* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
* 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
P_RandomChance is now a macro for something that should happen a
certain percentage of time.
P_SignedRandom was moved to a macro. Nobody cared.
# Conflicts:
# src/p_inter.c
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2)
# Conflicts:
# src/p_user.c
Actions tweaks
This just rewrites the action A_SetTargetsTarget currently, dunno if I'll bother to tweak any more actions in the near future \*shrugs\*
That said, PLEASE check whether the action works properly before accepting the merge. It's been a while since I last did anything with this branch, so I forget entirely whether I tested it or not.
See merge request !27
Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd