Commit graph

298 commits

Author SHA1 Message Date
toaster
063e350c63 A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)

Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-28 00:32:57 +01:00
sphere
79cf8eb08d Add a blue variant of the pole banner & change some doomednums. 2019-07-14 17:30:33 +02:00
sphere
ee937c4df0 Add a blue variant of the waving flags. 2019-07-14 16:50:45 +02:00
Monster Iestyn
63d337211e Merge branch 'eggcolosseum' into 'master'
Egg Colosseum (CEZ3 remaster)

See merge request STJr/SRB2Internal!248
2019-07-09 16:32:24 -04:00
Monster Iestyn
11a24b88ee Merge branch 'seaegg_tweaks' into 'master'
Sea Egg

See merge request STJr/SRB2Internal!244
2019-07-09 16:25:07 -04:00
toaster
2df90888bb Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into eggcolosseum
# Conflicts:
#	src/p_mobj.c
#	src/sounds.c
#	src/sounds.h
2019-07-09 19:52:52 +01:00
Monster Iestyn
3e305c0993 Merge branch 'toast_cleanup' into 'master'
PITY IN PINK and everything associated (formerly toast_fixes)

See merge request STJr/SRB2Internal!232
2019-07-09 14:31:25 -04:00
toaster
867f7ecfca ha ha ha how can i possibly describe this commit
Just wait for the MR, it won't be far behind.
2019-07-08 13:26:40 +01:00
Steel Titanium
d2adb5e829 Update info.h
Also add a case for MT_BRICKDEBRIS to P_MobjThinker
2019-07-06 18:11:49 -04:00
Steel Titanium
ec8f64100e Hardcode brick debris 2019-07-06 00:36:02 -04:00
toaster
3efb49487e Pre-pinch behaviour complete - heavily reliant on a new map, which I won't be sharing until everything is ready.
Just making this commit now so I can merge in master...
2019-07-04 14:09:38 +01:00
toaster
4ad1703ae3 Revert "Revert "Merge branch 'metalfixes' into 'toast_cleanup'""
This reverts commit c04b560e92.
2019-07-03 00:58:02 +01:00
MascaraSnake
c04b560e92 Revert "Merge branch 'metalfixes' into 'toast_cleanup'"
This reverts merge request !239
2019-07-02 23:49:10 +00:00
toaster
f9f92abc44 ha ha ha ha ha ha ha ha
Sea Egg is majorly changed according to Mystic's ancient instructions (excepting the flying FOF rock, I cared not for fucking around with FOFs).

Specifically:
* Faster paced fight.
* Instantly travels horizontal distance.
* Fakes no longer hurt papa, and spin out like a deflating balloon when he dies.
* New attack: When surfacing, produces an electric shockwave. Replaces underwater shock. Designed for new, shallow arena.
* Support for multiple bosses in the same map distinguished by parameter.

