Commit graph

2369 commits

Author SHA1 Message Date
Monster Iestyn
c1392cee25 Merge branch 'master' into next 2017-01-02 18:09:23 +00:00
Monster Iestyn
6d07c6baab Merge branch 'fixedrounding-hotfix' into 'next'
FixedRounding hotfix

Fix the FixedFloor, FixedTrunc, FixedCeil, and FixedRound functions.

See merge request !142
2017-01-02 13:05:30 -05:00
toasterbabe
0d49d4ba3f Fixed seed spawning not properly accounting for reverse gravity. 2017-01-02 14:00:03 +00:00
Monster Iestyn
853f1f5a1f Merge branch 'savegame-hotfix' into 'next'
Savegame hotfix

This fixes the first mobj thinker added/read from $$$.sav not being relinked to other objects as their target/tracer/etc properly. In particular, this fixes Brak's electric shield disappearing for anyone joining a netgame playing ERCZ (as Brak happens to be the first object added/read in this case, and Brak is the shield's target).

See merge request !146
2017-01-02 00:03:51 -05:00
Louis-Antoine
478da43660 Cooked another cookie 2017-01-01 23:52:27 +01:00
Louis-Antoine
4373afcdb2 Cooked a cookie 2017-01-01 23:27:06 +01:00
Louis-Antoine
b347b818e7 -Fixed broken net commands, thus fixing (or at least greatly improving) chat/commands/joins/leaves and possibly other annoying bugs
-Updated packet name list so the debug file no longer shows garbage packet names
-Replaced byte values with actual net command names in the debug file. Only the first net command in a packet will be shown though
-Added a MOBJCONSISTANCY define that makes the game takes all revelant mobjs to be counted in the synch seed
-Added a PACKETDROP define that adds two console commands "drop" and "droprate" to simulate bad internet by dropping packets
-Added/changed comments here in there in the netcode
-Fixed a minor error that would ignore one of the urgent ack slots
-Added a space between the map name and "zone" for the messages shown in a joiner's console
2017-01-01 23:07:34 +01:00
toasterbabe
3f92a2305a * Modified MT_SEED to have aesthetically nicer behaviour.
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
2017-01-01 21:54:30 +00:00
toasterbabe
df88d888e6 Prevented Mario mode from bailing out P_InternalFlickySpawn. What's the point? Goombas don't call A_FlickySpawn... 2017-01-01 18:16:21 +00:00
Monster Iestyn
0e6e52eabe Start mobjnums at 1 instead of 0, so that the first found mobj can be relinked as a target etc to other mobjs properly
This fixes Brak's electric barrier disappearing for joiners to ERZC. There seems to be some issues with the lava falls there too I've found, but the electric barrier actually stays around now at least
2017-01-01 17:03:13 +00:00
toasterbabe
6ed8d99b48 * Added "Flickylist = DEMO" option, creating the five species of flicky similar enough in appearance to the Freed Animals from the days of yore.
* Set the default flicky group to be equivalent to Flickylist = Demo.
* Refactored a little. (This also removed a crash-causing typo in a Z_Free in P_ClearSingleMapHeaderInfo.)
2017-01-01 16:57:07 +00:00
toasterbabe
21b316e9a4 Made the flicky turning-around-when-hitting-walls work better and not take up another struct variable which a user of A_FlickyCheck might not want taken. 2017-01-01 16:42:39 +00:00
toasterbabe
f8d37e5df7 fix commenting and indentation that was rushed for new years 2017-01-01 00:39:33 +00:00
toasterbabe
be140d8143 Added "Flickylist = All" option.
Couldn't get it to default to anything - it was causing crashes, and new years is in ten minutes, so let's do that tomorrow.
2016-12-31 23:47:47 +00:00
Monster Iestyn
6ca806a8c0 Fix FOF lighting being stupid with repeating midtextures. 2016-12-31 20:44:16 +00:00
Louis-Antoine
d4f153d3ca Random changes in the netcode lol 2016-12-31 19:26:33 +01:00
toasterbabe
311886e582 * Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
* Fixed a crash bug in the Flicky fly function I introduced sleepily last night.
2016-12-31 16:55:06 +00:00
toasterbabe
d3a70eb1db * All Flicky A_ functions ported.
* Corrected MT_EGGSHIELD spawning a flicky.
* New compared to the Lua implementation: Flickies turn around when they hit walls!
2016-12-30 19:16:20 +00:00
toasterbabe
bf8bff82ba * MT_EGGTRAP (egg capsule center mobj) converted over to flickylist system.
* MT_EXPLODE's anims partially FF_ANIMATE'd.
* A_FlickySpawn turned into a wrapper for internal function that does what A_FlickySpawn did but returns a pointer to the spawned flicky.
2016-12-30 14:04:04 +00:00
toasterbabe
d9177f778f * Made what MI had compile.
* Added the ability to read in mobjtypes as well as from a short list of flicky constants.
* Added a new state, S_XPLD_FLICKY, which is the new deathstate of all badniks.
* Put the disabled animal-spawn-on-P_KillMobj behind a #define.
* Renamed the branch and associated properties to something not rife with sin.
2016-12-29 17:02:05 +00:00
Monster Iestyn
7711f64eb7 Whoops forgot to commit this extra thing I was doing (just disables the old code for animal spawning) 2016-12-27 21:14:19 +00:00
Monster Iestyn
cecc1912fe Starting work on adding new system for spawning animals; added A_FlickySpawn and level header "animallist"/"flickylist" parameter
No idea if this compiles yet (let alone if what is there works at all), just getting this out the way so I can work on certain other things *cough plane displacement cough*
2016-12-27 21:01:20 +00:00
Inuyasha
8fb9a3b3d5 Ignore modifier keys in chat
(Fixes LSHIFT typing D repeatedly into chat)
2016-12-26 21:32:35 -08:00
Inuyasha
37c8ef6369 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-12-22 17:46:39 -08:00
Inuyasha
f326b3cbf9 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into public_next 2016-12-22 17:45:51 -08:00
Inuyasha
f4b0591174 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-12-22 17:44:28 -08:00
Alam Ed Arias
97f87827f4 hardware: init undef vars in HWR_SortVisSprites 2016-12-22 19:42:00 -05:00
Alam Ed Arias
fca398ae4d Win32 Debugger: no need for Win32 interface code for SDL 2016-12-22 19:40:02 -05:00
Alam Ed Arias
1c16a4e670 m_aatree: add newline 2016-12-22 19:39:37 -05:00
Alam Ed Arias
fc9a86f6d2 Mingw: fixup unsigned/signed compare 2016-12-22 19:39:14 -05:00
Alam Ed Arias
0835c17dfe CB: fixup Mingw target 2016-12-22 19:36:26 -05:00
Alam Ed Arias
8f8724fced CB: added missing C/header files 2016-12-22 19:13:46 -05:00
Alam Ed Arias
a583225d79 CB: disable compiling and linking IMG_xpm.c, it was updated for SDL2 2016-12-22 19:09:08 -05:00
Alam Ed Arias
064650d93c Codeblock: fixup SDL_mixer to SDL2_mixer 2016-12-22 19:07:46 -05:00
Alam Ed Arias
b32be1b9a9 Codeblock: fixup sdl-config to sdl2-config 2016-12-22 19:03:48 -05:00
Alam Ed Arias
5c295d5733 Codeblock: fixup sdl2 to sdl 2016-12-22 18:59:18 -05:00
Alam Arias
fe3916a60d Merge pull request #147 from LJSonik/hook-optimisation
Hook optimisation
2016-12-22 18:26:49 -05:00
Monster Iestyn
d782638da8 Merge branch 'zlib_pkgconfig' into 'master'
Zlib pkgconfig

