Commit graph

498 commits

Author SHA1 Message Date
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
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
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
mazmazz
89ab777c40 Merge remote-tracking branch 'origin/master' into menu-execs 2019-05-02 18:47:43 -04:00
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
f163633591 Merge branch 'public_next' 2019-03-15 01:43:03 -04:00
mazmazz
6cf05a4613 Implement MUSICINTERFADEOUT level header 2019-03-15 01:05:52 -04:00
mazmazz
9064a0b33a Merge remote-tracking branch 'origin/master' 2019-03-15 00:33:12 -04:00
mazmazz
4377386153 Merge branch 'public_next' 2019-03-15 00:33:06 -04:00
mazmazz
bd9e42ce6e Merge branch 'public-gl-next' into public-musicplus-inter 2019-03-14 23:42:16 -04:00
mazmazz
469ed9cbe3 Implement MIXNIGHTSCOUNTDOWN
An alternate mode to NiGHTS countdown jingle: play it as an SFX while fading down the music.
2019-03-14 23:10:14 -04:00
mazmazz
9ec98c588f Merge branch 'public_next' 2019-03-14 22:15:34 -04:00
mazmazz
93626c2293 Merge remote-tracking branch 'public-gl/next' into public-musicplus-core 2019-03-13 19:45:07 -04:00
Monster Iestyn
7a0d8b408e Merge branch 'public_next'
# Conflicts:
#	src/d_main.c
#	src/dehacked.c
#	src/m_menu.c
#	src/m_menu.h
2019-02-27 22:36:01 +00:00
MascaraSnake
5eb089cc14 Forgot the continue statements 2019-02-03 17:07:13 +01:00
MascaraSnake
00cad05550 Emblem number in emblem definition is optional. If none is supplied, place in first free slot. 2019-02-03 17:03:33 +01:00
MascaraSnake
bc30bd06df In-map emblem coordinates are now set via emblem mapthings (thing type 322) instead of X/Y/Z fields in SOC 2019-02-03 14:32:07 +01:00
MascaraSnake
8c345b87ca Emblem and unlockable SOFTcoding! Emblems and unlockables are no longer predefined in the code and instead loaded from IWAD 2019-02-03 11:05:22 +01:00
Steel Titanium
0aa965c59f How did I forget about this 2019-01-26 23:22:30 -05:00
TehRealSalt
0d1c501664 Update the SP menu stuff to use MAXSKINS
Co-authoered-by: Steel Titanium (steeltitanium1@gmail.com>
2019-01-26 00:22:05 -05:00
Monster Iestyn
f3796dc7f6 revert to LF_SAVEGAME system code, removing all traces of saveoverride
(I believe Sal wanted us to do this anyway, so...)
2019-01-08 17:14:21 +00:00
Steel Titanium
827461cc36 Support for per-map intermission music 2019-01-02 05:15:23 -05:00
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
b7bb570f97 Merge remote-tracking branch 'public-gl/master' into public-musicplus-core 2019-01-01 10:41:40 -05:00
mazmazz
c2dc5788bf Merge remote-tracking branch 'public-gl/next' into 2122-version 2018-12-24 17:30:59 -05:00