Commit graph

295 commits

Author SHA1 Message Date
toasterbabe
226785dcd6 Putting the swim animation checks in one place. 2016-07-16 14:45:22 +01:00
toasterbabe
cc35a5e1c1 Ported CA_HAMMER from new-character-actions in a way that takes advantage of all of the non-hardcodey things I've added in this branch.
Also, it's called CA_TWINSPIN because that's more inoccouous.
2016-07-16 13:55:12 +01:00
toasterbabe
824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
toasterbabe
c2aba46298 New S_SKIN attributes.
* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
Alam Ed Arias
b347ed2ca6 Merge branch 'public_next' into master 2016-07-11 15:52:27 -04:00
Alam Ed Arias
59fd7bbe46 Merge branch 'public_next' (early part) into private 2016-07-11 15:50:06 -04:00
Alam Ed Arias
0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
toasterbabe
7c63a96bf1 Logic error. Now works as described previously. 2016-07-10 20:03:08 +01:00
toasterbabe
8431f64300 A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.

Also, a minor change:

* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 18:41:38 +01:00
toasterbabe
cee37819cd Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE.
* S_PLAY_PEEL, S_PLAY_SUPER_PEEL.
* PA_PEEL.
* Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
2016-07-09 14:52:49 +01:00
toasterbabe
0fefd86d1e More generic name for P_ElementalFireTrail upon MI's request 2016-07-08 22:56:17 +01:00
toasterbabe
ec85357643 Didn't properly use the #defined numangles constant. 2016-07-08 22:05:13 +01:00
toasterbabe
f8dd9b64ab Elemental shield ability now coded. REQUIRES NEW PATCH.DTA FROM THE FTP.
- Press spin in midair to stomp directly downwards (losing horizontal momentum), creating a flickering fireball around you.
- No bouncing on enemies, item boxes, etc - just go straight through.
- Hurts other players on touch whilst you're stomping.
- Spawns a bunch of flames around you when you hit the ground.

Also:

- Electric shield's ability now uses different sounds, because I'm picky.
2016-07-08 21:55:17 +01:00
toasterbabe
95ac0fa9a0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-07-08 13:20:24 +01:00
toasterbabe
c5ca1a8f24 The dashmode struct variable now has a cap, per a Wolfs request. 2016-07-07 01:40:28 +01:00
toasterbabe
64ef2798a2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
# Conflicts:
#	src/d_clisrv.c
#	src/d_clisrv.h
2016-07-07 01:08:51 +01:00
Inuyasha
26b3f2e0dc Merge branch 'toast_slopes' into 'next'
Some slope improvements/fixes (plus P_GetMobjGravity)

Dear Red, I did some things.

* Made the slope flag SL_NOPHYSICS actually have an effect like we wanted to, but didn't get around to implementing yet - activated by setting the slope's linedef flags to have ML_NOSONIC.
* Made downhill slope thrusts proportional to an object's gravity and friction.
* To make the above happen - seperated out the gravity value finding code in P_CheckGravity into a seperate function, P_GetMobjGravity. (p_mobj.c, p_local.h) I also made this function available to Lua.
* Turned those PANIC n console messages (which would inevitably be followed up with a crash, since we're accessing invalid memory immediately after) into a descriptive I_Error.
* Put the SRB2CB type-shimming behind an ESLOPE_TYPESHIM ifdef.
* Removed SPRINGCLEAN-ifdef'd code.
* Cleaned up some eosteric comments.
* NEW SINCE RED +1'd THIS: The teetering code now takes slopes into account pretty well. There are edge circumstances as outlined in commit 9d221f4f3f, but this is unilaterally better behaviour in every way and the teetering code was kind of a mess anyways.
* NEW SINCE RED AND ALAM +1'd THIS: P_ReverseQuantiseMomentumToSlope. Simple function that replaces the inverse angle stuff (which also wasn't using InvAngle, just ANGLE_MAX - angle - which is inaccurate!!)

