Commit graph

2435 commits

Author SHA1 Message Date
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
Monster Iestyn
8e660ce863 Merge branch 'drawscaled-scalefix' into 'next'
v.drawScaled negative scales fix

Lua now errors if you try to use negative scales with v.drawScaled, rather than crashing as it does in 2.1.16 currently. Not much else to say here.

See merge request !126
2016-10-19 21:11:44 -04:00
toasterbabe
8fe932b0e7 * Force shield force stop completed
* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
2016-10-20 00:33:12 +01:00
Yukita Mayako
cdb841ef54 Only P_InitPicAnims when wads are loaded.
Not in P_SetupLevel. That's just dumb.
2016-10-19 03:24:43 -04:00
Yukita Mayako
aa3e52f05e Fix ANIMDEFS parsing to allow overwrite.
ANIMATED and ANIMDEFS are now processed in reverse order,
and duplicate definitions in ANIMDEFS are dropped.
2016-10-19 03:24:26 -04:00
Monster Iestyn
f72e8a8ff8 Merge branch 'reverseplatform_clippingfixed' into 'next'
Fixing FF_REVERSEPLATFORM clipping fixes

Forgot the case where == 0.

Tested by @wolfy852 in Top Down, where the bugs this caused were first discovered.

See merge request !121
2016-10-18 17:19:48 -04:00
Monster Iestyn
fc44e53056 Merge branch 'slopes-even-more-fixes' into 'next'
Even more slope-related fixes

What it says on the tin pretty much:

Currently included fixes:
* Pusher specials applied to FOFs did not properly account for slopes applied to the bottom plane; this probably was just a minor slipup that appeared on adding the support in the first place, I take it? (some waterfall in the last section of SUGOI's Fudge Canyon is the only place I can think of offhand where this bug is noticable)

