Slopewall transfer
As @Nev3r wants. Go along a slope, hit a wall? LAUNCH! Well, I mean. He wants it slightly less weak. I have already made it less weak than P_SlopeLaunch.
Also also I made the trail that goes behind the player when they're rolling take into account vertical momentum as well as horizontal, so that being launched directly up didn't leave you trailless.
Test with <root>/!LatestSRB2Files/srb2win_branch_transfer.exe and <root>/Nev3r/ACZMaster.wad (roll down slope directly in front of you).
See merge request !66
Hardcode some stuff in patch.dta
Does what it says on the tin. I wanted to do the Christmas objects before creating the merge request, but it's advisable to block patch.dta's updating as little as possible, and I'm slowing down on my own development speed, so better move quickly.
Also, I hardcoded a nicer rolling trail aura from smiles.wad/smilespatch.wad, a nicer fire from new CEZ1, made the Koopa shell more fun and made the spinning flame jet WAY less hacky.
Check <root>/!LatestSRB2Files/ for srb2win_branch_hardcode.exe and the patch.dta fork it runs off, which includes all the necessary changes here.
See merge request !65
Revamps of several dated linedef type effects
Felt like being productive so made some things I hate suck less.
Linedef type 7 (flat alignment) now works as follows.
* Linedef angle (from v1 to v2) is flat angle.
* Origin of flat is manipulated to match v1's coordinates - unless ML_NOKNUX is flagged, in which case uses frontside x and y offsets as flat offsets instead.
* ML_NOSONIC prevents changing floor.
* ML_NOTAILS prevents changing ceiling.
* Both of the above flags at once prints a warning.
* (THZ and probably a few other maps need updating.)
Linedef type 540 (friction) now works as follows.
* Controlled by x offset instead of length - offset of -100 is maximum iciness, offset of +483(!!!) is the maximum sludginess BUT things are scaled such that +100 is about the maximum sludginess any reasonable human being would want in a level, 0 is ORIG_FRICTION)
* Not reliant on a sector special to function (can be applied solely by tag to in-map sectors or solid FOF control sectors)
* Uses less memory, perform less calculations, and not bug out objects which just happen to use movefactor for something
* PHYSICS CHANGE: Low friction surfaces actively impede your acceleration (and make your animation speeds faster to give off that Looney Tunes out-of-control effect)
* (ACZ and Frozen Hillside needs updating.)
Sector types 1 and 3 in section 3 no longer do anything.
Linedef type 3 (zoom tube) now works as follows.
* Abs of frontside x offset is speed in units of FRACUNIT/8.
* Abs of frontside y offset is waypoint sequence number.
* Effect 4 flag rotates the player to match the waypoint direction (same as before).
* (ERZ needs updating.)
Linedef type 11 (rope hang) now works as follows.
* Abs of frontside x offset is speed in units of FRACUNIT/8.
* Abs of frontside y offset is waypoint sequence number.
* Effect 1 flag makes rope transfer one-way. (same as before)
* No climb flag makes rope static. (same as before)
* (ACZ and maybe ERZ need updating.)
Linedef type 258 (laser) is almost the same as before, but has altered functionality.
* Its flashing is less obnoxious. (56.25% to 68.75% instead of 100% to 0%, at half the speed)
Linedef type 14 (Bustable block parameters) is new, and works as follows.
* Tagged to the control sector of a block that is likely to be busted (via executor or collision, doesn't matter)
* Concatenation of frontside textures is MT_ object type to spawn, defaults to MT_ROCKCRUMBLE1 if not present
* Sound played when being busted is object type's activesound
* Frontside x offset is spacing (in fracunits) of spawned particles, defaults to 32<<FRACBITS
* Frontside y offset is the fuse of spawned particles in tics, defaults to 3*TICRATE, if set to -1 fuse is not set
* Effect 1 flag makes particles "fly out" horizontally and vertically from the center of the FOF
Sector types 7 through 15 in section 3 no longer do anything.