Current testing files available at /toaster/slptst3.wad and /toaster/gravitytest.lua on the ftp.

I want to do more to the branch like implement SL_ANCHORVERTEX in the near future, but this is probably safe to merge in its current state.

See merge request !77
2016-06-22 19:03:58 -04:00
toasterbabe
20ffbbdc41 Climbing now supports one-sided linedefs.
The whole thing needs a refactor in general, but it's almost 2am here, I need my sleeb, and this fix would probably break something with 2.1 climbing if I made it any more/less (depending on viewpoint) complicated.
2016-06-20 01:50:47 +01:00
toasterbabe
fa58993bda Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into toast_slopes
# Conflicts:
#	src/p_user.c
2016-06-19 16:59:49 +01:00
toasterbabe
1147428904 Revert "Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot."
This reverts commit 19b186e52e.
2016-06-19 16:38:11 +01:00
toasterbabe
f5f2c4ad48 Revert "Okay, NOW I fixed the compile error. Forgot to stage this."
This reverts commit 1723bb55f9.
2016-06-19 16:38:04 +01:00
toasterbabe
2c676eea43 P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
2016-06-12 19:27:34 +01:00
toasterbabe
1723bb55f9 Okay, NOW I fixed the compile error. Forgot to stage this. 2016-06-09 15:24:23 +01:00
toasterbabe
c5ff41d6a6 Fixed compile error and placed the #undefs for xsign and ysign in more logical places. 2016-06-09 15:20:45 +01:00
toasterbabe
19b186e52e Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot. 2016-06-09 15:16:25 +01:00
toasterbabe
7af14c20ed Everywhere in the code that was doing things wrong has been changed.
Two interesting points of note:
* The touchspecial sector flag seems to actually do its job now.
* Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways).
* There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general.
2016-06-09 14:56:24 +01:00
toasterbabe
17e0adcbac Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00
toasterbabe
0b920ee249 You know that problem where you bumped on the edges of Mario blocks and Bustable blocks and Bouncy FOFs sometimes? Wham. Bam. In the van.
Issue was caused by attempting to traverse the sector's thing-touching-list across all the things in the sector (which would inevitably have the same sector as the first node in mobj->touching_sectorlist) instead of traversing the thing's sector-touching-list (which has the same thing but different sector references).

I wonder how many times AJ copypasted this code with absolutely no idea why it wasn't working properly. I'll figure that out tomorrow, maybe set up some compiler macros so this mistake is never made again. For now, I must sleeb.
2016-06-09 00:02:50 +01:00
toasterbabe
51c769247a Compiling fixes. 2016-06-07 19:44:43 +01:00
toasterbabe
aa113045d7 MI pointed out opportunity for more optimisation, and who could resist? 2016-06-07 18:18:47 +01:00
toasterbabe
9df72a966e Some simplifications after MI pointed out that the sector heights are the only thing accessed outside of the iteration. 2016-06-07 17:55:03 +01:00
toasterbabe
9d221f4f3f Teetering now supports slopes properly.
Behaves ALMOST as you'd expect. It gets the z position of the slope at the player coordinates when it comes to the sectorlist check (which is first), though, so there's a few oddities that are amplified with steep slopes:
* If the slope's sloping away from you at a steep angle, you might not be able to step down onto it, but you won't teeter (because it's at a step-down-able height if it extended to directly beneath you)
* If the slope's sloping towards you at a steep angle, you might end up in teetering frames when you're able to step down onto it (because it's NOT at a step-down-able height if it extended to directly beneath you)

HOWEVER, it would be pretty obnoxious to hold back code which is functionally superior in every way otherwise, and it doesn't really seem like there's a good way to get that checked tbph
2016-06-07 17:37:25 +01:00
toasterbabe
fa002e58ad Did a bunch of things to/for slopes.
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here?
*The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling.
*Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases.
*As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe?

Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
2016-05-31 15:01:19 +01:00
Alam Ed Arias
e5a14d859e Merge branch 'public_next' into private 2016-05-27 11:37:09 -04:00
Monster Iestyn
8ceba95bfa Fix slope collision detection for the camera
See http://mb.srb2.org/showthread.php?t=41494
2016-05-25 21:10:46 +01:00
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Inuyasha
ab7af594d9 Merge branch 'nights-hotfix' into 'next'
NiGHTS hotfix

Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them

These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.

See merge request !71
2016-05-18 07:09:05 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
e3dac00aa9 If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again.
This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
2016-05-16 19:00:34 +01:00
Monster Iestyn
89ce257248 Fix all the NiGHTS issues in one fell swoop (assuming they are fixed, that is, lol)
Basically I kind of worked around any potential trig inaccuracies by not using the player position directly for setting momx/momy. This way, if player->angle_pos == player->old_angle_pos, momx/momy are zero
2016-05-14 23:57:56 +01:00
Monster Iestyn
947e8c56ec Removed redundant momx/momy assignment from NiGHTS movement code.
Specifically, the being-hit code, where P_NightsTransferPoints is called afterwards anyway
2016-05-14 22:52:12 +01:00
Alam Ed Arias
398dbed4ed Merge branch 'public_next' into master 2016-05-07 11:35:05 -04:00
Inuyasha
987f65fde8 Merge branch 'demo-replay-fixes' into 'next'
Demo replay fixes

Changes made/bugs fixed in this branch:
* Replay camera is now controllable when climbing (https://mb.srb2.org/showthread.php?t=38668), and in waterslides
* localangle (read: the angle between you and the camera, I think) now doesn't change during demo replays in most situations, unless the player is in analog mode. Exceptions include zoomtubes and NiGHTS super
* Replay camera now doesn't act silly if the player is in analog mode (assuming you also recorded it in that mode to begin with, anyway)

See merge request !66
2016-05-07 06:17:39 -04:00
Nipples the Enchilada
fe20a35aee Disable camera rotate buttons if you aren't viewing yourself
They don't affect what you're viewing anyway and cause cam_rotate to get
messed up.
2016-05-07 04:51:54 -04:00
Monster Iestyn
01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Monster Iestyn
300275534f Merge branch 'next' into demo-replay-fixes 2016-05-03 15:10:30 +01:00
wolfy852
969a254cb6 Remove the super float from non-Sonic characters
Should fix conflicts with Lua-scripted jump spin abilities.
2016-04-30 14:59:51 -05:00
Alam Ed Arias
fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Monster Iestyn
ac3de70c93 Merge branch 'slope-fixes' into 'next'
Slope fixes

This branch fixes the following slope-related physics and rendering bugs:

* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes

Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)

Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.

See merge request !50
2016-04-26 17:21:27 -04:00
Inuyasha
b288d8a399 Merge branch 'bp_random2' into 'next'
xorshift* PRNG

This needs testing to ensure I didn't mess anything up switching function names around.

Our PRNG sucks. This is probably obvious. I wish I had known better at the time I implemented it, but oh well.

The replacement is an xorshift* PRNG variant with period 2^32 - 1 (meaning that the PRNG state will loop after four billion calls ... that's not likely to happen), versus the old PRNG's period of about 2^22 (?). The output is also much more random and less predictable; the old PRNG would fall into a predictable loop of output after about 4000 numbers were generated, which isn't much.

The PRNG here also outputs numbers as fixed point from [0,1) (that's 0 to FRACUNIT-1, in other words) instead of single bytes at a time. This makes it much easier to calculate things for, say, P_RandomRange and P_RandomKey. A new macro, P_RandomChance(p), is now in use that returns true _p_ percent of the time, where _p_ is a fixed_t probability from 0 (0%) to FRACUNIT (100%).

