Commit graph

143 commits

Author SHA1 Message Date
toaster
d5988c4f8c Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into toast_cleanup
# Conflicts:
#	src/p_mobj.c
2019-06-26 20:43:37 +01:00
toaster
2e6898f29e PITY IN PINK!
* Smoothen Pity Shield animation to go with sphere's updates to Nev3r's sprites.
* Added LHRT object, designed to be summoned with CA2_MELEE.
    * Gives a pink Pity Shield (SH_PINK) on same-team player contact.
    * Deals damage to non-player enemies.
    * Harmlessly fades into nothing when touching an enemy player, players with SH_PINK already, and players capable of applying SH_PINK to others (through non-Lua methods).
* Basically, you-know-who is the Healer of the party whenever they're around. Fun consequences for the Co-op and CTF metas.
2019-06-19 23:20:24 +01:00
MascaraSnake
fafabaae2b Hardcoded the saloon door 2019-06-12 21:20:14 +02:00
mazmazz
075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
mazmazz
bc2f48a018 Merge branch 'master' into nights-dronebox 2018-09-07 09:06:32 -04:00
Monster Iestyn
a48326383c Merge branch 'master' into hud-cleaning
# Conflicts:
#	src/y_inter.c
2018-08-29 16:39:02 +01:00
Monster Iestyn
aa863e481e Add INFLIVES macro, to make it easier to find infinite lives-related code 2018-08-23 20:09:39 +01:00
mazmazz
ec8d264029 totalmarescore player variable for NiGHTS scoring
# Conflicts:
#	src/p_setup.c
2018-08-12 19:59:34 -04:00
mazmazz
5938a57970 totalmarelap and totalmarebonuslap player variables 2018-08-12 19:57:33 -04:00
mazmazz
4e02171c23 Add lapbegunat and lapstartedtime player variables
There is no lapfinishedtime because [mare]finishedtime refers to when Egg Capsule is destroyed. That concept does not apply to laps.
2018-08-12 14:21:26 -04:00
mazmazz
480c4f890d player->oldscale var for pre-Nightserize scale 2018-08-11 00:49:28 -04:00
mazmazz
32c17b1454 Basic implementation for player position correction to Drone center
* player->drone mobj variable
* P_MoveNiGHTSToDrone, will change later
2018-08-10 19:25:49 -04:00
mazmazz
18b5b70822 Add lastmarelap and lastmarebonuslap player variables 2018-08-10 16:30:49 -04:00
mazmazz
1b922b8ba5 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into nightsplus-laplogic
# Conflicts:
#	src/p_map.c
#	src/p_setup.c
2018-08-10 15:10:26 -04:00
mazmazz
487c62fe31 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into nightsplus-laplogic
# Conflicts:
#	src/p_setup.c
2018-08-10 13:35:59 -04:00
mazmazz
bd8316f49b Track player's previous mare rings with player->finishedrings.
There may not be a point to this, other than to be consistent with how spheres are tracked. If non-special stage NiGHTS should tally a ring bonus, this may be useful.
2018-08-10 04:05:20 -04:00
toaster
6e07631cc9 MONSTER COMMIT.
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...

NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)

SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif

NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif

RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 22:41:54 +01:00
mazmazz
3fbffb0b4d Add player_t marelap and marebonuslap, with logic 2018-03-30 20:28:27 -04:00
toasterbabe
844416855f Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo! 2017-10-02 14:08:58 +01:00
toasterbabe
f90d595332 * cv_directionchar and cv_autobrake, and their secondplayer versions (both on by default) now exist.
* cv_useranalog is now hidden from the menu.
* Directionchar now attempts to face the camera direction when you're standing still, and handles a few other states with more decorum.
* Tailsbot is now slightly more capable of keeping up with Sonic.
* pflags rearranged/adjusted, combining a few non-simulstaneous ones and turning PF_NIGHTSFALL into CR_NIGHTSFALL.
* [unrelated to branch] all ground-impact based abilities now happen more consistently with quicksand.
2017-09-16 20:25:14 +01:00
toasterbabe
2e6c09a636 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
Monster Iestyn
9f726bc66d Merge branch 'new_coop' into 'master'
New Co-op

