toasterbabe
d3a70eb1db
* All Flicky A_ functions ported.
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* 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.
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* 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.
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* 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
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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
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(Fixes LSHIFT typing D repeatedly into chat)
2016-12-26 21:32:35 -08:00
toasterbabe
4a53d96099
* Fixed changing skins during differing-length sprite animations resulting in sprite errors.
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* Added PF_BOUNCING to a place where it would likely be wanted.
2016-12-26 18:36:57 +00:00
toasterbabe
2ba3afaeda
Implemented unique attract shield sound (patch.dta).
2016-12-26 13:02:26 +00:00
toasterbabe
90758b47ec
* Limit spawning of endsign head to if a sprite for it exists.
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* Rearrange colouropposite so lavender's opposite is crimson, considering gamegear.
2016-12-25 22:20:20 +00:00
toasterbabe
877065250e
Some NiGHTS change oversights I forgot to correct before.
2016-12-25 19:56:33 +00:00
toasterbabe
5164ee7fc9
Fun gameplay tweak: Turn CA_FLOAT into a limited CA_SLOWFALL when moving slowly, to double down on it being for speedrun characters and punishing slowing down. Rob-approved.
2016-12-24 22:23:34 +00:00
toasterbabe
578b809557
* Turned CA_DASHMODE into SF_DASHMODE.
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* SF_DASHMODE users can now dash on water.
* Gave CA_HOVER its own states/sprite2s.
* Gave Super Sonic's hover his own hover-run state/sprite2.
2016-12-24 20:57:39 +00:00
toasterbabe
102f26182b
* Tweaks to CA_BOUNCE.
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* Tweaks to drowning number placement for altered sizes.
2016-12-24 14:23:11 +00:00
toasterbabe
f60233027d
On Rob's suggestion: Allow your controls to turn CA_BOUNCE users to turn on a dime when coiling for the next bounce.
2016-12-24 13:31:23 +00:00
toasterbabe
942065ba9f
* CA_BOUNCE users now play animation/sound when bouncing on enemies, monitors.
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* CA_BOUNCE users harmlessly bounce off Sharps.
2016-12-24 13:17:53 +00:00
toasterbabe
b84ad05061
Okay, failed experiment fixed. (This has nothing to do with the ability to pierce bustable FOFs, I just modified it for kicks to see what would happen.)
2016-12-24 00:12:29 +00:00
toasterbabe
a61f5e4521
* CA_BOUNCE can now break downwards.
2016-12-23 23:58:12 +00:00
toasterbabe
0a7fe9569d
* Fixed issue where CA_BOUNCE users can harmlessly bounce on deathpits (and not Cakewalk style!)
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* Minor quality-of-life improvements to CA_BOUNCE handling.
2016-12-23 23:13:31 +00:00
toasterbabe
10a137620a
First commit, CA_BOUNCE almost completed.
2016-12-23 17:31:07 +00:00
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
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Hook optimisation
2016-12-22 18:26:49 -05:00
Monster Iestyn
0538c98251
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
2016-12-21 22:31:09 +00:00
Monster Iestyn
41dfba65c9
Hack to make sure even (extra)subsectors without planepolys have segs adjusted
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this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
2016-12-21 22:10:27 +00:00
Monster Iestyn
106e1aa8d5
Merge branch 'master' into opengl-improvements
2016-12-21 19:49:02 +00:00
Monster Iestyn
d782638da8
Merge branch 'zlib_pkgconfig' into 'master'
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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
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readme.txt duplicated, also incorrect
2016-12-14 18:13:23 -05:00
Michael T. DeGuzis
78f5dd15b5
readme.txt dupilcated, also incorrect
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readme.txt should be README.md
2016-12-14 15:07:48 -05:00
Monster Iestyn
6ae2c24484
Merge branch 'public_next'
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# 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'
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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
toasterbabe
d8d5f31898
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-12-13 22:03:59 +00:00