This doesn't affect netgames at all; the code for seed saving and restoring is identical (aside from a check to prevent seed being set to 0, which breaks xorshift PRNGs). Demos break, but A: _duh_ and B: they're already broken by all the changes to physics to accommodate slopes.

P_Random is deprecated in Lua, as the function was renamed to P_RandomByte. Aside from that, nothing special.

See merge request !64
2016-04-24 18:03:13 -04:00
Monster Iestyn
b8cc36dfd1 P_LookForEnemies should not change the player's angle until the target has been decided
This fixes a quirk with Shadow with chaos control sometimes throwing the player in the wrong direction
2016-04-22 22:28:00 +01:00
Monster Iestyn
c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Monster Iestyn
e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Monster Iestyn
60ec0ff294 Merge branch 'next' into demo-replay-fixes 2016-04-20 18:15:36 +01:00
Inuyasha
3b4b7a05fd Better CTF in splitscreen, no death message for spectators 2016-04-06 19:55:58 -07:00
Inuyasha
3117a6a16e Splitscreen fixes
initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Monster Iestyn
29f0301540 Whoops 2016-04-05 21:21:45 +01:00
Monster Iestyn
e8a4d7b7b8 Fix replay camera not being turnable when climbing, sliding ...and several other things.
If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
Inuyasha
50d3fe15b8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/d_main.c
#	src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Ed Arias
1c16943be8 Merge branch 'next' into bp_random2 2016-03-31 21:44:03 -04:00
Alam Ed Arias
b45b9801d6 Merge branch 'next' into slope-fixes 2016-03-31 21:43:51 -04:00
Inuyasha
816990a3ed Merge branch 'polyobj-teeter-fix' into 'next'
Fix for teetering on PolyObjects

So... somebody goofed and didn't realise PolyObject sectors could be added to the sector node list for each object (which is referenced by mobj->touching_sectorlist), via their linedefs if they are nearby the player (yes, PolyObject linedefs are special and get to move about the level). As it turns out, this allows even INTANGIBLE PolyObjects to make you teeter in a seemingly inexplicable way.

What is happening is that PolyObject sectors, when they are added to the mentioned lists, are then checked under normal sector teetering conditions - if the player is above the floorheight by 24 FUs, you're officially teetering unless stated otherwise. The actual PolyObject teetering code can't help you here if the conditions are right, especially if they're taller than 24 FU in height.

There are a number of things wrong with the teetering code in general that I'd like to sort eventually, but at least now teetering on PolyObjects is fixed at last ...right? Please check the branch out if you can to check this, obviously.