Linedef type 250 (Mario Block) is almost the same as before, but has new functionality and is slightly different in another way.
* No Climb flag turns it into a brick block (set on Custom FOF via presence of FF_SHATTERBOTTOM - busts when hit from the bottom, player hits their head/fist/whatever, no more upwards momentum)
* Effect 1 flag makes it an invisible block (set on Custom FOF via absence of (FF_SOLID|FF_RENDERALL|FF_CUTLEVEL) - intangible from every side except the bottom. Becomes visible and tangible when it's hit once)
* Only updates side textures when moving down or stationary, not whilst moving up - more fidelity to the source material, less processing on the CPU, everyone wins.
* If FOF master linedef has a backside, then: [If there's items in it the FOF's flats are set to that of the backside sector's ceiling, otherwise the floor.] Otherwise, no flat change.
Linedef type 4 (Speed Pad parameters) now works as follows.
* Frontside x offset is speed in fracunits.
* Effect 4 flag doesn't center the player. (same as before)
* Effect 5 flag sends them off in rolling frames.
* Frontside upper texture is sound to play on launch, defaults to sfx_spdpad when not given
Sector type 6 in section 3 no longer does anything.
Object type 757 is changed as follows, and no longer works on its own - see Linedef type 15 for more details.
* Tag via its angle field
* Number of objects to spawn per tic around it via its z field, if zero then just spawn at center
* Is flipped if given MTF_OBJECTFLIP.
* (ERZ and Seraphic Skylands - if we use that map - needs updating)
Linedef type 15 (Fan particle spawner parameters) is new, and works as follows.
* Tag is tag of object(s!)
* Object type set via concatenation of frontside textures, MT_PARTICLE is default
* The length of the linedef is the radius the particle is spawned out (zeroed if z field is 0)
* Frontside x offset is speed upwards
* Frontside y offset is number of degrees to turn each tic (zeroed if z field is 0)
* Frontside floor and ceiling heights are the heights in which the particle is bound through some fun mathematics
A_ParticleSpawn is changed, too.
* Object type is now changed through actor->threshold instead of var1 to support Linedef type 15.
Test executable uploaded at /toaster/srb2win_branch_flatalignment.exe on the ftp.
Test file uploaded at /toaster/flatalignment.wad on the ftp.
Breaks compatibility with 2.1 so put in internal.
See merge request !29
Plane displacement
Basic support for plane displacement, no netplay support as of writing but this is what Nev3r wanted moreorless at least.
Linedef types 66-68 are the plane displacement specials; 66 = move floor only, 67 = move ceiling only, 68 = both
Front sector = control sector
Tag = tag of target sectors to be moved whenever the control sector floor moves
Linedef length = movement factor relative to control sector movement, 256 = 1:1 with control sector. 128 is half as much, 512 is twice as much, etc.
Whenever the control sector floor moves (not ceiling, never ceiling), the selected planes of the tagged sectors all move (mind, they have a tic delay due to how it all works, it's not perfect really). No support for reverse speeds yet sorry.
EDIT: oh, btw, test exe and test map are included in my folder on the FTP (srb2win-plane-displacement.exe and plane-disp-test.wad, respectively)
See merge request !61
* Made the name of P_PrepareSlopeToWallTransfer (now P_GetWallTransferMomz) make sense.
* Bugfixed the case where you couldn't reliably guess the angle of the wall you just hit.
* Seriously reworked a lot of stuff behind the scenes, thanks to Red's comments.
* More consistent behaviour.
* Launching power is now scaled to the slope's angle relative to the wall you hit, so no massive launches when you hit the side of a steep slope.
* The code is a lot messier and the function name doesn't make any sense any more, so I need to clean that up in the morning.
* Need to figure out how to prevent tiny launches that uncurl you when spindashing up against walls.
* Spindashing trails now takes into account vertical momentum as well as horizontal - it was stupid not seeing your spintrail just because you weren't moving very fast horizontally!
No exe uploaded because it's almost 2am.
