Commit graph

2251 commits

Author SHA1 Message Date
toasterbabe
528132ad6d Sound always happens on SoundOptions menu now. It was weird not having those. 2017-04-18 12:32:06 +01:00
toasterbabe
fbdc8d3d9e MP pause menu text for Player setup loses the 1 if you're not in splitscreen 2017-04-17 22:41:23 +01:00
toasterbabe
c8186644e7 Improved splitscreen offsets. 2017-04-17 22:34:38 +01:00
toasterbabe
314870bdc2 Support captions for player 2 in 2-player. (You can't tell which screen the sounds are coming from without visual cues normally, so there isn't two seperate caption lists.) 2017-04-17 22:21:16 +01:00
toasterbabe
dd566b77b9 More improved sound names. 2017-04-17 19:52:44 +01:00
Monster Iestyn
93efb3084e Merge branch 'mi-a-bit-of-cleanup' into 'master'
MI's unimportant code cleanup

Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).

See merge request !71
2017-04-17 14:43:50 -04:00
Monster Iestyn
798628eef1 Merge branch 'mi-minor-refactoring' into 'master'
MI minor refactoring

Just moving the locations of some consvar externs from d_netcmd.h to other header files in which I think they should REALLY belong. Ultimately this should not affect gameplay whatsoever, it's just code cleanup.

See merge request !81
2017-04-17 13:40:51 -04:00
toasterbabe
08e7a7cb4d Clean up captions code to allow for different numbers defined at compile time. 2017-04-17 18:15:42 +01:00
toasterbabe
bec7a184f1 Bweh heh heh. 2017-04-17 17:16:21 +01:00
toasterbabe
c95fcab831 Slight table update. 2017-04-17 15:55:07 +01:00
toasterbabe
74169529fb Correcting a ridiculous crash-causing oversight. 2017-04-17 15:53:54 +01:00
toasterbabe
ff97b3aed4 Alter offsets of HUD numbers a little bit to satisfy OCD (have discussed with Mystic, he offered a solution similar but not identical to what I am committing) 2017-04-17 15:42:01 +01:00
toasterbabe
3551509ed8 * Remaster the sound stacking methodology such that the same sound effect updates its previous position rather than heading to the bottom.
* Put brackets around the sound names on the reccomendation of a friend who works with disability in gaming.
* Update a bunch of sound names to better match what they actually do in SRB2.
2017-04-17 14:38:56 +01:00
toasterbabe
db282caefe * Fix a bug with sounds overlapping.
* Make sounds with identical names (as opposed to just identical sfx's) stack together.
* Corrected a few names.
2017-04-17 02:03:44 +01:00
toasterbabe
3e29ee3f01 Closed captioning!
* Provides a helpful description for the hearing impaired, whether permanent, temporary or situational.
* Consvar "closedcaptioning", with on/off values available.
* Only works if sounds are on. This is frustrating. I will see what I can do to allow it to work with sounds off in future, but for now it's dependent in order to properly accept or decline sounds.
* Thanks to MI for making that wiki page a lot more comprehensive a few days ago.

* Weapon ring is now a seperate sfx_wepfir instead of doubling up on sfx_thok.