See merge request !54
2016-03-31 20:55:28 -04:00
Alam Ed Arias
6b9fd60f06 Merge branch 'next' into camera-fix 2016-03-31 12:28:31 -04:00
Alam Ed Arias
47bb95f5f5 Merge branch 'next' into polyobj-teeter-fix 2016-03-31 12:26:52 -04:00
Alam Ed Arias
32a950893e Merge branch 'next' into slope-fixes 2016-03-31 12:17:40 -04:00
Alam Ed Arias
d77e541f29 Merge branch 'next' into bp_random2 2016-03-31 12:15:09 -04:00
Inuyasha
3812b6bc20 the abs() is necessary; force unsigned shift and signed result 2016-03-31 06:48:08 -07:00
Alam Ed Arias
283c64ee20 Merge branch 'next' into camera-fix 2016-03-30 20:49:44 -04:00
Alam Ed Arias
d26c486c6d Merge branch 'next' into polyobj-teeter-fix 2016-03-30 20:42:33 -04:00
Alam Ed Arias
4370459166 Merge branch 'next' into slope-fixes 2016-03-30 20:41:33 -04:00
Alam Ed Arias
a935ac21e8 Merge branch 'next' into bp_random2 2016-03-30 20:40:48 -04:00
Alam Ed Arias
75f65c4d44 using abs() on unsigned have no effect 2016-03-30 20:17:09 -04:00
Alam Ed Arias
51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias
b169529dfd switich to do the angle math in signed, then run it thur abs() 2016-03-30 11:47:27 -04:00
Alam Ed Arias
0fe6ee5339 cleanup abs warnings 2016-03-30 00:22:12 -04:00
Inuyasha
ac03ce39c8 *_Random is now *_RandomByte.
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
2016-03-29 16:27:55 -07:00
Alam Ed Arias
42aa41c552 Merge branch 'next' into polyobj-teeter-fix 2016-03-25 18:44:30 -04:00
Monster Iestyn
13f4ef2f34 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slope-fixes 2016-03-12 23:06:37 +00:00
Monster Iestyn
5b89164cf7 Fix camera going nuts around intangible polyobjects 2016-03-10 20:50:54 +00:00
Inuyasha
317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
Inuyasha
6aa708b5af I don't think we need the BLUE_SPHERES define anymore... 2016-03-09 00:49:35 -08:00
Alam Ed Arias
407bf4f39d Merge branch 'next' into polyobj-teeter-fix 2016-03-07 16:46:32 -05:00
Alam Ed Arias
55a6355e15 Merge branch 'next' into slope-fixes 2016-03-07 16:45:51 -05:00
Inuyasha
e0f5312d13 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into unslot-music
# Conflicts:
#	src/dehacked.c
#	src/f_finale.c
#	src/lua_baselib.c
#	src/lua_maplib.c
#	src/m_menu.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_setup.c
#	src/p_user.c
#	src/s_sound.c
#	src/y_inter.c
2016-03-03 22:09:24 -08:00
Inuyasha
c956b498c8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha
a8bca89dbd Merge branch 'backport_unslot-music' into 'next'
BACKPORT: removal of music slots

Relevant commits cherry-picked. Basically everything except the internal music track name switches.

See merge request !43
2016-03-03 22:31:21 -05:00
Inuyasha
fc35c8557e Super color code cleaning, speed 50%, nothing special 2016-02-29 01:18:33 -08:00
Inuyasha
fdb4ac5c2e Super color code cleaning, speed 50%, nothing special 2016-02-28 18:19:46 -08:00
Monster Iestyn
4b447b3d0d Don't add polyobjects to a mobj's sector nodes list. This causes the player to teeter whenever they are above the polyobject's bottom, whether or not it is solid
Also, a minor tweak for the teetering code itself, though it looks a right mess and probably should be redone in the future
2016-02-28 18:30:29 +00:00
Alam Ed Arias
2b12e5ff20 Merge branch 'next' into backport_unslot-music 2016-02-26 02:11:29 -05:00
Alam Ed Arias
07d331676b Merge branch 'next' into slope-fixes 2016-02-26 02:09:03 -05:00
Inuyasha
83278c2893 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_map.c
2016-02-25 15:46:08 -08:00
Monster Iestyn
3058648fdc Fix elemental flame trails not spawning when going up slopes 2016-02-16 17:58:08 +00:00
Inuyasha
7c5adacc6f Fixed chain launching
In the process, the stasis flags work like you'd expect them to.
You can now set them in Lua or code and they'll actually do something.
2016-02-14 12:28:03 -08:00
Alam Ed Arias
d09016c808 Merge branch 'public_next' into master 2016-02-09 14:19:50 -05:00
Alam Ed Arias
6000b5c980 Merge branch 'master' into next 2016-02-09 14:13:50 -05:00
Inuyasha
8c17dac589 The concept of "music slots" doesn't exist anymore.
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
2016-02-09 02:48:33 -08:00
Alam Ed Arias
3ba827f33d Merge branch 'master' into travis-ci 2016-02-07 00:39:25 -05:00
Alam Ed Arias
07fc74eaf5 clang: fixup a few clang warnings 2016-02-05 22:38:40 -05:00
Inuyasha
42fb7ed5aa clearly I don't care about Super forms much :v 2016-02-04 02:37:40 -08:00
Inuyasha
577afbc693 All internal music changes use new lump names
... that all start with _ for reasons specified in the music topic
2016-02-04 01:17:27 -08:00
Inuyasha
2b482324b4 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-02-03 18:11:51 -08:00
Inuyasha
5320424269 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-03 18:09:08 -08:00
Monster Iestyn
deb958a796 Remove unused "INVERSECOLORMAP" macro 2016-01-31 17:06:03 +00:00
wolfy852
bd1231764e Merge remote-tracking branch 'remotes/origin/master' into dashmode 2016-01-25 21:41:41 -06:00
wolfy852
e314b442b2 Remove dashmode limit since tic_t is UINT32
This might be overpowered as hell. Needs testing for sure.
2016-01-25 20:26:31 -06:00
Monster Iestyn
67b92d7273 Went and fixed the dashmode variable hack nonsense once and for all myself
would have gone for "dashtime", but then I was reminded that was already a name for something to do with spindash. Oh well
2016-01-25 11:47:33 +00:00
wolfy852
95d6cba184 [HACK] Make dashmode work again
Fixed one of Red's mistakes, and used a different struct variable for dashmode. This needs to be changed though, because everything will break if someone loads a circuit map.
2016-01-25 01:49:37 -06:00
Inuyasha
9ba43e1d01 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors 2016-01-15 02:20:34 -08:00
Inuyasha
ed69520004 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into unslot-music 2016-01-15 02:01:32 -08:00
Inuyasha
a4badcfe54 Revert the revert because it turns out Rob is a doofus
player.dta was in a sort of mishmashed half designed for one SPR2 layout and half the other.

