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
e9c1771017
Add new spindash animation.
...
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -04:00
Yukita Mayako
b88864c666
Add player JUMP animation
...
Since PA_JUMP is used to determine when
springing upwards now and the nextstate
isn't used for falling, the jump state
can now be properly animated. :)
2015-05-29 01:51:15 -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
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
d9d3752b4e
Unbreak FOF specials
2015-05-25 11:46:09 -05:00
RedEnchilada
32759312a1
Shut up the Kalaron
2015-05-24 18:22:56 -05:00
RedEnchilada
bddcf98355
Remap slope line specials to 7xx range: shim old values for now
2015-05-24 15:59:17 -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
e0d97e4b1a
Slope planes should now not turn into static in 99% of cases
2015-05-23 16:27:15 -05:00
RedEnchilada
109d379980
Fix conveyor slopes eventually turning to static
2015-05-23 15:44:53 -05:00
RedEnchilada
b121bcca68
Remove P_GetZAtf (it didn't seem to work right anyway)
2015-05-23 12:23:24 -05:00
RedEnchilada
485f671f23
Sloped planes now respect flat offsets
2015-05-23 02:18:32 -05:00
RedEnchilada
a5d7356fd2
Sayonara, m_vector.c
2015-05-23 01:32:28 -05:00
RedEnchilada
3629a2141b
Slope planes work again. I hacked an alignment fix in too.
2015-05-23 01:19:38 -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
JTE
f783df718c
Reset tmthing after P_CheckSector calls from Lua
...
tmthing must not be set outside of P_MapStart and P_MapEnd
or the game will fail a sanity check which ensures that
mobj references are not persistent across frames and crash.
2015-05-22 01:51:40 -04:00
JTE
c91cd3860b
Revert "Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd."
...
This reverts commit 6ee50e803b
.
2015-05-22 01:46:59 -04:00
RedEnchilada
fb9d07b8ba
Bugfixes to sloped FOF plane clipping
2015-05-21 22:13:51 -05:00
JTE
6ee50e803b
Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd.
...
This fixes a crash if a script tries to use a MapLoad hook
to immediately edit the map in some way the moment it
finishes loading.
2015-05-21 19:55:22 -04:00
JTE
dfa8ac7ccb
Added sidedef texture and offset manipulation to Lua.
2015-05-21 19:05:17 -04:00
RedEnchilada
0d9f8028b7
Players now bounce off of slopes on bouncy FOFs
2015-05-21 15:49:49 -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
JTE
ef0e61fc33
Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
...
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.
I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
RedEnchilada
7a3c5b3dd9
Scenery objects (notably, bubbles) now use slope when finding water surfaces
2015-05-20 19:21:44 -05:00
RedEnchilada
0e94cc66ff
2-in-1! Fixed slide movement AND climbing when around slopes
2015-05-20 19:08:49 -05:00
JTE
9d36cf37bd
Removed EvalMath from base Lua.
...
EvalMath is for SOC only.
It spawns an entirely seperate instance of Lua and requires
uppercase-only strings, and it's ability to parse strings to
enums is redundant to Lua's _G table (try using
_G["MT_BLUECRAWLA"] for instance)
2015-05-20 18:44:03 -04:00
JTE
1e62be15ce
ALL7EMERALDS is a boolean you idiot, not an integer.
2015-05-20 17:29:32 -04:00
RedEnchilada
7b0e98ef35
Change sliding physics and standing/rolling rules on slopes
2015-05-20 13:18:41 -05:00
RedEnchilada
1376f399d3
Sprite lighting obeys the slope overlords now
2015-05-18 00:23:44 -05:00
RedEnchilada
e7bc004bbf
Sloped lights n shit
2015-05-17 23:51:38 -05:00
RedEnchilada
e83844796e
Proper sorting fix for sloped FOFs and sprites
2015-05-17 21:49:13 -05:00
RedEnchilada
41573b118c
I'm a dumbass
2015-05-17 12:36:06 -05:00
RedEnchilada
0af3852273
Add translucent slope renderer
2015-05-17 12:24:20 -05:00
RedEnchilada
780c568aaf
Fix sprite-to-plane sorting on sloped FOFs
2015-05-17 12:03:52 -05:00
RedEnchilada
d138f7e14f
Collision with FOF slopes (might be unfinished, idk)
2015-05-17 11:53:28 -05:00
RedEnchilada
8ba5b66853
Slight optimization (don't get seg ends for slopes if there are no slopes)
2015-05-16 23:55:49 -05:00
RedEnchilada
c08253d796
FOF sides now render slopified too!