* Also, made V_StringWidth work with V_NOSCALESTART.
2017-04-17 01:09:47 +01:00
toasterbabe
7c07978277 Disable irrelevant/dangerous-to-tweak options on the server menu under cetain conditions. 2017-04-16 15:00:58 +01:00
toasterbabe
dff95bc30a Further tweak to server options menu, returning resynchattempts to the menu alongside taking Master Server out of data options because that doesn't make sense at all 2017-04-16 14:20:38 +01:00
toasterbabe
24192f54d1 Revamp statistics screen to put everything on the same page. http://imgur.com/a/kZrfm
* Also, inverted the direction of PGUP and PGDN.
2017-04-16 00:12:37 +01:00
toasterbabe
b0ebb40913 Headers for the controls menu. 2017-04-15 21:40:30 +01:00
toasterbabe
f35cac3b55 Rejigger Server menu a smidgen to encourage scrolling down, clean up, and reinstitute hidetime. 2017-04-15 20:25:53 +01:00
Monster Iestyn
7629a0710e Make sure quakes are scaled for skyboxes
While I was at it I also refactored most of the skybox view scaling code so it isn't needlessly duplicated
2017-04-15 20:21:54 +01:00
toasterbabe
68f5460387 * Added little arrows to the statistics pages.
* Made it possible to switch statistics pages using left and right arrows. Their previous functionality has been given to Page Up and Page Down.
* Swap over header style to the new version for everything.
* Move Master Server into Data Options, since it needs to be exposed somewhere.
2017-04-15 16:41:27 +01:00
toasterbabe
2a40804ea2 Offset tweak so "General" on the netgame settings menu doesn't go only SLIGHTLY off the screen and stop appearing when you scroll down. 2017-04-15 15:42:25 +01:00
toasterbabe
fd5c72d4c0 * Revamp sounds menu to show you the current status of the different kinds of sounds and musics, and basically behave like a cvar without being a cvar.
* Show resolution on main Video page.
* Optimise by using V_RightAlignedString instead of V_DrawString with V_StringWidth.
* Revamp sliders. (Requires a new patch.dta I'll upload in a little bit in order to be perfect, but does pretty well w/o replacement graphics too.)
2017-04-15 15:36:19 +01:00
toasterbabe
47bcc2747c * Fixed highlighting text on scrollable menus.
* Revamped base video menu and moved all the relevant stuff from the Game Options Menu onto it. Still mulling on where to put the Master Server reference.
2017-04-15 14:05:51 +01:00
toasterbabe
e2b063b2a8 Scrolling menu option now available!
* Revamped Netgame Options Menu to scroll and also be less suck.
* Renamed a few other options here and there.
2017-04-15 13:36:40 +01:00
toasterbabe
cafb54cc37 * Tweak pre-key control menu. Not exactly as desired, but exposes flipcam and is functional enough for now.
* Change names of axes.
* Seriously defuck joystick selection for the default number of joysticks available.
* Renames a few other options.
2017-04-15 01:08:26 +01:00
toasterbabe
df8078d9a5 Move Game Status up so it shows up on first opening the menu, considering it has an effect in singleplayer but talk doesn't. 2017-04-15 00:18:56 +01:00
toasterbabe
37bd729fe8 Scrolling, monolithic control configuration page. Relies on sphere's patch.dta update for arrow symbols. 2017-04-15 00:15:09 +01:00
toasterbabe
30b10b05d3 Change analog mouse to apply turning buttons, because aa. 2017-04-14 21:01:45 +01:00
toasterbabe
85b71aa685 End to old match scoring toggle. 2017-04-14 20:51:25 +01:00
toasterbabe
174921c1e1 End to sudden death. 2017-04-14 20:46:48 +01:00
toasterbabe
95d89078f5 Removal of cv_allcaps for console stuff. 2017-04-14 20:43:30 +01:00
toasterbabe
99a04cca9c First part of revamp: Removing Camera Rotate L/R keys, and giving the two situations where they had any unique functionality (Analog mode and NiGHTS objectplace) suitable replacements. 2017-04-14 20:29:08 +01:00
Monster Iestyn
181c8bd742 These convar externs aren't moving files, I'm just shifting them up to live with their relatives 2017-04-14 19:56:51 +01:00
Monster Iestyn
0921244ba4 Move analog consvars to g_game.h 2017-04-14 19:00:46 +01:00
Monster Iestyn
488c4071ba Moved screenshot/movie consvar externs to m_misc.h 2017-04-14 18:14:15 +01:00
Monster Iestyn
46c3c42eba cv_controlperkey probably belongs in g_input.h too 2017-04-14 18:02:35 +01:00
Monster Iestyn
887e7e0b7d Moved most of d_netcmd.h's 2P mouse consvar externs to the files with their 1P counterparts 2017-04-14 17:45:27 +01:00
Monster Iestyn
3696463aa8 Just to make toaster happy I'll do this :V 2017-04-14 17:16:09 +01:00
Monster Iestyn
180829e95c Rewrote first person HUD's drown numbers drawing 2017-04-13 22:09:03 +01:00
Inuyasha
5e4f960f3a fixed drawfill to be more consistent w/ other functions
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
2017-04-12 15:34:13 -07:00
Monster Iestyn
80637b336b Starting work, noclimb inverts direction (haven't tested if it actually works or not yet) 2017-04-11 22:33:04 +01:00
toasterbabe
73ea33d3a1 Fixing the fuckup I made when creating the new palette. 2017-04-06 16:42:52 +01:00
Monster Iestyn
bfaf60ceef Merge branch 'public_next' 2017-04-05 21:05:57 +01:00
toasterbabe
89f518a8a3 FuriousFox discovered a crash, realised I wasn't careful here. 2017-04-04 23:12:43 +01:00
Monster Iestyn
81c3d6820e Merge branch 'commandline_skinselect' into 'next'
Command-line skin selecting fix

