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
Monster Iestyn
f0ffd691f4
Merge branch 'master' into next
2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1
Merge branch 'pwease_no_kicky' into 'master'
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Pwease no kicky
Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.
See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233
Some more tweaks of my own:
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*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
Monster Iestyn
b291390edf
Merge branch 'sp-tally-non-green-res-hud-fix' into 'master'
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Single Player/Coop tally screen fixes
* The TIME/SCORE part of the HUD now doesn't move from the position it was before the tally screen started in non-green resolutions. The example screenshots of this bug and the fix for it below are all taken in 640x480:
How it should be:
![](https://dl.dropboxusercontent.com/s/4h86gnm0tvkwjxh/srb20293.png )
How it displays in 2.1.19:
![](https://dl.dropboxusercontent.com/s/awyfupn5wgo40rv/srb20294.png )
How it displays in an exe with the fix:
![](https://dl.dropboxusercontent.com/s/gbstznautbl5f38/srb20295.png )
* The time display at the tally screen no longer limits the minute number to between 0 and 59.
How a time > 60 mins displays normally just before finishing the level:
![](https://dl.dropboxusercontent.com/s/lclonkwfd656t55/srb20296.png )
How it displays afterwards (it's supposed to be 61:19 but it's wrapped to 1:19 instead):
![](https://dl.dropboxusercontent.com/s/obv3fq2qeto9uo3/srb20297.png )
See merge request !202
2017-07-07 15:23:51 -04:00
toasterbabe
54a8602c4c
Woops, forgot about other gametype spawncamping.
2017-07-07 14:39:51 +01:00
toasterbabe
88546abb08
Fix a few things noted during a test netgame with Salt and FuriousFox.
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* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
2017-07-07 13:35:48 +01:00
toasterbabe
25fb318a0b
* Fixed a typo with the bit-shifting of the max speed, meaning that it wasn't being set as desired.
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* Made the speed capping/minimising done at the point of changing it via player control, as opposed to the point of macerotate, in an attempt to fix a potential cause of mace rotation desynchronisation (not netplay, just https://cdn.discordapp.com/attachments/293238104096112641/331453363499696139/srb20180.gif stuff.)
2017-07-06 22:26:31 +01:00
toasterbabe
1a7a0662ba
* Set player->outofcoop to false if it's not a coop gametype.
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* Expose player->outofcoop to Lua.
2017-07-06 14:53:52 +01:00
toasterbabe
f809923f69
* If cv_playersforexit != "One", add a count of the number of players required to exit to the end tally.
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* Make the default value of cv_playersforexit "All".
* Correct the greying out of the lives counter for cv_cooplives == "Single pool" to only be when you can't respawn.
2017-07-06 14:39:51 +01:00
toasterbabe
0bf676498a
woops, the check was accidentially inverted
2017-07-05 22:43:45 +01:00
Monster Iestyn
e8df99c632
They didn't use V_HUDTRANS before and they probably shouldn't, my fault here
2017-07-05 22:30:18 +01:00
toasterbabe
014c1d8f03
https://cdn.discordapp.com/attachments/297148222332469249/332227405747847168/unknown.png
...
betterexit integration!
2017-07-05 19:33:41 +01:00
Monster Iestyn
815d10e15d
Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
...
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff
Also account for bans, pff.
2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab
Don't kick Tails!
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Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
toasterbabe
e55f24419e
Additional opportunity for F12 message exposure pounced upon.
2017-07-05 13:44:50 +01:00
toasterbabe
fa42875aee
Better setting names/values for various new and old console variables impacted by this branch.
2017-07-05 12:34:13 +01:00
toasterbabe
125646e521
Some minor tweaks to make countdown not COMPLETELY broken.
2017-07-04 21:33:16 +01:00
toasterbabe
e5eb6720f0
Change how countdowns are presented.
...
I would have changed how they actually worked, too, but I ended up breaking it and getting too frustrated/tired to continue.
2017-07-04 20:49:38 +01:00