GFZ3 Unfuckening
Some tweaks to the GFZ3 Eggmobile's behaviour to make it less frustrating for old and new players alike.
* GFZ3 Eggmobile's laser won't change its angle when you move left and right anymore.
* Changed because its ability to move quickly was extremely punishing for new players (see ProJared's youtube video on the matter).
* http://gfycat.com/PassionateUnknownAgama (the twitching on the third laser has been fixed since this was recorded)
* GFZ3 Eggmobile will, when too far away from the ground and moving upwards, slow itself down vertically.
* This was punishing and annoying for both old and new players alike.
* http://gfycat.com/CornyLeftDungbeetle (old values - the typical settling height is slightly lower now)
See merge request !42
No more double-decker Detons
Oversight of a tiny hack when working on the flickies branch meant detons released twin flickies when hitting stuff. As cute as that is, it's also pretty weird.
See merge request !62
A spike bug no more
Jumping at spikes on FOFs in reverse gravity - most notably in ERZ3 - no longer teleports you downwards into the death pit beneath it.
See merge request !157
Last few changes for 2.1.17
what it says on the tin
* Updated version number
* Added LJSonic to credits (and changed how I look in the credits to be less stupid)
* fixed resynching players seeing the host turn into a spectator for no reason
See merge request !155
Lua additions
Thought I'd may as well make a merge request so I can remind people of all the various Lua-related changes here (and because it's about time some of them got in):
* Added `P_PointOnLineSide(x, y, line)`. Allows you to quickly determine which side of a line faces the point. *line* can be a real line_t or a custom defined line (just like with P_ClosestPointOnLine).
* Added seg_t and node_t support to Lua (note: these are disabled for now, due to complications with OpenGL that we all know something of by now. Bit of a shame really :( ) - of note is node.children and node.bbox:
* node.children[] is an array that takes 0 or 1 as indexes (or "right" and "left", alternatively)
* node.bbox(child,bboxcoord) is a two-arg function: child can be 0 or 1 (or "right" and "left", alternatively), bbox coord can be 0,1,2 or 3 (or "top", "bottom", "left" and "right", alternatively)
* aside from the above, segs[] and nodes[] store the segs/nodes of the current map; segs.iterate and nodes.iterate iterates through segs/nodes
* NF_SUBSECTOR is also available for usage with node.children
* You can now get the palette indexes (i.e. colormap[n]) of colormap userdata from `v.getColormap`, where n is a palette index number between 0 and 255. Useful for finding out which palette colors turned into what, if they changed at all
* ffloor_t userdata can now save to and be read from $$$.sav in netgames properly; this means custom mobj/player variables and NetVars can both send/recieve them directly if you wanted
* **IMPORTANT** Blockmap search library! (with a new file: lua_blockmaplib.c)
* Format of iteration function: `searchBlockmap(searchtype, function, mobj, [x1, x2, y1, y2])`. Returns true if search was uninteruppted, false if the iteration function returned true at any point
* *searchtype* can be either "objects" or "lines", for looking for mobj_t and line_t stuff in the blockmap respectively
* *function* is a function of your choice to iterate with: (sorry I can't get the next two bullets to be one indent further to the side)
- format of function needed: `funcname(mobj, foundmobj)` or `funcname(mobj, foundline)` (for searching for objects and lines, respectively)
- return value of *function* affects searching somewhat: nil doesn't change searching, false ends searching in a block (but doesn't stop searching, it just moves onto the next), and true ends the full search. Both returning true or false ultimately makes `searchBlockmap` return false.
* *mobj* is the reference mobj that you're checking around (if you don't supply x/y ranges to search in, it defaults to checking within the mobj's radius in both axes). If *mobj* was removed mid-search the search stops and `searchBlockmap` returns false
* (optional) *x1, x2, y1, y2* are coordinates on the map to search the blockmap between, if given
See merge request !54
-If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded
-Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases
-File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic
-The reason is now properly shown when the server refuses connection
-Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1)
-Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file