Commit graph

516 commits

Author SHA1 Message Date
Yukita Mayako
496662bec5 Super float animation.
When Super Sonic is "walking in the air", he has a
unique animation for it now which is similar to how
it looked in previous SRB2 versions.
2015-06-19 01:30:06 -04:00
Yukita Mayako
ffec58c09c Add PA_EDGE to handle Super teeter animation bug.
States were being improperly checked where a panim
would be more appropriate.
2015-06-18 11:36:08 -04:00
Alam Ed Arias
fb5cba78d3 Merge branch 'public_next' into private
Conflicts:
	src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias
c4ac9643ad Merge branch 'goop-dampen' into 'next'
Goo Water (THZ Goop) adjustements

At Nev3r's request:
Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold.

The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly.

See merge request !7
2015-06-18 10:11:27 -04:00
Alam Ed Arias
a03fc205b4 Merge branch 'hotfix-pltz' into 'next'
Re-add/fix broken platform momz mobj code.

The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.

Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv)

See merge request !14
2015-06-18 10:04:54 -04:00
Yukita Mayako
fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -04:00
Monster Iestyn
b88600dac6 tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako
c16516ef0d Partial revert.
This partially reverts commit a1c67e7e67.
2015-05-29 17:22:31 -04:00
Yukita Mayako
8a261ea467 Fix sprite2 fallbacks.
It didn't work at all before, oops. :/
2015-05-29 15:40:49 -04:00
Yukita Mayako
d2ef4d3e3c Add S_PLAY_SUPER_STUN and PA_PAIN
For Super Missiles, the Super Sonic player
has a seperate animation from normal pain.
2015-05-29 14:57:53 -04:00
Yukita Mayako
d680cafc6e Add fallbacks for SPR2_ animations.
Every SPR2_ except for SIGN and LIFE now has a proper
fallback leading down to SPR2_STND.
2015-05-29 14:25:10 -04:00
Yukita Mayako
a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Monster Iestyn
c6ade27b6a Fixes to CTF flag respawning, particularly reverse gravity and z-positioning. 2015-05-29 14:59:13 +01:00
Yukita Mayako
213a0caa23 Hotfix amendment
Also gain velocity from walking off an "up" elevator normally?

This _looks_ incorrect because the camera stops matching
the platform movement the moment you step off, but I
assure you it is a correct and accurate movement.
(Try it with chasecam off.)
2015-05-29 05:47:01 -04:00
Yukita Mayako
3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
Yukita Mayako
98ba9ca140 Updated player->panims.
Added PA_JUMP and PA_RIDE to handle new Super jump
and ride, and added new animations to panim finder.
2015-05-29 01:48:56 -04:00
Yukita Mayako
ff181d099c Add new player animations.
Added drowning to all players, and several new
Super animations for Sonic.

