Commit graph

186 commits

Author SHA1 Message Date
Monster Iestyn
80e18ecb7e Cache all the act number graphicss at game startup rather than at every start/end of a level
I also added a few helpful functions for drawing the act numbers themselves
2018-02-22 21:49:36 +00:00
toasterbabe
3d4adaac09 my mistake 2017-12-09 18:48:25 +00:00
toasterbabe
e63c1d15d8 * Show an emerald token box on the tally screen.
* Change the horizontal spacing of the emeralds on the special stage tally screen.
* (unrelated) Fix a reference to srb2.srb instead of the now-correct srb2.pk3.
2017-11-17 23:02:34 +00:00
Alam Ed Arias
7f4424b4a0 whitespace cleanup 2017-11-02 23:13:34 -04:00
Monster Iestyn
bfca420f47 Merge branch 'master' into gametype-strings 2017-10-30 21:34:16 +00:00
Monster Iestyn
3e595b8f1b Merge branch 'master' into ports-chopping-block 2017-10-14 20:47:04 +01:00
toasterbabe
87fc24ccbb Fancy super transformation changes! About to go out for dinner, so no major writeup,but let's just say all this changed code means that the transformation animation is smoother in colour change. 2017-10-04 17:45:03 +01:00
Monster Iestyn
49542cdaa1 Remove XBOXSTATIC and FILESTAMP, since only the XBOX port needed them 2017-09-29 19:46:23 +01:00
toasterbabe
fd63db0aaf Starting lives revamp, per the 2.2 priorities topic list!
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).

Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
2017-08-18 00:58:16 +01:00
toasterbabe
5cc1b0dcd0 Exiting icon on the tab menu! (Requires new patch.dta) 2017-07-08 11:41:32 +01:00
toasterbabe
88546abb08 Fix a few things noted during a test netgame with Salt and FuriousFox.
* 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
Monster Iestyn
a4cd7b7f38 Added the Gametype_Names array and G_GetGametypeByName for ease in converting gametype nums to strings and vice versa
gametype_cons_t is now initialised using the Gametype_Names array, like how Color_cons_t is initialised using Color_Names
2017-06-25 17:28:07 +01:00
toasterbabe
c7c908eed3 Emerald tokens being used as actual game tokens on the end-of-act screen!
https://gfycat.com/PlumpShowyBream https://gfycat.com/AlarmingLoathsomeBelugawhale
2017-04-24 21:56:17 +01:00
toasterbabe
95d89078f5 Removal of cv_allcaps for console stuff. 2017-04-14 20:43:30 +01:00
toasterbabe
f24302adfb Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-21 00:56:03 +00:00
Inuyasha
0e9761bc57 HUD changes don't trip isgamemodified
(some HUD patches renamed because they're dumb)
2017-03-19 05:37:04 -07:00
toasterbabe
e20292844d * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
2017-03-11 17:14:39 +00:00
Monster Iestyn
1935a2ffa6 Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/doomdef.h
#	src/p_map.c
2017-01-19 16:54:47 +00:00
Louis-Antoine
da06b9417a Merge branch 'netcode-shit' of https://github.com/LJSonik/SRB2 into netcode-shit 2017-01-13 22:02:06 +01:00
Louis-Antoine
005485cf9c Fixed a warning 2017-01-13 21:30:30 +01:00
Louis-Antoine
e9cb6d0331 -Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size
-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
2017-01-13 20:53:52 +01:00
Monster Iestyn
12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Inuyasha
8fb9a3b3d5 Ignore modifier keys in chat
(Fixes LSHIFT typing D repeatedly into chat)
2016-12-26 21:32:35 -08:00
Inuyasha
e62b0f219f Merge branch 'damage-control' into 'master'
Damage control + Match rebalancing

This is two branches in one since while I was working on damage-control's changes months back, I felt it was best Match rebalancing was merged in here too (thanks JTE for helping me do so).

Changes from damage-control:
* `player->health` (formerly the "HUD copy" of `player->mo->health`) is now `player->rings`, and is also now the player's actual ring count.
* `player->mo->health` (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched.
* P_RingDamage now includes ring spilling code.
* P_ShieldDamage now has a damagetype argument, allowing me to remove the last MT_NULL hack left in from the pre-damagetype days that I forgot about.
* The old "switch-to-seestate" enemy damaging behavior in P_DamageMobj has been removed. This was a Doom left-over and doesn't really affect SRB2's enemies anyway - see, Doom enemies had a random chance of using seestate or painstate, SRB2 enemies always use painstate.
* Other minor efforts to reorganise damaging code and have it make more sense, but otherwise nothing that should affect gameplay in general.

Changes from match-rebalancing:
* New weapon/ammo dropping behavior: if you have the weapon panel + ammo, you drop the panel (but not the ammo); if you don't, you just drop the ammo.
* New Match ammo consumption: Weapon rings can now be fired with no rings at double the ammo cost.
* New emerald behaviour: collecting all 7 emeralds no longer turns you super (read: Match super is dead now) but instead steal points from enemies and gives you and teammates invincibility + sneakers
* Tails ringslinger buff: Any character with CA_FLY will now throw rings 1.5x as fast.

See merge request !28
2016-11-13 16:47:05 -05:00
Inuyasha
c277125fe7 modifier key status made globally accessible
now also properly handles L/R simultaneous presses
2016-11-02 15:23:22 -07:00
Monster Iestyn
9007904a72 Merge branch 'master' into damage-control
# Conflicts:
#	src/p_inter.c
#	src/p_mobj.c
2016-05-25 15:33:09 +01:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
6bc1a5fdef Okay, major overhaul time!
*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched

Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though

Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
c130be77b1 Merge remote-tracking branch 'RedEnchilada/next' into next
Also clean up whitespaces
2014-06-19 13:00:36 -04:00
RedEnchilada
37d3780458 Add hook for chat messages, including csays 2014-06-18 15:28:09 -05:00
Alam Ed Arias
15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias
ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Alam Ed Arias
2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias
a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00