toasterbabe
f1fb276e5a
Fixed a bug where using your shield ability just before your shield changed got you stuck in whatever state it left you.
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To do that, P_SwitchShield was born! Don't use with Force.
2016-09-30 13:48:33 +01:00
toasterbabe
e05528e4a3
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-09-30 12:44:08 +01:00
Inuyasha
f1b8bfcfe7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
# src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe
a8be1e6b7d
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
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# Conflicts:
# src/d_player.h
# src/p_inter.c
# src/p_mobj.c
# src/p_user.c
2016-09-27 18:24:53 +01:00
toasterbabe
be0e898bae
* Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
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* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
Inuyasha
1a4b894589
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe
d8065fa525
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
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# Conflicts:
# src/d_player.h
# src/dehacked.c
# src/info.c
# src/p_user.c
2016-07-16 17:23:25 +01:00
toasterbabe
c2aba46298
New S_SKIN attributes.
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* 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
8f0994b38b
Merge branch 'public_next' into master
2016-07-11 16:22:05 -04:00
Alam Ed Arias
765d68899f
Merge branch 'master' into next
2016-07-11 16:10:40 -04:00
Alam Ed Arias
b347ed2ca6
Merge branch 'public_next' into master
2016-07-11 15:52:27 -04:00
Alam Ed Arias
0c8fcb5e4d
Merge branch 'master' into repeat-monitors
2016-07-11 15:29:06 -04:00
toasterbabe
0fefd86d1e
More generic name for P_ElementalFireTrail upon MI's request
2016-07-08 22:56:17 +01:00
toasterbabe
f8dd9b64ab
Elemental shield ability now coded. REQUIRES NEW PATCH.DTA FROM THE FTP.
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- 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
Alam Ed Arias
4d6a3e3398
FUNCMATH fun
2016-06-12 16:08:48 -04:00
toasterbabe
661da15146
Reinforcing encapsulation I originally broke down to allow for P_GetMobjGravity.
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When I first wrote this, I thought the .h file that contained a function declaration needed to have the same name as the .c file the function was in. Now I know that's not the case, off to p_local.h with you.
2016-06-09 18:16:13 +01:00
Alam Ed Arias
032313260a
Merge branch 'public_next' into master
2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
398dbed4ed
Merge branch 'public_next' into master
2016-05-07 11:35:05 -04:00
Monster Iestyn
e8a4d7b7b8
Fix replay camera not being turnable when climbing, sliding ...and several other things.
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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
e7ff405c52
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/hardware/hw_md2.c
# src/p_mobj.c
# src/p_mobj.h
2016-02-29 00:14:16 -08:00
Inuyasha
1bdd4cf641
backport state-animations from internal master to public next
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most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Monster Iestyn
69550e98fe
Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
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It helps make P_UpdateSpecials less messy-looking anyway.
2016-01-14 16:32:30 +00:00
Inuyasha
c81571f0af
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
2016-01-13 19:27:59 -08:00
Inuyasha
265a607b58
rewrite of monitors to accomodate repeat use monitors.
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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
08c0c7676c
Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
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It helps make P_UpdateSpecials less messy-looking anyway.
2015-10-11 21:01:04 +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
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Conflicts:
src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
Alam Ed Arias
c0ae3fa895
Merge remote-tracking branch 'private/public_next' into private_master
2015-08-14 18:26:33 -04:00
Monster Iestyn
fa935be129
Fixed the issue where diagonal springs couldn't teleport you to their centers anymore (guess whose fault that was! =D ). Basically I just made P_DoSpring boolean, which probably could be useful to Lua peeps as well. (it returns true if you were sprung, false if not)
2015-07-28 19:28:51 +01:00
Alam Ed Arias
fb5cba78d3
Merge branch 'public_next' into private
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Conflicts:
src/p_mobj.c
2015-06-18 10:54:53 -04:00
Monster Iestyn
b88600dac6
tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
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This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako
4a1f0ce91c
New attract shield active
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Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
RedEnchilada
a9dba0ffd1
Condense GetFloor/CeilingZ into fewer functions, and use macros for the rest
2015-05-24 11:27:52 -05:00
RedEnchilada
3f8e7b1739
Revert/remove unused/broken junk from original slopes port
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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
3d2b71b24c
Make cameras properly collide with slopes
2015-05-21 09:36:20 -05:00
RedEnchilada
d138f7e14f
Collision with FOF slopes (might be unfinished, idk)
2015-05-17 11:53:28 -05:00
RedEnchilada
1f0f6b64c1
Store the slope an object is resting on (if applicable)
2015-04-29 00:33:04 -05:00
RedEnchilada
776b5254e6
Slope collision fixes
2015-04-29 00:29:51 -05:00
RedEnchilada
58dd6d42af
Add P_GetFloorZ and P_GetCeilingZ as boilerplate to facilitate better slope collision
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I have not used this anywhere in the code yet.
2015-04-27 13:18:12 -05:00
RedEnchilada
923fae476e
Merge branch 'fury-gh/slopes' into angles
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Conflicts:
src/p_maputl.c
2015-04-19 15:56:55 -05:00
Ronald Kinard
91934d5aec
Merge branch 'next' into internal-master
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Synchronize the following MRs to internal:
* STJr/SRB2!6
* STJr/SRB2!8
* STJr/SRB2!9
* STJr/SRB2!10
Conflicts:
src/doomdef.h
src/p_map.c
2015-04-14 19:33:38 -05:00
RedEnchilada
d2c74e1b13
Fix the west/south blockmap issue without fucking up huge maps
2015-04-08 21:32:07 -05:00
MonsterIestyn
34c396825f
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
e83fa3dc43
Partial damage system overhaul: P_DamageMobj, P_KillMobj, P_HitDeathMessages and P_RingDamage now all take a "damagetype" variable that determines what type of damage was dealt. Does not replace the "damage" variable, we'll have to see if that is worth keeping another time?
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Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:18 -06:00
MonsterIestyn
55c1ad4368
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:17 -06:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Ronald Kinard
54f0d0c110
IN PROGRESS: porting eternity slopes from srb2cb
2014-11-18 18:45:57 -06:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00