Removed A_Fall from S_PLAY_DEAD and moved its
effect into P_KillMobj for player avatars.
2015-05-29 00:56:02 -04:00
Yukita Mayako
bed8dc4c7c Tails ringslinger buff.
Any character with CA_FLY will now throw rings 1.5x as fast.
2015-05-28 03:24:55 -04:00
Yukita Mayako
65f2d4b80f Add PF_SHIELDABILITY
This flag is used as a distinction between the
character ability CA_HOMINGTHOK and the attract
shield's active ability.
2015-05-27 05:59:42 -04:00
Yukita Mayako
4a1f0ce91c New attract shield active
Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
Yukita Mayako
1c1acb9f0e Add emeraldspawndelay for Match "super"
Emeralds will not spawn while players are still
enjoying their victory dance now.
2015-05-27 04:02:44 -04:00
RedEnchilada
e00d682185 Fix issue with objects getting stuck IN floors 2015-05-25 13:25:23 -05:00
RedEnchilada
5e18db79e9 Fix mobjs sometimes clipping through floors (whoops!) 2015-05-25 12:16:19 -05:00
RedEnchilada
a9d49cd9fa Make all specials reliant on floor touch work right with sloeps
(I might've missed some, though)
2015-05-24 12:53:30 -05:00
RedEnchilada
a9dba0ffd1 Condense GetFloor/CeilingZ into fewer functions, and use macros for the rest 2015-05-24 11:27:52 -05:00
RedEnchilada
89319b1c2a Dummy out m_vector and use m_fixed's functions instead
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -05:00
RedEnchilada
3f8e7b1739 Revert/remove unused/broken junk from original slopes port
m_vector removal to come later. The little thing commented out in it
is so I could revert the weird tables.c change.
2015-05-22 20:57:58 -05:00
RedEnchilada
8c54ee44e7 Slopey physics for some things that aren't players
This is incredibly messy and probably needs redone differently at
some point, but... fuck it.
2015-05-22 12:33:12 -05:00
RedEnchilada
f23f5d4379 Fix flat slopes eating jumps 2015-05-21 15:49:26 -05:00
RedEnchilada
e24595ed52 Make the crumble check account for slopes for... some reason 2015-05-21 10:17:53 -05:00
RedEnchilada
3d2b71b24c Make cameras properly collide with slopes 2015-05-21 09:36:20 -05:00
RedEnchilada
7a3c5b3dd9 Scenery objects (notably, bubbles) now use slope when finding water surfaces 2015-05-20 19:21:44 -05:00
RedEnchilada
41573b118c I'm a dumbass 2015-05-17 12:36:06 -05:00
RedEnchilada
d138f7e14f Collision with FOF slopes (might be unfinished, idk) 2015-05-17 11:53:28 -05:00
RedEnchilada
6fcdac494f Spawned things spawn relative to slope floor/ceiling heights now
This was a headache. :<
2015-05-16 00:02:01 -05:00
RedEnchilada
445e778309 Improvements to slope collision/landing/ejecting/fajitas 2015-05-15 12:35:54 -05:00
RedEnchilada
b69678f1a6 PLACEHOLDER, DO NOT PUSH THIS COMMIT 2015-05-15 10:23:53 -05:00
RedEnchilada
a3358479f0 Improvements related to slope collision, and quantize momentum properly for landing 2015-05-13 16:15:32 -05:00
RedEnchilada
79fedf91a0 Fix occasionally running into an invisible wall around slopes 2015-04-30 18:36:21 -05:00
RedEnchilada
db883f6a23 Add a bunch of slope physics
I know giant commits all at once like this are a bad thing, but
too bad I worked without staging commits and now it's all here
at once :)
2015-04-29 00:35:54 -05:00
RedEnchilada
776b5254e6 Slope collision fixes 2015-04-29 00:29:51 -05:00
RedEnchilada
58dd6d42af Add P_GetFloorZ and P_GetCeilingZ as boilerplate to facilitate better slope collision
I have not used this anywhere in the code yet.
2015-04-27 13:18:12 -05:00
RedEnchilada
923fae476e Merge branch 'fury-gh/slopes' into angles
Conflicts:
	src/p_maputl.c
2015-04-19 15:56:55 -05:00
JTE
4f06650a1e Removed the small velocity boost you get for surfacing from goo.
This will prevent the goo from maintaining momentum for too long,
and shorten the amount of time before you stabilize on the surface.
2015-04-04 18:39:32 -04:00
MonsterIestyn
34c396825f tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
c8c7878005 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
e83fa3dc43 Partial damage system overhaul: P_DamageMobj, P_KillMobj, P_HitDeathMessages and P_RingDamage now all take a "damagetype" variable that determines what type of damage was dealt. Does not replace the "damage" variable, we'll have to see if that is worth keeping another time?
Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:18 -06:00
MonsterIestyn
55c1ad4368 tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:17 -06:00
MonsterIestyn
234300d4b6 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:03 -06:00
JTE
b2681984a6 Merge branch 'player-animations'
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
Alam Ed Arias
73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Ronald Kinard
54f0d0c110 IN PROGRESS: porting eternity slopes from srb2cb 2014-11-18 18:45:57 -06:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Ed Arias
d6c29e19ab SRB2 2.1.10 release 2014-08-05 19:59:40 -04:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
wolfy852
d6b466b7dd Add skin flag for running on water 2014-07-05 03:23:49 -05:00
ilag
1af18c7013 Redo all changes I ended up losing trying to undo the mess I made.
Also, fix the issue pointed out by Alam.
2014-05-02 14:24:20 -07:00
Alam Ed Arias
8a9759a3e4 SRB2 2.1.8 release 2014-04-19 13:41:29 -04:00
Alam Ed Arias
02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias
32de698f5e SRB2 2.1.6 release 2014-03-24 22:17:59 -04:00
Alam Ed Arias
15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias
2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias
a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias
3e0b5ef1cd SRB2 2.1.1 release 2014-03-15 18:55:07 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00