Fixed http://mb.srb2.org/showthread.php?t=42312.

Also, fixed being able to change your skin colour during credits/cutscenes in singleplayer.

See merge request !158
2017-04-04 16:49:55 -04:00
toasterbabe
6c923b26e7 woops forgot to push this 2017-04-04 21:29:44 +01:00
toasterbabe
3efa66d537 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/m_menu.c
2017-04-04 21:03:35 +01:00
Rob
8fdbc5669c Merge branch 'level_select' into 'master'
Revamped Level Select (platter view)

Seriously revamped every level select instance in the game to use a more attractive and easier to navigate platter view, including:

* Game CLEAR! save (Title/Pause menus)
* Secrets Menu (including custom ones)
* Record Attack/NiGHTS Mode
* Server creation (Online/2P)
* MP Pause level select (Online/2P)

As a result, the layout of the last three above menus has been changed to varying degrees of difference.

Also, bonus feature: using level select (or MAP MAPxx without -force) in Co-op multiplayer won't reset your score, will keep any lives you have above the startinglives variable, and will not take away all your emeralds. The -force thing prevents both warping directly to special stages to rack up the emeralds AND ensures there IS a way to start a new game.

Check out <root>/!LatestSRB2Files/srb2win_branch_levelselect.exe with the latest patch.dta to see more.

Also, LF2_WIDEICON lets you do this. https://gfycat.com/MenacingClearAngora

See merge request !68
2017-04-04 12:23:18 -04:00
toasterbabe
76b56a0285 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/p_user.c
2017-04-04 16:55:20 +01:00
toasterbabe
d5575669fa Handled some of MI's concerns. 2017-04-04 16:50:33 +01:00
Rob
c4984bec46 Merge branch 'changed-defaults' into 'master'
Suggested default settings

Making a merge request for suggested new default settings, because saying "hey, I think this would be a better default, you guys should try it" in IRC won't actually get people to give you opinions on them ;p

Camera distance is 160 now, height is 25, and speed is 0.3 (previously 128, 20, 0.25, respectively). Mouse sensitivity on both axes is now 12, previously 35. The default move/look/jump/spin keys is Mystic's proposed scheme from the New Player Experiences topic (https://mb.srb2.org/showthread.php?t=42095).

Camera settings also now can save to your config.cfg, and they won't try resetting back to the default at every chance it gets. (~~As a side effect, analog mode won't have higher cam_dist anymore. Poor analog mode, no one cries for you.~~ Now increases cam_dist in analog mode by x1.2!) This makes it so everything that's different can be easily reverted back to the older setting.

Test exe in my folder, <root>/TehRealSalt/srb2win_changed-defaults.exe

See merge request !75
2017-04-03 23:45:33 -04:00
toasterbabe
caeb515783 On request, swapped out MT_PARTICLE dust for MT_SPINDUST dust. 2017-04-03 19:01:30 +01:00
toasterbabe
1e64b096fd Bugfixes and code cleanup.
* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
2017-04-03 18:28:02 +01:00
toasterbabe
0c792ff67a Add missing flag reads. 2017-04-03 16:05:13 +01:00
toasterbabe
1c737f33c5 Camerascale fix to apply to more stuff. 2017-04-03 13:33:05 +01:00
toasterbabe
643daa3394 Updated coloropposite table for the purpose of the .wads under development. 2017-04-03 13:23:05 +01:00
Alam Ed Arias
4fa188cf01 build: fix 64-bit builds 2017-04-01 17:22:24 -04:00
Monster Iestyn
bf29b5c6d1 Print warning message in console if line->next is NULL 2017-04-01 20:16:48 +01:00
Monster Iestyn
1c331219f2 Merge branch 'public_next' 2017-03-30 21:50:13 +01:00
Alam Ed Arias
8f25dc62cc Merge branch 'master' into next 2017-03-30 08:11:26 -04:00
TehRealSalt
b5d1bff18a Scaled down cam_height default
25 was picked over 24 due to 160/25 being exactly proportional to
128/20.
2017-03-29 18:30:45 -04:00
TehRealSalt
9c9bc7b3e3 Merge remote-tracking branch 'refs/remotes/origin/master' into changed-defaults 2017-03-29 18:28:34 -04:00
Alam Ed Arias
4c992845e7 Merge branch 'next' into allowteamchange-fix 2017-03-29 17:03:03 -04:00
Alam Ed Arias
70677817bb Merge branch 'next' into admin-ban-fix 2017-03-29 17:01:47 -04:00
Alam Ed Arias
114d295f89 Merge branch 'next' into addfile-directories-fix 2017-03-29 17:00:42 -04:00
Alam Ed Arias
0ffc0f1974 Merge branch 'next' into falling-rocks-fix 2017-03-29 16:59:30 -04:00
Alam Ed Arias
74db3b51ac Merge branch 'next' into commandline_skinselect 2017-03-29 16:58:19 -04:00
Monster Iestyn
48777e60ed check i not add, silly 2017-03-29 21:27:44 +01:00
Monster Iestyn
d7b4b05d9a Fix remaining mixed-declaration-and-code issue detected when compiling 2017-03-28 21:30:31 +01:00
toasterbabe
734d215b35 Corrected oversight. 2017-03-27 15:29:19 +01:00
toasterbabe
5065fa302a Mutiability flag-ised as requested by Rob. 2017-03-27 15:03:21 +01:00
toasterbabe
79f2d616fc Modified melee/twinspin springboost. 2017-03-27 14:37:40 +01:00
toasterbabe
302305ccf5 Fixing SF_NOSUPERSPIN, which has been broken ever since the super walk animation was added. 2017-03-27 14:22:03 +01:00
TehRealSalt
e5245c508d Reimplemented analog mode cam_dist increase, slight comment updates
Analog mode's camera is now x1.2 of your actual cam_dist setting,
instead of being strictly 192. "analog on" seems to reset this modifier
every once in a while, but "useranalog on" prevents this. The wiki
itself says that you should only change useranalog though, so it
shouldn't be too big of a deal.
2017-03-26 17:11:04 -04:00
toasterbabe
698e53a518 Per Mystic's request, sped up hammer animation. 2017-03-25 14:06:27 +00:00
toasterbabe
805784a175 Made it possible for nojumpspin characters to juke the Minus into exposing itself by jumping over it slowly, allowing its vulnerability to be exploited. 2017-03-25 12:51:38 +00:00
toasterbabe
8d9b616f00 Fixed repeatable bounces sending you hog-wild if you went into water shallow enough to only spend a single frame in before hitting the ground. 2017-03-25 12:42:39 +00:00
TehRealSalt
dbcbcf5da3 Changed defaults, camera settings save
Camera settings: distance from 128 to 160, height from 20 to 32, speed
from 0.25 to 0.3
Mouse sensitivity from 35 to 12
Default control setup is Mystic's proposed scheme from the New Player
Experiences topic (https://mb.srb2.org/showthread.php?t=42095)

Also, camera settings now save to config, and they no longer try to
reset back to the default at every chance it gets (you can die, start a
new game, or exit, all while still keeping your preferred setting)
2017-03-25 03:13:02 -04:00
toasterbabe
0bd093faf7 * Fixed weird hitbox thing when using a shield ability that puts you into a spin (when CA2_NOJUMPSPIN).
* Fixed bug with the magnet shield homing attack and charability homing attack not properly updating the player's target/tracer.
* Made flashing of lockon/got flag icons slower.
2017-03-24 13:51:23 +00:00
Alam Ed Arias
8f4f8c6e77 Merge branch 'master' into next 2017-03-24 00:14:14 -04:00
Alam Ed Arias
59d91e0793 build: r_bsp.c:213:23: warning: inlining failed in call to 'R_DoorClosed': call is unlikely and code size would grow [-Winline] 2017-03-23 23:13:31 -04:00
toasterbabe
fa29f7deca A bunch of stuff again.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
2017-03-23 19:11:22 +00:00
TehRealSalt
965846b0da More consistency
As per MI's request
2017-03-23 01:17:31 -04:00
toasterbabe
ddf8db12af Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
2017-03-22 18:51:30 +00:00
TehRealSalt
92e785a9f2 Map emblem type flags
As per toaster's request
2017-03-22 14:45:26 -04:00
TehRealSalt
b418ac0acb Level completion emblems
Simple port of something I made for a 2.1 exe mod that Mystic mentioned
needed doing on the 2.2 Priorities topic
(http://mb.srb2.org/showpost.php?p=790613&postcount=4). Adds emblem type
"map", which gives you an emblem upon beating the map it's for. Var sets
more specific conditions; 1 for all emeralds completion, 2 for Ultimate
mode completion, 3 for Perfect Bonus completion. (These can be easily
removed if requested; these were added simply because it was easy to
implement for modders.)

Criticism on the way it's coded and/or how it is implemented is highly
encouraged. Test wad is <root>/TehRealSalt/levelemblems.wad,
pre-compiled exe is <root>/TehRealSalt/levelemblems.exe.
2017-03-22 12:59:16 -04:00
toasterbabe
90893c02a3 * Added restriction to prevent combination of CA2_GUNSLINGER and ringslinger on.
* Swapped usage of player->spinitem to player->revitem for bullet type selection, since spinitem is used coming out of zoom tubes (which are universal).
* Switched the optional boolean for "bullet" in the Lua wrapper for P_LookForEnemies to be false by default.
* Allowed CA2_GUNSLINGER users to target Detons.
* Cleaned up some code here and there.
2017-03-21 23:24:57 +00:00
toasterbabe
7ac0373dbf After usability complaints:
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.

* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.
2017-03-21 16:04:49 +00:00
toasterbabe
9d9f3e5e1a Changed the race HUD to bounce a bit because I'm having fun. 2017-03-21 15:59:13 +00:00
toasterbabe
a6f5357cbd * fixed spindash
* fixed whitespace
2017-03-21 02:06:24 +00:00
toasterbabe
f24302adfb Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-21 00:56:03 +00:00
toasterbabe
59bc0da022 Introducing CA2_GUNSLINGER.
* Mildly hacky proof of concept! Will de-hack later.
* Charge up your ability!
* You can only damage others if it's at full power.
* Fires directly at enemies/bosses when at full power. Does NOT aim at players.
2017-03-21 00:54:47 +00:00
toasterbabe
ee74fa4042 * Changed how CA2_MELEE handles nocontrol to not tweak pw_nocontrol.
* Added CA_TWINSPIN/CA2_MELEE spring boosts.
* Made it so you can't land with CA2_MELEE twice.
* Fixed stray #endif from NiGHTS fixes.
2017-03-20 19:04:33 +00:00
toasterbabe
a4c1c3195f Cleanup.
* Fixed a major hack from when I SPR2ised NiGHTS by spawning in a null object.
* Made P_LookForEnemies better in preperation for the future.
* Changed some defaulting characteristics of P_GetMobjSprite2.
* Fixed CA_DOUBLEJUMP potentially counting as a float.
* Killed some extremely small boolean functions and replaced them with #defines.
2017-03-20 16:57:24 +00:00
toasterbabe
f0c364c71c For melee:
* Fixed underwater hop going too high.
* Added helpful comment.
* Changed animation speed.
2017-03-19 22:22:39 +00:00
Monster Iestyn
a979b425e0 Merge branch 'TEXTURES_More' into 'master'
Transparent patch support in TEXTURES

Adds transparent patch functionality for the TEXTURES format.
Duplicates source-to-cache column drawer functions and adds extra functionality which uses trans tables.
Changes how the column drawer is picked so it's done once per patch instead of per column.

See merge request !72
2017-03-19 16:17:31 -04:00
Monster Iestyn
5877cc40d9 You actually don't need to set ColumnDrawerPointer to &R_DrawColumnInCache etc, C allows you to set it directly to R_DrawColumnInCache etc. ColumnDrawerPointer can then be called without the (* ) stuff 2017-03-19 20:08:33 +00:00
Monster Iestyn
351a391e43 Fixed errors reported while compiling 2017-03-19 19:43:02 +00:00
toasterbabe
9fd09c07f3 <Rob> The host should not be able to switch their skin if skin switching is locked
<Rob> That is completely unfair
2017-03-19 17:18:41 +00:00
toasterbabe
3a6f659b93 She's a lot more complete.
* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
2017-03-19 16:48:35 +00:00
toasterbabe
1582aee909 No more switching characters in forcecharacter maps! 2017-03-19 13:48:54 +00:00
toasterbabe
8aaf3ac851 ...copypaste failure 2017-03-19 12:49:29 +00:00
toasterbabe
7c852b575a Inu made some suggestions about the skinnamepadding stuff, so here's the fix. 2017-03-19 12:45:01 +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
99f13c88ae Made jump damage flag application less hacky. 2017-03-18 21:06:06 +00:00
toasterbabe
98095292d6 Rob wanted hudnames that were less than 5 padded at the front. Whilst I tested it and didn't think it was a good idea, I'm committing the code anyways lest some fool wish to try it in future. 2017-03-18 17:02:34 +00:00
toasterbabe
842c27e78b Let's not use terms like this so plainly, right? 2017-03-18 14:20:42 +00:00
toasterbabe
096921cbbf Added a bit of a fun limitation.
* Made it so (player->availabilities & 1 << skinnum) is only true if skins[skinnum] DOES have an availability method, and always false otherwise.
* This means that setting your availabilities to INT32_MAX is no longer the equivalent of having gotten all skins.
* This means we can detect and kick cheat engine script kiddies who try to fool the server that they can use everything.
* This means availabilities of 0x00 is now valid, so make it all F's for an invalid not-in-game.
2017-03-18 13:03:29 +00:00
toasterbabe
ced6cd4349 Why do we want to end Ian, anyways? Action Man is a good boy. #deepcut 2017-03-18 10:12:14 +00:00
toasterbabe
87ba3411a4 * Fixes forceskin causing desynchronisations, baby! Checks only when attempting to send.
* Makes the forceskin print more consistent with the skin print.

