toasterbabe
634c560e99
* Who wore it better? https://cdn.discordapp.com/attachments/293238104096112641/338696939774279680/srb20037.png
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* Now that Cyan is back, swap out the substitute Teal in the emblems for it.
* P_GetMobjSprite2 is now P_GetSkinSprite2.
* Correct "Siler".
2017-07-23 17:49:19 +01:00
toasterbabe
8941379c64
Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff.
2017-07-22 23:24:12 +01:00
toasterbabe
b2e92e7a09
* Invert solidity flag for vertical spikes and wallspikes.
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* (unrelated) Per a request by sphere, make the ambush flag stop sounds being made by the gas jet.
2017-07-19 17:07:31 +01:00
toasterbabe
ef4dc42c7c
* Bustable wallspikes.
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* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
2017-07-19 16:26:49 +01:00
Monster Iestyn
2456ae8260
Merge branch 'p_isobjectongroundin-fixes' into 'next'
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Fixes for Each Time and P_IsObjectOnGroundIn
Fixes the issue with Each Time reported here: https://mb.srb2.org/showthread.php?t=42818
Also fixes a separate issue with P_IsObjectOnGroundIn and intangible FOFs (where it determined that standing at the top height of them counted as being on the ground) which was also reproducable via the above bug funnily enough.
See merge request !204
2017-07-18 22:51:29 -04:00
toasterbabe
2330f1a9c9
Account for the fact that pointtoangle2 points due weast if there's no dy OR dx, so that's taken care of.
2017-07-18 17:04:30 +01:00
toasterbabe
d1be22ccf5
* Scope tweakin's to prevent having to make some stuff static.
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* Make wallspikes intangible if you're being thrust away from them in pain.
2017-07-18 17:01:19 +01:00
toasterbabe
a5477737d7
Whooh boy. Probably requires re-review.
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* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
2017-07-18 14:17:23 +01:00
toasterbabe
6d43fad098
Correct the baseradius stuff. (Still doing some other work, though - will let you know when the branch is safe to review.)
2017-07-18 12:56:39 +01:00
toasterbabe
66d59efddc
Sorry, MI. More info in forthcoming merge request.
2017-07-17 23:58:54 +01:00
toasterbabe
6250266af5
Preparatory work for the contestesque implementation.
2017-07-17 23:26:24 +01:00
Monster Iestyn
4d740ff783
Change getSpritePatch and getSpritePatch to accept angles 1-8 instead of 0-7, and just decrement the numbers internally
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0 now just defaults to front angle (1, or 0 internally), in case people thought it was a separate angle from 1-8 for some reason
2017-07-17 21:31:33 +01:00
Monster Iestyn
6e5cffba5b
Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
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This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1
Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please
2017-07-17 20:47:00 +01:00
toasterbabe
9b506b2fde
I legitimately cannot remember for the life of me why I added this check. It broke spectator text in gametypes outside of co-op, so...
2017-07-17 18:16:41 +01:00
toasterbabe
9bd10fb0d2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-07-17 16:44:10 +01:00
Monster Iestyn
e32774a604
Merge branch 'master' into lua-spritedefs
2017-07-16 22:19:54 +01:00
Monster Iestyn
832a7b1f5a
Merge branch 'master' into opengl-improvements
2017-07-16 21:39:45 +01:00
Monster Iestyn
0416981c1b
Merge branch 'mi-hardcode-again' into 'master'
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MI hardcode again
Stuff hardcoded in this branch:
* Everything from SOC_TREE in patch.dta - the GFZ trees use thing types 806-808 and the other trees 810-816
* Everything from SOC_TOKE in patch.dta (but done better)
* Wall spikes, from Nev3r's DSZ/ACZ work, edited to actually hurt you on touch - these use thing type 522
MonsterIestyn/mi-hardcode-again on the FTP includes a test exe (srb2win-mihardcodeagain.exe) and a modified patch.dta (where SOC_TREE and SOC_TOKE are removed and missing wall spike sprites added). A test map for tokens in mario blocks is also included (marioblocktoken.wad).
See merge request !106
2017-07-16 16:37:53 -04:00
toasterbabe
4728c824a0
Comment correction.
2017-07-16 01:01:13 +01:00
toasterbabe
d5365a26e1
...and revert brak, too
2017-07-15 22:42:39 +01:00
toasterbabe
f04c5292c7
Revert pointless change to A_RandomState.
