
2016-10-29 16:52:43 +01:00
toasterbabe
162c04c370
Bubblewrap shield now bounces on enemies and monitors instead of piercing through them.
2016-10-24 13:33:10 +01:00
toasterbabe
c54d62851c
Okay, this is a MUCH better solution than PF_JUMPDAMAGE.
2016-10-23 16:04:02 +01:00
toasterbabe
76ff26e6fb
Revert "Thorough jumpdamage setting."
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This reverts commit 8720252059
.
2016-10-23 15:53:12 +01:00
toasterbabe
8720252059
Thorough jumpdamage setting.
2016-10-23 14:42:37 +01:00
toasterbabe
59fccab8e5
Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields.
2016-10-20 20:55:15 +01:00
toasterbabe
c693af96b1
* Bubble bounce completed (minus graphics).
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* Flame burst fixed with respect to scale.
2016-10-17 14:03:32 +01:00
toasterbabe
5ff507213b
* Some shield constants renamed.
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* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
2016-10-16 22:28:50 +01:00
toasterbabe
d25e908b80
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/p_map.c
2016-10-11 16:25:24 +01:00
Monster Iestyn
303648bf3b
Merge branch 'horizontal_fix' into 'master'
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Fixes to horizontal spring collision
Fixed various issues arising from collision with exclusively horizontal springs. Thamks to @Inuyasha for the heads up! Of note:
* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with (CA_DOUBLEJUMP && CA2_MULTIABILITY) or CA_FLOAT or CA_HOVER no longer lose track of their jump count.
Also:
* Upped the strength of info.c's red and yellow horizontal springs.
See merge request !41
2016-10-07 17:28:54 -04:00
toasterbabe
5614ff5691
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/p_enemy.c
# src/p_mobj.c
2016-10-02 19:38:53 +01:00
toasterbabe
f6fc99b06d
How did this disappear?
2016-09-30 14:38:56 +01:00
toasterbabe
9cbe7a342a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into horizontal_fix
2016-09-30 14:26:40 +01:00
toasterbabe
e05528e4a3
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-09-30 12:44:08 +01:00
Inuyasha
f1b8bfcfe7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
# src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe
8445a1068e
attempt
2016-09-28 16:31:14 +01:00
toasterbabe
99f60544db
Fixed various issues arising from collision with exclusively horizontal springs. Of note:
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* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with CA_DOUBLEJUMP and CA2_MULTIABILITY no longer lose track of their jump count.
2016-09-28 16:26:29 +01:00
toasterbabe
a8be1e6b7d
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/d_player.h
# src/p_inter.c
# src/p_mobj.c
# src/p_user.c
2016-09-27 18:24:53 +01:00
toasterbabe
c70661186a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/dehacked.c
# src/p_inter.c
# src/p_pspr.h
2016-09-27 18:11:20 +01:00
Inuyasha
1a4b894589
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe
f933210c03
Let's simplify a lot of stuff. PF_CANCARRY instead of a horrible assortment of checks.
2016-09-24 13:18:08 +01:00
toasterbabe
eb64e4ccd9
Tightened some restrictions on Tails carry because right now the looseness leads to edge case noise spam when trying to pick up a player off a rope hang, for example.
2016-09-24 12:38:37 +01:00
toasterbabe
e16648a72b
Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
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* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +01:00
toasterbabe
8ad72232be
Helpful explanatory comments to assauge MI's fears.
2016-09-22 21:15:12 +01:00
toasterbabe
0568712a5e
Prevent overflow when attempting to calculate the space between floor and ceiling. (I didn't notice any bugs as a result of the previous behvaiour, but you never know.)
2016-09-22 12:01:13 +01:00
toasterbabe
fa16abf7ae
Fixed the thing where if you thok into a solid object you spin really fast in the air without moving OR losing your momentum.
2016-09-22 11:15:08 +01:00
toasterbabe
b8345aaf27
Solid objects are now no longer selectively intangible on slopes.
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HOWEVER, since these changes to PIT_CheckThing do raise questions about whether there may be unintended side effects here. As a result, I may remake this for internal only if necessary.
2016-09-22 00:13:34 +01:00
toasterbabe
dcb82c292a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
2016-09-12 19:23:44 +01:00
toasterbabe
941bf8eb03
Corrected multiple oversights with swimming players dropping their friends when they shouldn't.
2016-09-08 14:38:57 +01:00