* Disabled the printing of availabilities.
2017-03-18 00:41:40 +00:00
toasterbabe
0060caaf1a Fixed synchronisation of skin changes and forceskin.
There's an outstanding issue - you can set forceskin to whatever you want to as the host. This needs to be fixed, but I'm commiting my successes first.
2017-03-17 23:11:32 +00:00
toasterbabe
b66ded844e compile fix 2017-03-17 23:09:15 +00:00
toasterbabe
8903a0e185 Yeah, this wasn't network safe. 2017-03-17 17:18:14 +00:00
toasterbabe
ed3569feae Woops. 2017-03-17 16:47:37 +00:00
toasterbabe
6fa319041a A serious defuckening of my fancy character select code. 2017-03-17 14:27:17 +00:00
toasterbabe
3fdb8a3181 this video game is haunted because it was built on an abandoned endian preservation 2017-03-16 20:55:41 +00:00
toasterbabe
60a2e26569 First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary. 2017-03-16 18:57:42 +00:00
toasterbabe
a65ffc6b24 * Cleaned up a bit of irrelevant oldbrak goop.
* Made it so the goop always appears on-top of the player.
2017-03-16 11:23:23 +00:00
toasterbabe
95e4a23a69 pw_ingoop is now CR_BRAKGOOP because i can't stop refactoring CAN'T STOP WON'T STOP 2017-03-15 21:51:35 +00:00
toasterbabe
b53e69b949 Corrected a silly oversight. No, you can't swap your carry stuff when recycling! 2017-03-15 20:42:01 +00:00
Nevur
191623e246 Made tweaks suggested by toaster to make the code a bit less dumb. 2017-03-15 15:46:04 +01:00
toasterbabe
b2c0930807 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-14 18:12:47 +00:00
toasterbabe
7aeeb278fe Increased space in pflags (because we were getting VERY close to full capacity), which I will re-organise when this branch is closer to completion.
* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
2017-03-14 18:11:17 +00:00
Monster Iestyn
7a37794316 Merge branch 'crumble-FOF' into 'master'
Crumble fof

Basic (but kind of WIPish still) support for remote falling of FOFs by linedef execs or Lua. Originally started for Nev3r to use his dark magic on.

Making this MR so people actually remember I was doing something regarding crumbling FOFs, it's been months since I did stuff for this now mind...

* linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns
 * *No Climb*: the FOF *doesn't* respawn
 * *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return)
 * *Block Enemies + No Climb*: inverted version of above
* EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])`
 * *controlsec* is the FOF's control sector
 * *rover* is the FOF itself
 * (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise)
 * (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil
 * (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha
 * (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise)
 * the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind

See MonsterIestyn/crumble-fof on the FTP for a test exe (srb2win-crumblefof.exe), a test map for the linedef, and a test lua script for EV_StartCrumble (which can also be tested in the map).

See merge request !55
2017-03-13 14:30:44 -04:00
Monster Iestyn
386fec037f Merge branch 'lua-more-stuff' into 'master'
Lua more stuff

More new Lua features and fixes:
* Most Lua functions that deal with stuff that exists only in levels now should spout Lua errors instead of crashing the game if you try to use them outside of levels. Likewise, accessing any of the tables that contain level-only stuff (players, sectors, lines, etc etc) spouts Lua errors too outside of levels.
* `userdataType(variable)` now exists: this function simply returns the type of the userdata variable given as a string (e.g. `userdataType(players[0])` returns "player_t", `userdataType(sectors[0])` returns "sector_t"). This also includes "minor" userdata types for array members of other userdata types, such as .powers of player_t variables or .lines of sector_t variables (which would give the strings "player_t.powers" and "sector_t.lines" respectively).
* The Lua hook "MobjMoveBlocked" now exists: functions for this hook are called whenever a mobj attempts to move horizontally but is blocked by a wall or solid mobj (or whatever else can cause P_TryMove to return false, assuming it doesn't remove the mobj). In theory this hook could be very useful for behaviour such as sliding or bouncing off walls without the need of flags like MF_SLIDEME or MF_BOUNCE etc. Format for use is just like most generic mobj hooks: `addHook("MobjMoveBlocked", functionname, MT_OBJECTTYPE)`, where `functionname` is a function that takes a single mobj_t argument.