Will upload map to fight the new battle in on the MR.
2019-06-30 15:37:33 +01:00
toaster
faebe0f9af Metal Sonic fixes!
* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
2019-06-28 20:48:14 +01:00
toaster
d5988c4f8c Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into toast_cleanup
# Conflicts:
#	src/p_mobj.c
2019-06-26 20:43:37 +01:00
toaster
2e6898f29e PITY IN PINK!
* Smoothen Pity Shield animation to go with sphere's updates to Nev3r's sprites.
* Added LHRT object, designed to be summoned with CA2_MELEE.
    * Gives a pink Pity Shield (SH_PINK) on same-team player contact.
    * Deals damage to non-player enemies.
    * Harmlessly fades into nothing when touching an enemy player, players with SH_PINK already, and players capable of applying SH_PINK to others (through non-Lua methods).
* Basically, you-know-who is the Healer of the party whenever they're around. Fun consequences for the Co-op and CTF metas.
2019-06-19 23:20:24 +01:00
MascaraSnake
95a0b3fc86 Merge branch 'master' into new-acz-minecarts 2019-06-17 20:43:21 +02:00
MascaraSnake
b6790c7f35 Snapper head/legs and minecart segments flash when they're destroyed 2019-06-16 15:35:32 +02:00
MascaraSnake
ba9c7d9310 More incomplete minecart hardcoding 2019-06-13 21:45:30 +02:00
MascaraSnake
fafabaae2b Hardcoded the saloon door 2019-06-12 21:20:14 +02:00
MascaraSnake
068e07974d Hardcoded the new Snapper behavior 2019-06-10 20:32:50 +02:00
MascaraSnake
0e80d2ec5d Hardcoded the new Minus behavior 2019-06-10 17:42:37 +02:00
MascaraSnake
b98de5d362 Hardcoded the new BASH behavior (there's still a bug lurking somewhere) 2019-06-10 16:09:15 +02:00
MascaraSnake
98ea229680 Hardcoded the Canarivore 2019-06-10 13:58:16 +02:00
Monster Iestyn
e7e3b0ef38 Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/hardware/hw_draw.c
#	src/m_misc.c
#	src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
2019-06-09 20:04:08 +01:00
MascaraSnake
3a16a7d7d4 Hardcoded train dust and steam spawner 2019-06-09 17:16:07 +02:00
MascaraSnake
6df14492a5 Hardcoded train cameo 2019-06-09 13:48:07 +02:00
MascaraSnake
ca4ab06abf Hardcoded wood debris 2019-06-09 12:27:09 +02:00
MascaraSnake
7b603f4ac8 Hardcoded the TNT barrels and proximity shell (using mazmazz's A_TNTExplode implementation from the minecart branch) 2019-06-09 10:51:33 +02:00
MascaraSnake
546af19c82 Hardcoded oil lamp 2019-06-08 15:50:01 +02:00
MascaraSnake
1aaccfcd5c Hardcoded dust devil 2019-06-08 09:51:46 +02:00
Steel Titanium
d4dac52766 Upped freeslots limit 2019-06-03 15:23:48 -04:00
Monster Iestyn
677801f5ff Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both 2019-05-23 21:51:58 +01:00
Monster Iestyn
7d0509f1cb Merge branch 'master' into acz-boss-hardcode 2019-05-23 20:38:25 +01:00
Monster Iestyn
742b11c0ff Hardcoded ACZ3.wad's version of A_TNTExplode under the name of A_Boss5BombExplode. After a lot of confusion and silly misunderstandings on my part (as well as a lot of mess cleaning), I've finally got there!
The states for the actual bomb explosion effect itself are yet to be hardcoded, but that I'll do tomorrow afternoon probably.
2019-05-21 21:51:19 +01:00
Steel Titanium
b34aa86403 Hardcode some ACZ things 2019-05-11 22:56:23 -04:00
Monster Iestyn
691ae982e7 S_FANG_SLIDE wasn't defined in the Lua script, despite being declared :|
Also Fang seems to turn invisible after his first jump for some reason, and I can't figure out why???
2019-05-04 21:31:46 +01:00
Monster Iestyn
df99e93288 Hardcoded A_Boss5FindWaypoint
...that took a while x_x
2019-05-03 22:58:54 +01:00
Monster Iestyn
0d7cd34882 Hardcoded A_Boss5MakeItRain 2019-05-03 20:52:56 +01:00
Monster Iestyn
b03bfbabe4 Hardcode A_DoNPCSkid 2019-05-03 20:00:31 +01:00
Monster Iestyn
b4d8c2fa29 Hardcoded A_Boss5PinchShot 2019-05-03 19:46:41 +01:00
Monster Iestyn
6cd2b73273 Hardcoded A_LookForBetter 2019-05-03 19:14:17 +01:00
Monster Iestyn
a0220454fd Hardcoded A_PrepareRepeat and A_Boss5Calm, added missing prototype for A_Boss5ExtraRepeat (and also fixed its description) 2019-05-03 18:51:17 +01:00
Monster Iestyn
61eb05eab2 Hardcoded A_Boss5CheckFalling 2019-05-02 21:32:28 +01:00
Monster Iestyn
953a0c2967 Hardcoded A_Boss5ExtraRepeat 2019-05-02 21:21:15 +01:00
Monster Iestyn
fb17c1ac5a Hardcoded A_Boss5CheckOnGround 2019-05-02 19:09:40 +01:00
Monster Iestyn
3bbc5d0b08 hardcoded A_DoNPCPain 2019-05-02 18:32:43 +01:00
Monster Iestyn
75701294ea Hardcode Fang waypoint object type (turns out no state is needed) 2019-05-02 18:11:44 +01:00
Monster Iestyn
d92ccf6823 Hardcoded all the main Fang-specific object types, states and sprites.
This cannot be compiled as-is right now for the following reasons:
* Numerous actions still need to be hardcoded.
* MT_FBOMB uses the TNT barrel explosion (and by extention A_TNTExplode) for its death state. This is a pickle, I'll deal with it when I get to it.