2017-07-15 22:38:43 +01:00
Monster Iestyn
64fae001eb
Update hw_light.c's sprite lights list with the updates to the sprites list (and any before that I missed)
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Not that we're using coronas at all anymore so whatever
2017-07-15 21:16:45 +01:00
Monster Iestyn
dbc7a4099f
Hardcoded SOC_TOKE from patch.dta
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Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
Monster Iestyn
381138d7b1
Increased hitbox height of GFZ trees to 128 FU and gave them all MF_SCENERY
2017-07-15 16:57:03 +01:00
toasterbabe
826fad4c78
More caption change.
2017-07-14 23:32:27 +01:00
Monster Iestyn
00062220de
Move spawning of base to P_SpawnMapThing, so objectplacing a wall spike doesn't look weird
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Also attempted to "optimise" spawning and position correction code
2017-07-14 17:19:01 +01:00
Monster Iestyn
444e9ce7df
Fix wall spikes being harmful from below, set initial destscale of base too just in case
2017-07-14 17:01:13 +01:00
Monster Iestyn
eacf753f2c
Add the remaining code from the Lua script to get wall spikes actually working so far
2017-07-13 23:00:45 +01:00
Monster Iestyn
aa947ea022
Starting work for hardcoding wall spikes
2017-07-13 22:42:08 +01:00
Monster Iestyn
96ec319897
Hardcoded SOC_TREE from patch.dta
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Also made sure the GFZ trees have MF2_STANDONME
2017-07-13 17:29:15 +01:00
toasterbabe
fe756d567e
Add a "bias" to collision with chain ferris wheels to make it more likely that you'll grab one nearer to the center if you could potentially hit two in the next frame (previously was blockmap order dependent, which was never consistent)
2017-07-12 14:43:59 +01:00
toasterbabe
b568816217
* Modified A_RandomState. If var2 is supplied, it picks between var1, var2 and nextstate - otherwise, it picks between var1 and nextstate.
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* Changed a caption.
2017-07-11 12:55:24 +01:00
Monster Iestyn
e485ac3a7e
Add support for getting super sprites with v.getSprite2Patch
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You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
2017-07-09 16:33:43 +01:00
Monster Iestyn
2350e94a9f
Merge branch 'master' into next
2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85
Fix whitespace goofup of mine
2017-07-09 15:08:17 +01:00
Monster Iestyn
0dd15ed8a4
Merge branch 'master' into lua-lump-load-only
2017-07-09 15:06:15 +01:00
Monster Iestyn
d9cbc8308a
Merge branch 'master' into lua-action-userdata
2017-07-09 15:05:48 +01:00
Monster Iestyn
3d2fd5d5a4
Merge branch 'master' into lua-spritedefs
2017-07-09 15:05:18 +01:00
toasterbabe
b91dc51d6f
* Lua P_MobjFromMobj.
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* Make A_Repeat only set extravalue2 if it has a var1.
* Improve sound caption.
* Make activesound state-controllable.
2017-07-09 14:54:11 +01:00
toasterbabe
a5f336e51a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
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# Conflicts:
# src/dehacked.c
# src/info.h
# src/p_enemy.c
# src/p_inter.c
2017-07-09 12:14:24 +01:00
toasterbabe
1f2743ce64
Clean up the event and caption when a life is transferred.
2017-07-08 19:42:01 +01:00
toasterbabe
fb00691324
Fix a bug in a testing netgame where we were able to game over and yet ended up just resetting the map normally.
2017-07-08 19:30:25 +01:00
toasterbabe
a0cf28671c
Remove some jankiness from spectators.
2017-07-08 19:12:46 +01:00
toasterbabe
317259a459
Two fixes to playersforexit changes.
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* Crash prevention if total somehow becomes zero.
* Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
2017-07-08 19:02:28 +01:00
Monster Iestyn
fb23f4c724
Merge branch 'master' into opengl-improvements
2017-07-08 17:55:40 +01:00
Monster Iestyn
023d91a02e
Merge branch 'public_next'
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# Conflicts:
# src/y_inter.c
2017-07-08 17:49:54 +01:00
Monster Iestyn
0bfd4106fb
Merge branch 'next' into public_next
2017-07-08 17:43:28 +01:00
toasterbabe
b197dcdb1f
A little bit of monitor love.
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* Rename "Unknown" options to "Mystery".
* Make Random monitors work consistently in singleplayer if hacked/SOC'd in.
2017-07-08 12:31:37 +01:00
toasterbabe
5cc1b0dcd0
Exiting icon on the tab menu! (Requires new patch.dta)
2017-07-08 11:41:32 +01:00