Commit graph

26 commits

Author SHA1 Message Date
James R
aee963f4e9 Replace LUA_PushLightUserdata with LUA_PushUserdata
See 7df6a309 and 83a87042. I didn't realize that light
userdata's metatable is shared--like numbers or strings.
So it cannot be paired with a metatable.

I also made a few minor tweaks to Lua cvars, other than
accounting for the double pointer in the userdata.
2021-05-02 21:59:23 -07:00
James R
c8cc9c7a6f Remove trailing whitespace 2020-12-12 02:40:46 -08:00
Steel Titanium
4c53eabc59 Reword the error to be more consistent with other errors 2020-12-03 21:14:27 -05:00
Steel Titanium
d26172661d Remove spritedef field 2020-11-08 13:31:59 -05:00
Steel Titanium
83a87042f1 Push skin->sprites as light userdata 2020-11-08 13:25:56 -05:00
Steel Titanium
1320f10839 Allow access to skin.sprites[]
Only numframes so far though, as there's already a function for what spriteframe provides.
2020-11-07 23:55:37 -05:00
Louis-Antoine
e3cbdf8fab Use HAVE_BLUA as fuel for my fireplace 2020-03-19 18:36:14 +01:00
Monster Iestyn
f4cb6e1f5e Include r_skins.h instead of r_things.h in many files where all they wanted from it was skins stuff
(oddly enough, this actually revealed some secret file dependencies previously included via r_things.h! I also needed to include d_player.h in r_skins.h itself it seems)
2020-03-09 13:54:56 +00:00
James R
7060083db5 Update copyright year to 2020 2020-02-19 14:08:45 -08:00
Steel Titanium
d415cd5c6d
Update copyright date on source files 2019-12-06 13:49:42 -05:00
toaster
9aed6374cd Forgot to put these in Lua. (Not gonna make a fifth exe today just for this one change, though.) 2019-09-11 17:32:41 +01:00
toaster
47554b57e4 * Made the evaluation screen even more attractive.
* Fixed an unused variable warning in lua_skinlib.c.
- fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic)
Also with apologies to MI:
- golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green
- fixed closed captions for replaced player sounds being incorrect
- fixed closed captions overlapping tutorial text
2019-07-29 14:55:36 +01:00
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
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
toasterbabe
844416855f Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo! 2017-10-02 14:08:58 +01:00
toasterbabe
0c3256fa14 NiGHTS is now spr2-ised. i'll upload the relevant files and etc to the ftp
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)

ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
2016-08-12 02:57:37 +01:00
toasterbabe
c678220857 New S_SKIN attribute - "camerascale", another float. Acts as a scale modifier to t_cam_dist and t_cam_height. 2016-08-06 23:18:37 +01:00
toasterbabe
d0cd1d951f Add prefoppositecolor to Lua. 2016-07-20 15:53:08 +01:00
toasterbabe
4c6ed6da76 The availability unlockable number for a skin is now available, read only, to Lua. 2016-07-14 15:51:03 +01:00
toasterbabe
c2aba46298 New S_SKIN attributes.
* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
2ddde83601 General improvements to Lua error messages for out-of-bounds stuff.
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
2016-05-01 22:14:42 +01:00
JTE
ef0e61fc33 Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.

I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00