Linux build to include libgme by default

See merge request !116
2016-12-18 21:44:19 -05:00
Monster Iestyn
752eca5253 Changed how return values work for the iteration function supplied to searchBlockmap 2016-12-18 16:53:11 +00:00
Monster Iestyn
7bcb595eaf don't make NF_SUBSECTOR available to Lua either unless HAVE_LUA_SEGS is defined 2016-12-18 15:36:19 +00:00
Monster Iestyn
02b32b3f65 Merge branch 'master' into next 2016-12-17 20:01:06 +00:00
Monster Iestyn
8e56582728 Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode 2016-12-17 19:59:54 +00:00
Monster Iestyn
a9cfd12e04 Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code) 2016-12-16 21:38:53 +00:00
Louis-Antoine
db20bfb3c3 Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists 2016-12-15 21:05:54 +01:00
Alam Arias
fa8a673d3b Merge pull request #146 from mdeguzis/patch-1
readme.txt duplicated, also incorrect
2016-12-14 18:13:23 -05:00
Michael T. DeGuzis
78f5dd15b5 readme.txt dupilcated, also incorrect
readme.txt should be README.md
2016-12-14 15:07:48 -05:00
Monster Iestyn
6ae2c24484 Merge branch 'public_next'
# Conflicts:
#	src/p_user.c
2016-12-14 18:53:00 +00:00
Monster Iestyn
504e8c5f12 Merge branch 'next' into public_next 2016-12-14 18:44:50 +00:00
Monster Iestyn
f8961d396f Initial commit of what I've done so far, DOES NOT COMPILE 2016-12-13 22:42:47 +00:00
Monster Iestyn
46afe9b3e0 Merge branch 'shield-actions' into 'master'
Shield actions

The branch is basically complete, I just need to figure out the best way to have the whirlwind shield let the player know you can use it.

SRB2 shields:
* WHIRLWIND SHIELD - It's like King Dedede. You can't improve on perfection. (Might get some new sprites as tells for being able to use it, though.)
* ARMAGEDDON SHIELD - Create a bomb burst whenever you pick up another of the same shield FOR FREE!
* MAGNETIC SHIELD - Homing attack towards enemies only, no stopping when you hit 'em, no zooming off if you're not near enemies.
* ELEMENTAL SHIELD - Perform a piercing stomp that rips through enemies (that don't have spikes on their heads) and creates a fire burst when you land above water.
* FORCE SHIELD - Perfect stop in midair.

S3NK shields:
* FLAME SHIELD - Additive thok on the spin button.
* BUBBLE SHIELD - Bubble bounce to 1.5*jumpheight (also rips through enemies).
* THUNDER SHIELD - Double jump, but with no uncurl and a twang noise.

Supers don't have access to shield actives. Characters with thok can superfloat like usual.

New Lua hooks:
* "ShieldSpawn" in the form function(player), hooks into P_SpawnShieldOrb.
* "ShieldSpecial" in the form function(player), hooks into the shield activation code.

See merge request !31
2016-12-13 17:06:29 -05:00