This reverts commit cc0fbf1c1b.
2016-01-14 06:35:10 -08:00
Inuyasha
cc0fbf1c1b Revert "Several changes to split jump anims from spin anims:"
This reverts commit 27b65e3569.
2016-01-14 04:57:17 -08:00
Monster Iestyn
529f5af614 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2016-01-13 22:50:16 -08:00
Inuyasha
24d1874fd6 Merge branch 'Rob-request-player-anims' into 'master'
Rob request player anims

[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point

See merge request !22
2016-01-14 00:52:26 -05:00
Inuyasha
025ca413a2 The concept of "music slots" doesn't exist anymore.
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.
2016-01-07 19:48:20 -08:00
Inuyasha
dcde68912a Merge remote-tracking branch 'remotes/origin/master' into repeat-monitors 2016-01-03 19:30:46 -08:00
Monster Iestyn
27b65e3569 Several changes to split jump anims from spin anims:
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
2016-01-03 18:19:11 +00:00
Monster Iestyn
8cad9a6dc8 We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
RedEnchilada
c38af2c6a2 Remove unused maxtop variable 2016-01-02 23:26:22 -06:00
RedEnchilada
ba8c0dfc6e Clean up dash mode and make multiplayer-compatible
Actionspd is now the running speed in dashmode.
2016-01-02 22:58:35 -06:00
RedEnchilada
a15a4ace7e Do dashmode thok speed adjustments at thok instead of modifying actionspd 2016-01-02 22:34:55 -06:00
wolfy852
ebd2bdd1c8 Add CA_DASHMODE to the game
This works fine in single player on vanilla builds, multiplayer is untested. This might not be the best way to handle the ability, so modifications for efficiency/sanity might be necessary.
2016-01-01 14:53:29 -06:00
Inuyasha
265a607b58 rewrite of monitors to accomodate repeat use monitors.
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
2015-12-31 08:38:23 -08:00
Monster Iestyn
bb9488f2a2 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2015-11-23 21:04:33 +00:00
Monster Iestyn
368b458eee We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2015-10-10 17:57:35 +01:00
Alam Ed Arias
6ad1086128 Merge branch 'public_next' into master 2015-09-03 15:58:16 -04:00
Yukita Mayako
2fb03a7cff Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
Conflicts:
	src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
RedEnchilada
6d3e318a0c Revert "Guess what major breaking-news bug I just fixed B)"
This reverts commit 9e306394dd.
Sorry MI, but this completely breaks large maps like AGZ.
2015-08-03 13:45:51 -05:00
Alam Ed Arias
22433bcb54 Merge branch 'new-animations' into 'master'
New player animations (Updated player.dta Sonic)

Adds support for several completely new player animations, mostly for Super Sonic.