2015-05-16 23:04:54 -05:00
RedEnchilada
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00
RedEnchilada
d81cecdac9
Minor cleanup so it stops bugging me
2015-05-16 19:59:52 -05:00
RedEnchilada
09f8dec7d1
Optimization/configuration option: No Tails on a slope line makes a slope non-dynamic
2015-05-16 00:04:19 -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
36d576adf4
I think those were being cast wrong
2015-05-15 12:36:16 -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
bd0b7829bb
Fix rotated flats on slopes
2015-05-14 10:55:43 -05:00
RedEnchilada
e39c8aa62e
Fix ceiling slopes lol
2015-05-13 21:57:47 -05:00
RedEnchilada
0cc917a0ff
Plane lighting for slopes now actually acts like it should
2015-05-13 21:41:54 -05:00
RedEnchilada
2187dac49b
Fix random texture triangles rendering on lines with slopes?????
2015-05-13 16:48:34 -05:00
RedEnchilada
a3358479f0
Improvements related to slope collision, and quantize momentum properly for landing
2015-05-13 16:15:32 -05:00
RedEnchilada
371e23d55d
Reduce acceleration pushback to less absurd levels
2015-05-13 16:02:19 -05:00
RedEnchilada
2183912100
Change upper/lower textures to not skew by default, add new linedef flags on normal linedefs:
...
Effect 1: Restore skewing on upper/lower textures
Effect 2: Disable skewing on midtextures
Effect 3: Flips effect of Lower Unpegged for midtextures only
(Effect 3 w/o LU: midtexture sticks to bottom, bottom texture sticks to
upper edge. Effect 3 w/ LU: midtexture sticks to top, bottom texture
sticks to lower edge.)
2015-05-04 17:45:02 -05:00
RedEnchilada
7e13cb8b47
Fix various issues/crashes with texture alignments
2015-05-04 16:40:02 -05:00
RedEnchilada
1b9180111c
Pin midtextures based on slopes, including bending on wall crossing
2015-05-04 15:15:57 -05:00
RedEnchilada
c66bb1c330
Make textures skew according to slope (midtextures not fixed yet)
2015-05-03 15:47:40 -05:00
RedEnchilada
79fedf91a0
Fix occasionally running into an invisible wall around slopes
2015-04-30 18:36:21 -05:00
RedEnchilada
3644d4d883
Minor code cleanup around renderer gunk
...
(Who let that silhouette == 1/etc thing sit there all those years? :V)
2015-04-30 00:41:29 -05:00
RedEnchilada
234f734fe5
Fix sprite clipping and some blocking walls being rendered around slopes
2015-04-30 00:38:51 -05:00
RedEnchilada
02d63aa011
Tweaks to slope physics + add accel rules for slopes
...
Your acceleration vector parallel to the slope is reduced based on slope
angle if it's going up the slope. The pull physics' momentum increase was
toned down a bit to go along with this. Also, I removed the ifdefs for
OLD_MOVEMENT_CODE because why should that be kept around?
2015-04-30 00:32:44 -05:00
RedEnchilada
fe8a2ae680
Fix compile error
2015-04-29 01:45:39 -05:00
chi.miru
c4306b624d
Optimized R_DrawTiltedSpan_8
2015-04-29 02:36:18 -04:00
RedEnchilada
ae935a0955
Stop rubbing my ass on the code long enough to fix reverse gravity
2015-04-29 00:36:24 -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
1f0f6b64c1
Store the slope an object is resting on (if applicable)
2015-04-29 00:33:04 -05:00
RedEnchilada
de81d01fbc
Fixes to slope generation (backfloor crash and wrong zdelta/zangle)
2015-04-29 00:30:39 -05:00
RedEnchilada
776b5254e6
Slope collision fixes
2015-04-29 00:29:51 -05:00
RedEnchilada
10ba850871
Fix dynamic slopes not working right in some cases
2015-04-27 14:07:04 -05:00
RedEnchilada
6694480f68
Overhaul slope collision (NOT PHYSICS) to work almost perfectly
2015-04-27 13:20:50 -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
0c477c685d
Removing unused cruft
2015-04-26 22:20:03 -05:00
RedEnchilada
6fa1448f59
More cleanup, and made dynamic sloping more efficient/fixed memory leak
2015-04-26 21:50:50 -05:00
RedEnchilada
d0a726c00b
Teeny optimization in renderer code??
2015-04-26 13:06:45 -05:00
RedEnchilada
aeef23e816
MakeSlope_Line cleanup/fixed-point conversion
2015-04-26 13:06:23 -05:00
RedEnchilada
5070a964b9
Starting to clean up a bit of Kal's mess
...