See MonsterIestyn/lua-more-stuff on the FTP for a test exe (srb2win-lua-more-stuff.exe) and some test scripts for the above changes.

See merge request !67
2017-03-13 14:29:35 -04:00
Monster Iestyn
731ee115a3 Merge branch 'public_next' 2017-03-13 18:25:26 +00:00
Alam Arias
7d25ab361a Merge branch 'next' into allowteamchange-fix 2017-03-12 21:50:31 -04:00
Alam Ed Arias
cb98c2d972 Merge branch 'master' into next 2017-03-12 21:34:19 -04:00
Alam Ed Arias
4e8972cd24 build: no warning or error about logical-ip or tautological-compare 2017-03-12 21:16:37 -04:00
Alam Ed Arias
9cac1e9e62 build: fixup WFALGS/WFLAGS mistake 2017-03-12 21:09:06 -04:00
Alam Ed Arias
81fe46213d build: do not overwrite the -Wno-error switchs 2017-03-12 20:51:45 -04:00
Alam Ed Arias
42ecca817d build: disable tautological-compare and logical-op 2017-03-12 20:43:35 -04:00
Alam Ed Arias
b01d5da60f build: fixup GCC54 endif 2017-03-12 20:23:30 -04:00
Alam Ed Arias
e0b2a4a779 build: add suport for GCC 6.3 2017-03-12 17:45:18 -04:00
Alam Ed Arias
2823c7bffb build: fixup warnings from GCC 6.2.1 2017-03-12 17:23:56 -04:00
Nevur
be9ca534d7 Whitespace indenting. 2017-03-12 20:26:45 +01:00
Nevur
144514247d Added exceptions to the transparent column drawers to avoid modifying pixels with the cyan color. 2017-03-12 20:02:29 +01:00
toasterbabe
b9ddc0226e Fixed a thing where super float started on the float frame normally and then immediately went to the float run frame a tic later. 2017-03-11 18:15:44 +00:00
toasterbabe
5b77ca5fed Reverted change where NiGHTS drilling sprites were technically the super version of flying sprites. It was not helpful to modders at all, and was only justifiable as a rutheless attempt at efficiency in storage. 2017-03-11 18:14:58 +00:00
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
toasterbabe
75ac351940 It's 2am, I'll upload the exe and player.dta to the ftp later.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
2017-03-11 02:09:01 +00:00
toasterbabe
7f7d51a474 comment updates 2017-03-06 19:03:05 +00:00
Nevur
13dbe7d3a3 Fixed issue with vertical offsets being broken.
Add a vertical flip variant for the translucent column drawer.
Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
2017-03-05 18:53:34 +01:00
Nevur
829be5bd43 Changed how R_GenerateTexture picks the function to draw the columns so it checks once per patch.
Also had to set the same args for all of the three current column drawer functions.
2017-03-05 12:49:09 +01:00
Nevur
bf5a10e4b7 The translucency feature is now functional, but it doesn't exactly work as expected. Need to make it behave like FOF translucencies etc., I guess. 2017-03-05 00:29:10 +01:00
Nevur
bb49362577 Add rudimentary and non-working code for translucency on patches. 2017-03-04 20:59:43 +01:00
Monster Iestyn
0f014fe20a Merge branch 'master' into next 2017-03-04 17:16:33 +00:00
Monster Iestyn
b0f4bbb44b Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
2017-03-02 19:37:21 +00:00