See merge request !5
2015-06-22 09:59:39 -04:00
Yukita Mayako
496662bec5 Super float animation.
When Super Sonic is "walking in the air", he has a
unique animation for it now which is similar to how
it looked in previous SRB2 versions.
2015-06-19 01:30:06 -04:00
Yukita Mayako
ffec58c09c Add PA_EDGE to handle Super teeter animation bug.
States were being improperly checked where a panim
would be more appropriate.
2015-06-18 11:36:08 -04:00
Alam Ed Arias
fb5cba78d3 Merge branch 'public_next' into private
Conflicts:
	src/p_mobj.c
2015-06-18 10:54:53 -04:00
Yukita Mayako
fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako
9a9025b1ee Remove pmomz from players who are on ground.
Assume that every frame the player is on the ground, their pmomz will
be re-set properly if the floor is moving, therefore if the platform
STOPS, we need this to set it to 0.
2015-06-09 06:59:34 -04:00
Yukita Mayako
8a261ea467 Fix sprite2 fallbacks.
It didn't work at all before, oops. :/
2015-05-29 15:40:49 -04:00
Yukita Mayako
a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Yukita Mayako
3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
Yukita Mayako
2d14173968 Allow spin button Jump Shield normally.
If you walk off a cliff with a jump shield, you
can now press EITHER the jump or spin buttons to
activate it and double jump.
2015-05-29 02:35:24 -04:00
Yukita Mayako
e9c1771017 Add new spindash animation.
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -04:00
Yukita Mayako
98ba9ca140 Updated player->panims.
Added PA_JUMP and PA_RIDE to handle new Super jump
and ride, and added new animations to panim finder.
2015-05-29 01:48:56 -04:00
Yukita Mayako
406d809bc2 Change attract homing thok to negate Z.
Do not keep Z momentum from homing. It is a bad idea.
2015-05-27 22:57:42 -04:00
Yukita Mayako
8a1411b122 Attraction homing tweaks.
Lower homing speed.
Retain velocity after hitting your target.
2015-05-27 22:06:27 -04:00
Yukita Mayako
18920e486d Add sfx to Attract shield dash.
Because it seemed really weird for a
sudden shift of momentum to be unaccompanied.
2015-05-27 06:07:38 -04:00
Yukita Mayako
65f2d4b80f Add PF_SHIELDABILITY
This flag is used as a distinction between the
character ability CA_HOMINGTHOK and the attract
shield's active ability.
2015-05-27 05:59:42 -04:00
Yukita Mayako
4a1f0ce91c New attract shield active
Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
RedEnchilada
a9d49cd9fa Make all specials reliant on floor touch work right with sloeps
(I might've missed some, though)
2015-05-24 12:53:30 -05:00
RedEnchilada
89319b1c2a Dummy out m_vector and use m_fixed's functions instead
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -05:00
RedEnchilada
3f8e7b1739 Revert/remove unused/broken junk from original slopes port
m_vector removal to come later. The little thing commented out in it
is so I could revert the weird tables.c change.
2015-05-22 20:57:58 -05:00
RedEnchilada
0d9f8028b7 Players now bounce off of slopes on bouncy FOFs 2015-05-21 15:49:49 -05:00
RedEnchilada
0e94cc66ff 2-in-1! Fixed slide movement AND climbing when around slopes 2015-05-20 19:08:49 -05:00