Also missing:
* Fang waypoint object type+states.
* Fang's good looks (to be put in the resource files obviously).
* Fang's brain.
2019-05-02 18:01:18 +01:00
mazmazz
075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Digiku
9e75774fd2 Merge branch 'nights-ideyaspawn-dronebox' into 'master'
NiGHTS: Ideya Anchor Points

See merge request STJr/SRB2Internal!160
2018-11-21 21:03:29 -05:00
Digiku
c6bd1111e5 Merge branch 'nights-dronebox' into 'master'
NiGHTS: Drone hitbox improvements and player position correction on Nightserize

See merge request STJr/SRB2Internal!158
2018-11-21 20:19:39 -05:00
mazmazz
cf6a6991cb Trigger line exec by whether mobj is facing its tracer
* MFE_TRACERANGLE
* Thing 758 MT_ANGLEMAN
* mobj thinker behavior
* Line Exec 457/458 Enable/Disable
2018-11-04 16:28:25 -05:00
mazmazz
bc2f48a018 Merge branch 'master' into nights-dronebox 2018-09-07 09:06:32 -04:00
mazmazz
fe2d1e9020 Merge branch 'master' into flicky-things 2018-09-06 08:09:02 -04:00
Monster Iestyn
f8c4c6dbc4 Hardcoded Brambles.lua from CEZRes.pk3, changed thing type to 1125 2018-08-22 17:16:11 +01:00
mazmazz
4642c75025 MT_IDEYAANCHOR info and spawn logic 2018-08-13 02:03:36 -04:00
mazmazz
c8dcb57e83 Remove ORBIDYA CENTER states, we don't need 'em 2018-08-11 12:06:17 -04:00
mazmazz
c9c0219393 ORBITEM CENTER states for A_OrbitNights target height offset 2018-08-10 23:49:02 -04:00
mazmazz
e0e77d873b Nights Drone mobj and state entries
* New entries: NIGHTSDRONE_MAN, NIGHTSDRONE_SPARKLING
* NIGHTSGOAL renamed to NIGHTSDRONE_GOAL
* MT_NIGHTSDRONE repurposed as an invisble, no-gravity hitbox
2018-08-10 18:24:31 -04:00
mazmazz
07c882139b Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into flicky-things 2018-08-10 14:58:27 -04:00
mazmazz
fe61678437 MT_FLINGBLUESPHERE and MT_FLINGNIGHTSCHIP entries 2018-08-10 02:18:20 -04:00
mazmazz
5eafebe4d4 A_FlickyCenter implementation - now Flickies can be attracted to players!
* Changed default movement to attraction, vs. aimless
* Flickies spawned from this will always have the FLICKY_CENTER mobj as its target
    * Use P_IsFlickyCenter to identify FLICKY_CENTER mobjs versus players
* FLICKY_CENTER mobj tracer points to the spawned Flicky
* Thanks toaster for the original code~~
2018-08-09 17:28:37 -04:00
mazmazz
38eae01400 MT_FLICKY_x_CENTER defs 2018-08-09 12:08:06 -04:00
mazmazz
d5f32cc0e5 Flicky stand states 2018-08-09 01:44:21 -04:00
toaster
adf8f0e391 * Some minor info.c tweaks I discovered I needed to make while transferring material across from patch.dta to srb2.pk3.
* Making the particle generator dynamic, as requested by Nev3r.
* i....... think this is done? i'll double check in the morning.
2018-06-06 00:40:23 +01:00
toaster
3725203bcd Bit of a random one today, but the branch approaches completion...
* Bomb sphere! Paraloopable hazard. Replaces MT_SPECIALSPIKEBALL.
* Blueberry bushes, both normal and Xmas, from patch.dta.
* BSZ tulips, also from patch.dta!
* Frozen Hillside badniks - Penguinator and Pophat.
* Frozen Hillside ice decoration!
* Fixed some big bugs with the DSZ light beams.
* Made multi-mare special stages work, in a troll way - the Chaos Emerald disappears in a puff of smoke, and the Spinbobert laughter sound plays... >:3c
* Reverted the mobjtype number changes from the source SOC/Lua, which we can do later when doing a final pass of the levels.
* State optimisation.
* Serious cruft-removal of the NiGHTS drone thinker.
* Fix the issues where the player wouldn't curl into jump in waterslides or dropping off rope-hangs.
* Tweak NiGHTS player flashing.
* Add text colour support to the titlecard font.
* Use that to make the PRESS SPIN\nMID-JUMP thing when you get all Chaos Emeralds use the titlecard font for readability.
* Fix the GOT ALL EMERALDS page not lasting the correct, extended amount of time.
* Fix that thing where flying mid-spin didn't enact autobrake.
* Modify graymap a little on Sryder's suggestion.
* [COMPLETELY UNRELATED] fix that thing where the addons menu will fail on files/paths with spaces in [/COMPLETELY UNRELATED]
2018-06-05 17:22:28 +01:00
toaster
6e07631cc9 MONSTER COMMIT.
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...

NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)

SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif

NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif

RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 22:41:54 +01:00
toaster
8d00192fee New CEZ hardcoding done!!
* Better Robo Hood arrows.
* Shield break animation for Egg Guard. (Temporary state slot so I don't have to compile from scratch until I do something more complicated later.)
* Suspicious Facestabber Statue animates a little before bursting open.
* Fix Facestabber radius.
* Fix some stuff in Flicky functions that could be overwritten in Lua call actions by mistake.
2018-05-31 21:00:12 +01:00
toaster
2ec1c3cd9d First commit on new tablet-laptop!
* Robo Hood.
* Hi MI, I know you're looking at this just because it features Robo hood. :V
2018-05-30 23:16:57 +01:00
toasterbabe
cb86ed7721 * Castlebot Facestabbers.
* Facestabber statues, of both the suspicious and non-suspicious kind.
* New object type for the end of grabbable chains.
* I moved my compilation .bat file to my Releases folder, so it should .gitignore .bat's.
* Random extra stuff.
2018-05-24 01:40:57 +01:00
toasterbabe
847f8b4ef0 * CEZ decorations!
* Moved a bunch of stuff that had no business being in mapthing spawns into mobj spawns.
2018-05-22 11:04:28 +01:00
toasterbabe
ee42132ed1 * Bumpers and Balloons in a more final state.
* Blue diagonal springs, because that gap is very, very odd.
* Improved A_SpawnFreshCopy.
* Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
2018-05-20 00:04:39 +01:00
toasterbabe
26d13db548 * Crushtacean!
* Behaves a bit differently to the one in DSZres.pk3.
   * Can now punch DSZ mines!
   * Also has mapthingnum 126 instead of 610.
* Some other mapthingnum changes.
   * DSZ2 stalagmite is now 1009, formerly 999.
   * Big DSZ gargoyle is now 1011, formerly 1009.
2018-05-14 01:19:24 +01:00
toasterbabe
a738ef99e3 * DrT's Spincushion hardcoded.
* Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
* A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
2018-05-13 14:09:20 +01:00
toasterbabe
d0575f7fb0 * Hive Elementals and Bumblebores, plus associated useful action functions.
* Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
* Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
* MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
2018-05-04 21:30:15 +01:00
toasterbabe
5cc1befcad * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
* MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
* A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
* Some other, relatively hacky A_ functions.
* (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
* Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
2018-04-28 15:13:44 +01:00
toasterbabe
1eb84f57c5 * Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once.
* Explosion executors.
* Minor refactor of P_KillMobj.
2018-04-26 20:18:51 +01:00
toasterbabe
976331fb03 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again 2018-04-08 16:23:19 +01:00
toasterbabe
d9b5155e6e * Make Tokens appear in competition.
* Tweak thrown ring colours.
* Make Armageddon shield loop properly.
* Tweak drowning numbers to be consistent between third and first person.
2018-03-30 21:49:15 +01:00
toasterbabe
98601dc757 A lot!
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
2018-03-26 23:53:09 +01:00
Monster Iestyn
c0bb511c1f Hardcoded LUA_THZT from THZ1.wad, giving us the funny-looking steam whistle tree
This concludes hardcoding of scenery items for THZ
2018-01-22 18:41:14 +00:00
Monster Iestyn
82ac8b6a1c Hardcoded SOC_FWR6 from THZ1.wad, also tweaked MT_THZFLOWERB's hitbox 2018-01-19 17:56:18 +00:00
Matthew Marsalko
82f00215ac Remove unncessary extra boss frames 2018-01-02 11:33:13 -08:00
Monster Iestyn
a79d064d15 The contents of DSZ-f16.wad's LUA_A000 Lua script are in now
Thing type numbers may be changed later
2017-12-08 18:26:32 +00:00
toasterbabe
eea5c9d56a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
# Conflicts:
#	src/dehacked.c
#	src/info.h
#	src/p_enemy.c
2017-10-21 12:48:41 +01:00
toasterbabe
87fc24ccbb Fancy super transformation changes! About to go out for dinner, so no major writeup,but let's just say all this changed code means that the transformation animation is smoother in colour change. 2017-10-04 17:45:03 +01:00
toasterbabe
40ef1335a1 * Smiles hardcode!
* Add a default behaviour to followmobj (just basic A_CapeChase).
* Allow for modifying which character starting a new SP game should start you on, relative to the first valid character. (SOC's "startchar" variable)
* Make MF2_SHADOW transferrable via linkdraw.
* Modify P_GetSkinSprite2's recursion limiter to have zero chance of ever infinitely looping.
2017-10-03 18:18:18 +01:00
toasterbabe
3c785cbe94 * Add Skid SPR2/state in preperation for directionchar.
* Clean up spr2 md2 code.
* Experimented but then commented out some stuff for homing attack.
2017-09-09 22:12:23 +01:00
toasterbabe
4da6169892 Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
This is in preparation for a seperate project which still involves sprite2s.
2017-08-25 18:00:20 +01:00
toasterbabe
a00deee209 * Combine all shield-giving functions into a single one, since they were practically identical anyways.
* Expose P_SwitchShield(player, shieldnum) to Lua.
2017-08-10 13:57:09 +01:00
Monster Iestyn
42ed41aeb1 Merge branch 'maces_but_better' into 'master'
Maces but better

See merge request !103
2017-08-07 15:27:05 -04:00
Monster Iestyn
102d30fe8d Merge branch 'nights_emblems' into 'master'
NiGHTS Paraloop-special emblems

Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
* Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).

Check out root/!LatestSRB2Files/srb2win_branch_nightsemblems.exe with the latest patch.dta, along with root/toaster/nightstest.soc for a sample in GFZS.