See merge request !114
2016-10-18 17:19:13 -04:00
Monster Iestyn
e1baf02b7a Lua now errors if negative scales are used with v.drawScaled 2016-10-18 22:07:20 +01:00
toasterbabe
6f1ce5c1ca Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slopes_n_objects 2016-10-18 21:56:40 +01:00
toasterbabe
9b4c81ed0b Thundercoin shield complete. 2016-10-17 23:22:04 +01:00
toasterbabe
0e73924ebb Changed the pity shield sound to one with a higher volume. 2016-10-17 21:24:10 +01:00
toasterbabe
51ffa6d5ea Kill an overlay if the target is removed between P_AddOverlay and P_RunOverlays. 2016-10-17 21:23:58 +01:00
toasterbabe
beecd72a22 BUBBLE BOUNCE ANIMATION 2016-10-17 20:39:22 +01:00
toasterbabe
e107fe498b Adding new sounds for SRB2 shields. 2016-10-17 18:01:43 +01:00
toasterbabe
366e282495 Cleaned up the shield-ability stuff to be cleaner (and reduce MT_OVERLAY thinking). 2016-10-17 14:39:32 +01:00
toasterbabe
c693af96b1 * Bubble bounce completed (minus graphics).
* Flame burst fixed with respect to scale.
2016-10-17 14:03:32 +01:00
toasterbabe
76b30df528 * Slower Bubblewrap animation.
* Corrected bounce height for Elemental underwater.
* Using Elemental ability in goo is cancelled.
* Different Attract failure sound.
2016-10-17 00:27:29 +01:00
toasterbabe
76700241f6 Leaky Mario mode bug fixed. 2016-10-16 22:59:25 +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
2acfc72d86 Made P_SwitchShield take into account the force shield, then made A_ForceShield take the number of bonus hitpoints as its var1. (Also, drowning timer is properly reset by ALL protectwater shields, not just elemental.) 2016-10-16 12:45:31 +01:00
toasterbabe
ace44df8b4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-16 01:32:05 +01:00
toasterbabe
aa8a454ea9 Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...) 2016-10-16 01:23:00 +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
Monster Iestyn
8931a6f0fb Merge branch 'public_next' 2016-10-15 22:31:56 +01:00
Monster Iestyn
491a381f4b Merge branch 'next' into public_next 2016-10-15 22:30:50 +01:00
toasterbabe
6e47a07a04 Fixed monitors not making sounds if you had that monitor already and it wasn't mariomode. 2016-10-15 17:58:08 +01:00
toasterbabe
05aefc3ede Removed bit of code that'd never run. 2016-10-14 18:11:31 +01:00
toasterbabe
2d85b146ea Messed up the force shield stuff when implementing SH_MUSHROOM. 2016-10-14 14:44:49 +01:00
toasterbabe
91f9770caf Fixed up the coin-looping. 2016-10-14 11:23:13 +01:00
toasterbabe
2903180dee Treat the loss of the mushroom as a weapon-ring-spilling event in Mario-themed ringslinger, based on comments MI made on IRC about how different mariomode ringslinger would be. 2016-10-14 11:09:46 +01:00
toasterbabe
5e92ca1a4a Okay, made the Mushroom a seperate shield instead of a hacked pity shield. This is a lot nicer in general. 2016-10-14 10:43:46 +01:00
toasterbabe
8f1493e135 Start big. (He's been on the same powerpoint slide for 30 minutes now.) 2016-10-13 15:49:35 +01:00
toasterbabe
a119db3a85 Coins are no defense now! (This lecture is boring.) 2016-10-13 15:36:37 +01:00
toasterbabe
80300ac476 Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO) 2016-10-13 15:14:13 +01:00
toasterbabe
4997564d30 I like this timing more. 2016-10-12 23:55:16 +01:00
toasterbabe
a36912baef In Mario mode...
* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
2016-10-12 23:47:18 +01:00
toasterbabe
dff9209bd2 A fix for the thing where you can get stuck inside a Mario block that has a monitor in it. 2016-10-12 22:06:40 +01:00
toasterbabe
71b7db4e0d Refinements to flashing. 2016-10-12 22:06:12 +01:00
toasterbabe
d4f0afa0d1 A Heckloada Mario Stuff
https://gfycat.com/MasculineSatisfiedAfricanwilddog and https://gfycat.com/PastCompetentGypsymoth describe this all in varying states of completion
2016-10-12 17:55:07 +01:00
toasterbabe
a842d96a48 Forgot to commit this change when moving everything over to shortmarioshifts. 2016-10-11 23:38:34 +01:00
toasterbabe
64a1fa5421 Players are half height in Mario mode when they don't have any shields, the Mario mode pity shield is invisible, and Mario mode players immediately get a pity shield when they lose any other type of shield. So basically that's a Red Mushroom, right?
https://gfycat.com/ThoughtfulAcademicChrysalis
2016-10-11 23:35:48 +01:00
Monster Iestyn
ff0b1d1dfa Split polyobj plane drawnode-creating code from ds->maskedtexturecol code, and add plane bounds checking 2016-10-11 22:35:46 +01:00
toasterbabe
d25e908b80 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_map.c
2016-10-11 16:25:24 +01:00
Monster Iestyn
b66925e467 R_FindPlane now has a polyobj argument, R_DrawPlanes now skips polyobj planes, like it does with FOF planes 2016-10-09 21:48:25 +01:00
Monster Iestyn
1c23a84aa5 set floorcenterz/ceilingcenterz for all of R_Subsector to use, not just FOF planes 2016-10-09 20:55:04 +01:00
Monster Iestyn
405237d364 Merge branch 'SLADE_textures' into 'next'
Treating " as whitespace in TEXTURES (and animdefs too i guess)

SLADE adds this character in its TEXTURES editor and makes SRB2 cry unless the lump is manually edited; this just treats it as whitespace so we don't have to think too hard about it.

Also, two I_Errors now refer to the correct lump name.

See merge request !122
2016-10-09 11:23:01 -04:00
Monster Iestyn
c421edebf6 Merge branch 'master' into crumble-FOF 2016-10-08 17:13:08 +01:00
Monster Iestyn
b51d69e1ec Merge branch 'master' into lua-additions 2016-10-08 17:12:45 +01:00
Monster Iestyn
719220da4a Merge branch 'master' into damage-control 2016-10-08 17:12:13 +01:00
Monster Iestyn
f3efebe889 Merge branch 'vertical-sky-distort2' into 'master'
Proper barrel sky distortion

Skies now use proper barrel distortion in both axes, rather than just the x-axis (i.e. just horizontally) as in all previous SRB2 versions. Credit goes to Nev3r for the original change and idea.

Was going to make an option for a non-barrel distorted sky, assuming barrel distortion is the default, but I just can't quite get it to work in a way that is pleasing to the eyes. So I've not bothered with it here for now, unless someone objects to barrel distorted skies for any reason?

See merge request !35
2016-10-07 17:30:15 -04:00