toasterbabe
0ccf6fe6a9
I commented out this line a while ago because it didn't seem to be important, and flashingtics seems to be thoroughly set elsewhere. Here's an actual removal so it stands out on the git diff.
2016-10-24 12:43:54 +01:00
toasterbabe
3ce411b62a
Mario mode is boring again. (I'm going to revert this commit as soon as possible, but shield_actions needs to be clean of Mario stuff for now.)
2016-10-24 12:35:40 +01:00
Monster Iestyn
5787817662
Committing my work on P_SearchBlockmap_Objects so far, no idea if it's even functional yet so I've commented it out for now
2016-10-23 23:13:11 +01:00
toasterbabe
a5a6ceff71
More thorough Mario soundification for new shield sounds.
2016-10-23 22:21:42 +01:00
Monster Iestyn
782353f968
Merge branch 'master' into lua-additions
2016-10-23 21:08:36 +01:00
Monster Iestyn
a7c8c60379
Merge branch 'master' into damage-control
2016-10-23 21:08:17 +01:00
Monster Iestyn
c3000a6db0
Merge branch 'master' into crumble-FOF
2016-10-23 21:07:59 +01:00
toasterbabe
3e3f595f1e
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-10-23 20:39:05 +01:00
toasterbabe
45d32b7f7c
* Flameaura shield now has boosh sprites.
...
* MF2_SHIELD calls shield thinker (P_AddShield/P_ShieldLook).
* Multiple types of force shields now handled.
2016-10-23 20:34:43 +01:00
Monster Iestyn
6bf8e3dcad
Merge branch 'development_stuff' into 'master'
...
Development improvements
An improvement to Objectplace I've wanted to make for a loooong time.
* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.
Also, some changes to the devmode overlay:
* Plays nicely with showfps on - see http://imgur.com/a/zSzvm for the various cases (showfps on, devmode 65535, and both).
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
* "Flags:" replaced with "PF:", "Heap used" replaced with "Heap". The latter is a debatable change, but the former isn't - otherwise the line is way too long compared to the rest of the stuff.
See merge request !45
2016-10-23 14:42:57 -04:00
toasterbabe
cfc9302bd3
Minor fix to ensure PF_FORCEJUMPDAMAGE is always known.
2016-10-23 17:05:17 +01:00
toasterbabe
956a8358c2
Important component for nojumpspin characters.
2016-10-23 16:26:36 +01:00
toasterbabe
c54d62851c
Okay, this is a MUCH better solution than PF_JUMPDAMAGE.
2016-10-23 16:04:02 +01:00
toasterbabe
76ff26e6fb
Revert "Thorough jumpdamage setting."
...
This reverts commit 8720252059
.
2016-10-23 15:53:12 +01:00
toasterbabe
c18c014bef
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-10-23 14:47:37 +01:00
toasterbabe
8720252059
Thorough jumpdamage setting.
2016-10-23 14:42:37 +01:00
Monster Iestyn
e390598e13
Fix objectplace controls text so it displays "Weapon Next/Prev"
2016-10-23 14:35:35 +01:00
Inuyasha
fa187c5ae7
Merge branch 'unslot-music' into 'master'
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Hardcoded music name switches
Like I said earlier, it's better if all the hardcoded music switches in 2.2 start with an underscore so that it's harder to accidentally overwrite them.
Should be accepted when music.dta is updated.
See merge request !17
2016-10-23 06:46:33 -04:00
Inuyasha
9d5e0b314b
Autoload music_new.dta if it exists
...
Same no non-music lump requirement as music.dta, and is ignored with no error if music_new.dta doesn't exist
(should hopefully make playing around with music easier)
2016-10-23 03:44:51 -07:00
Monster Iestyn
bd153d83b7
Merge branch 'nix-srb1' into 'master'
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Remove SRB1 Remake data
What it says on the tin.
See merge request !47
2016-10-22 22:18:36 -04:00
Monster Iestyn
587c0079e2
Started work on FLIPX/FLIPY support for patches. Doesn't do anything yet, but the parser should know how to look for them now
...
Note: I had to create M_UnGetToken in order to avoid problems with looking for patch parameters (marked by { and }) but not finding anything
2016-10-22 23:19:24 +01:00
Monster Iestyn
6473953c8c
Merge branch 'master' into lua-additions
2016-10-22 14:59:01 +01:00
Monster Iestyn
1d70a9d9d2
Merge branch 'master' into crumble-FOF
2016-10-22 14:58:37 +01:00
Monster Iestyn
dd5fa80839
Merge branch 'master' into damage-control
2016-10-22 14:55:06 +01:00
Monster Iestyn
326ad8a14f
Merge branch 'wallscrollbylinedef-fix' into 'master'
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Wallscrollbylinedef fix
See commit description.
See merge request !43
2016-10-22 09:52:07 -04:00
Prisima the Fox
b5988e082c
No more magic numbers
2016-10-21 16:27:15 -04:00
Prisima the Fox
c38457f23c
No more magic numbers
2016-10-21 16:25:07 -04:00
Prisima the Fox
6733152651
No more magic numbers
2016-10-21 16:16:54 -04:00
toasterbabe
5ad7fc8495
A better check than for skin==0.
2016-10-21 12:34:16 +01:00
toasterbabe
6abd4d20d3
Further tightening.
2016-10-21 12:31:06 +01:00
toasterbabe
bda630ce41
I could do better than the previous commit.
2016-10-21 11:57:59 +01:00
toasterbabe
4c0ef9f0a3
* No ridiculously-fast float animation.
...
* No falling when you accidentially press spin.
2016-10-21 11:48:41 +01:00
toasterbabe
b34dc93a18
Fix to the previous commit to basically do what I wanted it to do as opposed to accidentially altering behaviour of jumping on crawlas.
2016-10-21 11:31:44 +01:00
toasterbabe
a053b117e1
Moved the Super Sonic hover over to holding down the jump button (which conveniently links it pretty closely to the thok, which could be called the Float Thok or something I dunno.)
...
Also, only one shield ability is selectively blocked by being Super now, and that's because Invincibility does it too and therefore I assume that's a match balance thing instead of a keyboard clash.
2016-10-21 11:08:32 +01:00
Prisima the Fox
defc7c1645
Oops; PlayerQuit isn't a boolean!
2016-10-20 23:26:41 -04:00
Prisima the Fox
fcf2fe79e0
Oops; PlayerQuit isn't a boolean!
2016-10-20 23:25:47 -04:00
Prisima the Fox
89e8766b77
"PlayerQuit" hook
2016-10-20 22:30:11 -04:00
Prisima the Fox
cfb2feff8e
"PlayerQuit" hook
2016-10-20 22:25:11 -04:00
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
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* 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.
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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