See merge request !94
2017-08-05 16:03:33 -04:00
toasterbabe
ef4dc42c7c * Bustable wallspikes.
* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
2017-07-19 16:26:49 +01:00
Monster Iestyn
dbc7a4099f Hardcoded SOC_TOKE from patch.dta
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
Monster Iestyn
aa947ea022 Starting work for hardcoding wall spikes 2017-07-13 22:42:08 +01:00
Monster Iestyn
96ec319897 Hardcoded SOC_TREE from patch.dta
Also made sure the GFZ trees have MF2_STANDONME
2017-07-13 17:29:15 +01:00
toasterbabe
a5f336e51a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
# Conflicts:
#	src/dehacked.c
#	src/info.h
#	src/p_enemy.c
#	src/p_inter.c
2017-07-09 12:14:24 +01:00
toasterbabe
370d9c3176 Hooh boy.
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
   - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
   - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
   - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
   - angle: tag of controlling linedef
   - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
   - line dx: number of chain links
   - line dy: speed (in FU)
   - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
   - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
   - frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
   - frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
   - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
   - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
   - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
   - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
   ----
   - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
   - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
   - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
   - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
   - ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****

Whooh. Requires new patch.dta for sprites.
2017-07-02 15:11:09 +01:00
toasterbabe
61fcbe9b36 Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem

Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
2017-05-09 16:20:26 +01:00
Monster Iestyn
0f2c9c40a2 Hardcoded the big gargoyle 2017-04-18 20:38:13 +01:00
Monster Iestyn
941ab72204 Hardcode new/updated xmas scenery object type/state info 2017-04-18 18:32:52 +01:00
Monster Iestyn
0e358b3d9f Add new Pity shield orb state info, remove unused Pity states 2017-04-18 17:36:04 +01:00
toasterbabe
fa29f7deca A bunch of stuff again.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
2017-03-23 19:11:22 +00:00
toasterbabe
ddf8db12af Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
2017-03-22 18:51:30 +00:00
toasterbabe
7ac0373dbf After usability complaints:
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.

* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.
2017-03-21 16:04:49 +00:00
toasterbabe
59bc0da022 Introducing CA2_GUNSLINGER.
* Mildly hacky proof of concept! Will de-hack later.
* Charge up your ability!
* You can only damage others if it's at full power.
* Fires directly at enemies/bosses when at full power. Does NOT aim at players.
2017-03-21 00:54:47 +00:00
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
b2c0930807 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-14 18:12:47 +00:00
toasterbabe
5b77ca5fed Reverted change where NiGHTS drilling sprites were technically the super version of flying sprites. It was not helpful to modders at all, and was only justifiable as a rutheless attempt at efficiency in storage. 2017-03-11 18:14:58 +00:00
toasterbabe
e20292844d * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
2017-03-11 17:14:39 +00:00
toasterbabe
75ac351940 It's 2am, I'll upload the exe and player.dta to the ftp later.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
2017-03-11 02:09:01 +00:00
toasterbabe
3feac5bc90 bad bounce https://gfycat.com/DeliciousReliableGentoopenguin 2017-02-13 18:04:08 +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
toasterbabe
97a6f786a3 De-meming. 2017-01-25 17:23:57 +00:00
toasterbabe
939a7b8b2e Fixed the missing Mario Puma/poodoo sounds. 2017-01-25 17:00:40 +00:00
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
toasterbabe
4e8ce1b77f CEZ1 flames now implemented.
Please note Brak flames use a FF_ANIMATE state instead of the normal flame ones because they are spammed a lot, and the normal ones make particles.
2017-01-21 20:32:33 +00:00
toasterbabe
90b2236711 Fixed flame jets. (I'll upload the patch.dta required to run this exe when I'm ready to make a merge request.) 2017-01-21 12:39:59 +00:00
toasterbabe
399a6c1d47 * ALMOST SORTA IMPLEMENTED A NON-HACKY SPINNING FLAMEJET. For some reason, they wanna step down onto the platform - and I've been figuring this out for too long to see what's causing that tonight.
* Hardcoded a bunch of stuff from patch.dta. All works fine, but still more to do.
2017-01-21 01:09:39 +00:00
toasterbabe
38c7436565 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/d_clisrv.c
2017-01-09 11:10:47 +00:00
toasterbabe
311886e582 * Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
* Fixed a crash bug in the Flicky fly function I introduced sleepily last night.
2016-12-31 16:55:06 +00:00
toasterbabe
d3a70eb1db * All Flicky A_ functions ported.
* Corrected MT_EGGSHIELD spawning a flicky.
* New compared to the Lua implementation: Flickies turn around when they hit walls!
2016-12-30 19:16:20 +00:00
toasterbabe
bf8bff82ba * MT_EGGTRAP (egg capsule center mobj) converted over to flickylist system.
* MT_EXPLODE's anims partially FF_ANIMATE'd.
* A_FlickySpawn turned into a wrapper for internal function that does what A_FlickySpawn did but returns a pointer to the spawned flicky.
2016-12-30 14:04:04 +00:00
toasterbabe
d9177f778f * Made what MI had compile.
* Added the ability to read in mobjtypes as well as from a short list of flicky constants.
