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3809 commits

Author SHA1 Message Date
toasterbabe
a5477737d7 Whooh boy. Probably requires re-review.
* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
2017-07-18 14:17:23 +01:00
toasterbabe
6d43fad098 Correct the baseradius stuff. (Still doing some other work, though - will let you know when the branch is safe to review.) 2017-07-18 12:56:39 +01:00
toasterbabe
66d59efddc Sorry, MI. More info in forthcoming merge request. 2017-07-17 23:58:54 +01:00
toasterbabe
6250266af5 Preparatory work for the contestesque implementation. 2017-07-17 23:26:24 +01:00
Monster Iestyn
4d740ff783 Change getSpritePatch and getSpritePatch to accept angles 1-8 instead of 0-7, and just decrement the numbers internally
0 now just defaults to front angle (1, or 0 internally), in case people thought it was a separate angle from 1-8 for some reason
2017-07-17 21:31:33 +01:00
Monster Iestyn
6e5cffba5b Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
toasterbabe
9b506b2fde I legitimately cannot remember for the life of me why I added this check. It broke spectator text in gametypes outside of co-op, so... 2017-07-17 18:16:41 +01:00
toasterbabe
9bd10fb0d2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop 2017-07-17 16:44:10 +01:00
Monster Iestyn
e32774a604 Merge branch 'master' into lua-spritedefs 2017-07-16 22:19:54 +01:00
Monster Iestyn
832a7b1f5a Merge branch 'master' into opengl-improvements 2017-07-16 21:39:45 +01:00
Monster Iestyn
0416981c1b Merge branch 'mi-hardcode-again' into 'master'
MI hardcode again

Stuff hardcoded in this branch:
* Everything from SOC_TREE in patch.dta - the GFZ trees use thing types 806-808 and the other trees 810-816
* Everything from SOC_TOKE in patch.dta (but done better)
* Wall spikes, from Nev3r's DSZ/ACZ work, edited to actually hurt you on touch - these use thing type 522

MonsterIestyn/mi-hardcode-again on the FTP includes a test exe (srb2win-mihardcodeagain.exe) and a modified patch.dta (where SOC_TREE and SOC_TOKE are removed and missing wall spike sprites added). A test map for tokens in mario blocks is also included (marioblocktoken.wad).

See merge request !106
2017-07-16 16:37:53 -04:00
toasterbabe
4728c824a0 Comment correction. 2017-07-16 01:01:13 +01:00
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)
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
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
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
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.
* Changed a caption.
2017-07-11 12:55:24 +01:00
Monster Iestyn
e485ac3a7e Add support for getting super sprites with v.getSprite2Patch
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.
* 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
# 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.
* 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'
# 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.
* 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'
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:
*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'
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.
* 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.
* 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