I still don't know why Git reacts so strangely to the new files' line breaks...
2015-04-25 22:22:50 -05:00
RedEnchilada
bac34d783e
Fix crash with ceiling slopes and line collisions
2015-04-25 20:39:18 -05:00
RedEnchilada
f130a529b1
make stupid slopes render on stupid unix stupids
2015-04-21 10:01:51 -05:00
RedEnchilada
7703eae0e8
Actually fix slope generation (also whitespace stuff)
2015-04-20 13:25:39 -05:00
RedEnchilada
f4ea285f02
Fix vertical linedefs on slopes rendering improperly
2015-04-20 12:31:30 -05:00
RedEnchilada
12202d94a9
Fix calculation of slope extent, whoops
2015-04-20 12:18:56 -05:00
RedEnchilada
779faaa93f
SLOPES IN SOFTWARE MOD EHOLY SHIT
2015-04-20 02:10:14 -05:00
RedEnchilada
65719c5b99
Make wall renderer account for slopes properly (in most cases)
2015-04-19 22:20:54 -05:00
RedEnchilada
8d35c5064a
Fix slope generation
...
Physics seem to work at least partially, but no rendering yet (not even in OGL)
2015-04-19 16:54:20 -05:00
RedEnchilada
6e1f7e5f3a
Add slope files to CMakeLists
2015-04-19 16:21:19 -05:00
RedEnchilada
923fae476e
Merge branch 'fury-gh/slopes' into angles
...
Conflicts:
src/p_maputl.c
2015-04-19 15:56:55 -05:00
RedEnchilada
ddd66b9eff
Make A_SetObjectFlags only reset sector/bmap links if needed
2015-04-17 12:10:40 -05:00
Ronald Kinard
91934d5aec
Merge branch 'next' into internal-master
...
Synchronize the following MRs to internal:
* STJr/SRB2!6
* STJr/SRB2!8
* STJr/SRB2!9
* STJr/SRB2!10
Conflicts:
src/doomdef.h
src/p_map.c
2015-04-14 19:33:38 -05:00
Furyhunter
f7c463418e
Merge branch 'actual-blockmap-fix' into 'next'
...
Actual blockmap fix
MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14).
See merge request !10
2015-04-14 20:22:25 -04:00
Furyhunter
420c90fb48
Merge branch 'serverfix' into 'next'
...
Re-fix the server global variable in Lua
I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended.
See merge request !9
2015-04-14 20:14:17 -04:00
Furyhunter
63089c885e
Merge branch 'polyobject-more-fixes' into 'next'
...
Polyobject more fixes
Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there.
See merge request !8
2015-04-14 20:13:16 -04:00
Furyhunter
3d59e337ac
Merge branch 'polyobject-scroll-hotfix' into 'next'
...
Polyobject scroll hotfix
Things fixed:
* Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before)
* The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to)
See merge request !6
2015-04-14 20:10:07 -04:00
RedEnchilada
d2c74e1b13
Fix the west/south blockmap issue without fucking up huge maps
2015-04-08 21:32:07 -05:00
RedEnchilada
09345ce929
Revert "Guess what major breaking-news bug I just fixed B)"
...
This reverts commit 9e306394dd
.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00
Wolfy
55bfb4ffe8
Re-fix the server global variable in Lua
2015-04-08 13:46:30 -04:00
RedEnchilada
210279625a
Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences
2015-04-06 11:23:08 -05:00
RedEnchilada
1078be3c30
Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks
2015-04-06 11:22:27 -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
JTE
4016d15f7b
Adjusted platform-creating velocity of goo water.
...
Now it will only bounce ONCE when you jump on it, and Knuckles
just barely gets enough velocity out of his jump for even that.
This will leave players vulnerable and annoyed for a lot less
time while they wait to finish bouncing.
2015-04-04 18:38:20 -04:00
RedEnchilada
5a4d9f885b
Making RotateThings a bit nicer??
2015-04-01 20:41:53 -05:00
RedEnchilada
6616b030bb
Replace the old spinny polyobject player drifty hack thing with a new one that actually works
2015-04-01 18:15:46 -05:00
RedEnchilada
fb120299bb
Make polyobjects carry the same objects as conveyors for consistency
2015-04-01 17:39:20 -05:00
Alam Ed Arias
83461f49c5
Merge branch 'public_todo_next' into next
...
All commits that was in private that are not SRB2 2.2 had moved to public's next
2015-04-01 12:32:34 -04:00
MonsterIestyn
9e306394dd
Guess what major breaking-news bug I just fixed B)
...
...