* Added a new state, S_XPLD_FLICKY, which is the new deathstate of all badniks.
* Put the disabled animal-spawn-on-P_KillMobj behind a #define.
* Renamed the branch and associated properties to something not rife with sin.
2016-12-29 17:02:05 +00:00
Monster Iestyn
cecc1912fe Starting work on adding new system for spawning animals; added A_FlickySpawn and level header "animallist"/"flickylist" parameter
No idea if this compiles yet (let alone if what is there works at all), just getting this out the way so I can work on certain other things *cough plane displacement cough*
2016-12-27 21:01:20 +00:00
toasterbabe
578b809557 * Turned CA_DASHMODE into SF_DASHMODE.
* 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
10a137620a First commit, CA_BOUNCE almost completed. 2016-12-23 17:31:07 +00:00
toasterbabe
d8d5f31898 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-12-13 22:03:59 +00:00
Monster Iestyn
c81665b9af Added flame version 2016-11-13 22:02:29 +00:00
Monster Iestyn
47c67472ff Added bubble form of spin dust 2016-11-10 21:09:05 +00:00
Monster Iestyn
ce97c1e986 Added basic spindash dust
Also cleaned up some of the code in P_DoSpinAbility while I was at it
2016-11-10 17:51:10 +00:00
toasterbabe
45d32b7f7c * Flameaura shield now has boosh sprites.
* MF2_SHIELD calls shield thinker (P_AddShield/P_ShieldLook).
* Multiple types of force shields now handled.
2016-10-23 20:34:43 +01:00
toasterbabe
c18c014bef Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 14:47:37 +01:00
toasterbabe
c1a8dd9a37 Minor refactor of what I did last night - as a modifiable state instead of hardcoded references. 2016-10-20 13:44:03 +01:00
toasterbabe
9b4c81ed0b Thundercoin shield complete. 2016-10-17 23:22:04 +01:00
toasterbabe
beecd72a22 BUBBLE BOUNCE ANIMATION 2016-10-17 20:39:22 +01:00
toasterbabe
5ff507213b * Some shield constants renamed.
* 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
3aa9d2a1b1 Sonic 3 shields implemented at a basic visual/functional level - no abilities yet. 2016-10-15 23:39:54 +01:00
Inuyasha
ff4b39bab4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into nix-srb1
# Conflicts:
#	src/info.c
2016-10-05 18:47:32 -07:00
toasterbabe
026eec4293 Merge branch 'master' into unca_scrooge 2016-09-30 16:28:07 +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
ae542e616a Fixed sprite conflict BS
Also added the eggman goldbox back
2016-09-29 19:24:05 -07:00
Inuyasha
f1b8bfcfe7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
#	src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe
a8be1e6b7d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# 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
Inuyasha
1d71dfa5a3 animate icons using FF_ANIMATE
(this also means they last one second again, and the powerup is given after 1/2 a second, things which were lost when the flip was added)
2016-09-25 20:55:08 -07:00
Inuyasha
1a4b894589 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe
50a44d96b1 Changes to bubbles for new DSZ + bubble sprites (needs new patch.dta). 2016-09-24 17:15:42 +01:00