Prisima the Fox
cb62f08364
"PlayerQuit" hook
2016-10-20 22:23:50 -04:00
toasterbabe
f145898ca4
Woops.
2016-10-20 21:39:58 +01:00
toasterbabe
769962c884
Minor cleanup.
2016-10-20 21:15:41 +01:00
toasterbabe
59fccab8e5
Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields.
2016-10-20 20:55:15 +01:00
Monster Iestyn
3bc29919c2
Merge branch 'public_next'
2016-10-20 16:38:39 +01:00
Monster Iestyn
34d7b51c68
Merge branch 'next' into public_next
2016-10-20 16:38:16 +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
Monster Iestyn
8e660ce863
Merge branch 'drawscaled-scalefix' into 'next'
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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'
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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'
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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
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# 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