* If a character select character image is not set, don't iterate every tic - iterate on first image get and then save to the struct.
* A character select screen with only two characters now has special case handling.
* A memory leak in the making has been plugged. (specifically, picname not being Z_Free'd if the loop fails to do so)
* Logic/operation simplification.
Also, some typo corrections and clarity case movements of stuff in other files I've been looking at.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.
Also, a minor change:
* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
Version constants for Lua
Pretty simple thing. Allows scripters to use VERSION, SUBVERSION, and VERSIONSTRING to check the game's version and potentially futureproof scripts. Have tested and confirmed working on my end.
See merge request !55
BACKPORT: removal of music slots
Relevant commits cherry-picked. Basically everything except the internal music track name switches.
See merge request !43
BACKPORT: FF_ANIMATE simplistic state animations
this is a lot more complex due to the need to remove the dispoffset related code as well as a lot of the redefinitions; combined with the code changes due to the sprite2 system in internal master.
~~BEFORE ACCEPTING THIS: get sryder to look at and fix any possible brokenness with OpenGL MD2s~~
See merge request !45
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2)
# Conflicts:
# src/p_user.c
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
Reduced palette
You guys should know what this is by now. If you don't, you really need to catch up. =P
We should check with toaster and others involved to check this thing is actually ready to go though, the number of changes to the palette itself over the last year has been absurd.
See also http://git.magicalgirl.moe/STJr/SRB2Internal/issues/8
See merge request !13
* 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)
New player animations (Updated player.dta Sonic)
Adds support for several completely new player animations, mostly for Super Sonic.
See merge request !5
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
... because some things (Lua. custom header entries) move it.
https://mb.srb2.org/showthread.php?t=40580
(Technically breaks netgame compatibility for Lua-heavy mods, so in next.)