(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
bd5dcb0b0a
Make sure lump name is zeroed out before writing so it always ends in a terminating char
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
a797e88bb9
Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
308a958653
yellow wanted me to push this cus it fixed md2 translucency for her test cases
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
ada9b6a9ea
I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
076719e6a4
P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9043 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
d915a8142d
Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
6cff0bba70
Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2d9d028bea
Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
4aa0b7a2a8
Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -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
2480382b6b
remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9036 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
69f77a6c2e
Not sure how these things work, but presumably this was meant to be here
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 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!
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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
474ad01b46
No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:12 -04:00
MonsterIestyn
af4c2fe391
Some minor cleanup for OpenGL sprite/MD2 code
2015-03-31 18:00:04 -04:00
MonsterIestyn
965bd2f694
Crawlas now use only one state for looking each
2015-03-31 17:56:06 -04:00
Ronald Kinard
2b826bd50c
Merge branch 'next' into internal-master
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Synchronize for STJr/SRB2!5 .
2015-03-30 16:25:28 -05:00
RedEnchilada
70732f6475
Make solid midtexture trick work properly(?) for polyobjects
2015-03-30 13:06:04 -05:00
RedEnchilada
808775de02
Effect 4 on a map line now makes the front midtexture solid
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(Supports Effect 5 repeating of arbitrary lengths, but not of the automatic "top-to-bottom" type; just use Impassible there!)
2015-03-29 00:49:27 -05:00
Ronald Kinard
a2af7ba305
Merge branch 'master' into next
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Synchronize with master for STJr/SRB2!4 .
2015-03-24 23:12:01 -05:00
Ronald Kinard
0e3ce03ca9
Merge branch 'master' into master-internal
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Synchronize with public master for STJr/SRB2!4 .
2015-03-24 23:07:03 -05:00
Ronald Kinard
53680903e5
Fix compilation and debugging on Windows.
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Core code has too many #define dependencies on interface-specific
defines. This means that it's currently not possible to safely
separate the core and interface code into different contexts. The
core code should be refactored to accomadate for this because we
should not have any interface-specific code in core in the first
place.
This reverts the static library SRB2Core from a7135094
and instead
adds the core sources to the SRB2SDL2 target directly.
So frustrating...
2015-03-24 19:32:58 -05:00
Ronald Kinard
d407d280ad
Merge branch 'next' into internal-master
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Synchronize STJr/SRB2!3
2015-03-08 21:54:47 -05:00
Ronald Kinard
ad6535ca51
Merge branch 'master' into next
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Synchronizing STJr/SRB2!3
2015-03-08 21:50:21 -05:00
Ronald Kinard
c43b41e183
Fix generation of SRB2DD target.
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It still won't compile correctly. But this should avoid the error
messages related to it.
2015-03-08 04:30:07 -05:00
Ronald Kinard
8472075960
Prepend ASM sources with the current source directory in CMake.
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This fixes generation with USEASM enabled.
2015-03-08 04:16:16 -05:00
Ronald Kinard
a713509493
Refactor CMake to allow source grouping and separation of interfaces.
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Core and SDL2 are two separate targets now. Core is a static library
that is linked into SRB2SDL2. The sources for both are separated.
When using an IDE like Visual Studio or Xcode, the source code
organized into groups that explain what that group of sources does.
In the future, "Main" could be split into a few more groups based on
file prefixes, but I think the way it is set up works for now.
Makefile targets are not affected by source_groups and typing `make`
will automatically compile both the "Core" library and SRB2SDL2
itself.
2015-03-08 03:26:54 -05:00
Ronald Kinard
f28b050c07
Append current branch name to comp version string.
2015-03-04 20:15:57 -06:00
JTE
7964f3b044
Removed the need to add "Status = 1" to all new Character select entries for it to become active.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
c1bfde0027
Fixed WGL code "device mode" breaking.
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The devil is in the details.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
8d7b5941a8
Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8999 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:11 -05:00
JTE
092134ad0c
Title screen cheat "devmode".
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Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:09 -05:00
MonsterIestyn
9b0e09877e
gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:42:12 -05:00
JTE
0dff0d84de
New HD SRB2 icon by VAdaPEga.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8994 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:07:56 -05:00
Alam Ed Arias
82fc6fd4c0
whitespace cleanup
2015-03-01 19:38:42 -05:00
Wolfy
19b52d19cb
Have super sparks scale with the player
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Fixes https://mb.srb2.org/showthread.php?t=40279
Should work fine, but do keep in mind that this fix is untested.
2015-03-01 19:38:42 -05:00
MonsterIestyn
ffc1d3cb64
Correcting a most minor math mistake
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8992 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
2d8868feca
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
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Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00