Commit graph

34 commits

Author SHA1 Message Date
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Inuyasha
317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
Inuyasha
6aa708b5af I don't think we need the BLUE_SPHERES define anymore... 2016-03-09 00:49:35 -08:00
Inuyasha
e7ff405c52 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/hardware/hw_md2.c
#	src/p_mobj.c
#	src/p_mobj.h
2016-02-29 00:14:16 -08:00
Alam Ed Arias
77dc27d070 Merge branch 'next' into backport_state-animations 2016-02-26 02:06:57 -05:00
Alam Ed Arias
d09016c808 Merge branch 'public_next' into master 2016-02-09 14:19:50 -05:00
Alam Ed Arias
6000b5c980 Merge branch 'master' into next 2016-02-09 14:13:50 -05:00
Inuyasha
1bdd4cf641 backport state-animations from internal master to public next
most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Alam Ed Arias
68054a49e3 clang: cleanup 2016-02-05 22:32:14 -05:00
Alam Ed Arias
f4886657c1 clang: fixup a few clang warnings 2016-02-05 22:12:12 -05:00
Inuyasha
a4badcfe54 Revert the revert because it turns out Rob is a doofus
player.dta was in a sort of mishmashed half designed for one SPR2 layout and half the other.

This reverts commit cc0fbf1c1b.
2016-01-14 06:35:10 -08:00
Inuyasha
cc0fbf1c1b Revert "Several changes to split jump anims from spin anims:"
This reverts commit 27b65e3569.
2016-01-14 04:57:17 -08:00
Inuyasha
24d1874fd6 Merge branch 'Rob-request-player-anims' into 'master'
Rob request player anims

[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point

See merge request !22
2016-01-14 00:52:26 -05:00
Inuyasha
1ba005c511 Fixed crash on Deton explosion.
(Detons need deathstates, otherwise they are removed partway through exploding. Not fun.)
2016-01-04 01:34:56 -08:00
Monster Iestyn
27b65e3569 Several changes to split jump anims from spin anims:
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
2016-01-03 18:19:11 +00:00
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
b17e39a701 Add missing string constants. 2015-05-29 15:52:38 -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
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
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
MonsterIestyn
965bd2f694 Crawlas now use only one state for looking each 2015-03-31 17:56:06 -04:00
MonsterIestyn
860a9172e4 Giving S_PLAY_DEAD A_Fall again so player death sequence doesn't break ...for now.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9035 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:15 -06:00
MonsterIestyn
c93ae69d9d Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -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
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
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
Alam Ed Arias
02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias
15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias
a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00