See merge request !104
2017-08-16 15:01:39 -04:00
toasterbabe
1cab08e39f * Add SH_PROTECTSPIKE as a shield flag, because I kinda wanted to when I originally made shields, and SUBARASHII's cactus shield vindicated my desires.
* Tweaked the values of the shield constants slightly so that no base-game shield is made up of flags and only flags.
2017-08-09 20:56:31 +01:00
toasterbabe
50496970d1 Fix weird visual artifacting caused by restarting the level in co-op, which was a direct result of my code being messy. This is significantly better to deal with, anyways. 2017-07-03 15:43:29 +01:00
toasterbabe
61b19aff58 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/p_user.c
2017-04-05 16:01:02 +01:00
toasterbabe
5065fa302a Mutiability flag-ised as requested by Rob. 2017-03-27 15:03:21 +01:00
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
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
99f13c88ae Made jump damage flag application less hacky. 2017-03-18 21:06:06 +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
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
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
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
0e40299f3e Replace hacky flag abuse with timer (which can be used later when developing pushing sprites). 2017-02-06 20:36:21 +00:00
toasterbabe
260b461c39 Drawangle.
Mystic wanted it, just play it - too busy to give proper commit description. Will outline everything it is in the merge request when that happens.
2017-02-05 18:15:20 +00:00
toasterbabe
578b809557 * Turned CA_DASHMODE into SF_DASHMODE.
* SF_DASHMODE users can now dash on water.
* Gave CA_HOVER its own states/sprite2s.
* Gave Super Sonic's hover his own hover-run state/sprite2.
2016-12-24 20:57:39 +00:00
toasterbabe
10a137620a First commit, CA_BOUNCE almost completed. 2016-12-23 17:31:07 +00:00
toasterbabe
d8d5f31898 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-12-13 22:03:59 +00:00
Monster Iestyn
6f8969aec0 Merge branch 'spindash-dust' into 'master'
Spindash dust

Charging a spindash kicks up dust, we all know this feature was dying to get in at some point. Bubble and flame forms of spin dust are included from FSonic, for underwater and elemental respectively.

Oh, and as a bonus I reorganised the spindash/spinning/other ability2 stuff code to look a bit neater and more organised.

New resources:
* MT_SPINDUST - the object
* S_SPINDUST1 to 4 - the normal form's states
* S_SPINDUST_BUBBLE1 to 4 - the bubble form's states
* S_SPINDUST_FIRE1 to 4 - the bubble form's states
* SPR_DUST - the normal form's sprite set (uses frames A to D, just pinch FSonic's sprites really)
* SPR_FPRT - the flame form's sprite set (frame A only)

SF_NOSPINDASHDUST disables spindash dust for a character

See merge request !52
2016-12-13 15:15:33 -05:00
toasterbabe
85fb02aaf6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_inter.c
#	src/p_user.c
#	src/st_stuff.c
2016-11-20 16:44:38 +00:00
Monster Iestyn
6e70acc82d Added SF_NOSPINDASHDUST to disable spindash dust 2016-11-13 22:33:57 +00:00
toasterbabe
3ce411b62a Mario mode is boring again. (I'm going to revert this commit as soon as possible, but shield_actions needs to be clean of Mario stuff for now.) 2016-10-24 12:35:40 +01:00
toasterbabe
c54d62851c Okay, this is a MUCH better solution than PF_JUMPDAMAGE. 2016-10-23 16:04:02 +01:00
toasterbabe
59fccab8e5 Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields. 2016-10-20 20:55:15 +01:00
toasterbabe
8fe932b0e7 * Force shield force stop completed
* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
2016-10-20 00:33:12 +01:00
toasterbabe
5ff507213b * Some shield constants renamed.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
2016-10-16 22:28:50 +01:00
toasterbabe
aa8a454ea9 Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...) 2016-10-16 01:23:00 +01:00
toasterbabe
3aa9d2a1b1 Sonic 3 shields implemented at a basic visual/functional level - no abilities yet. 2016-10-15 23:39:54 +01:00
toasterbabe
5e92ca1a4a Okay, made the Mushroom a seperate shield instead of a hacked pity shield. This is a lot nicer in general. 2016-10-14 10:43:46 +01:00
toasterbabe
80300ac476 Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO) 2016-10-13 15:14:13 +01:00
toasterbabe
d4f0afa0d1 A Heckloada Mario Stuff
https://gfycat.com/MasculineSatisfiedAfricanwilddog and https://gfycat.com/PastCompetentGypsymoth describe this all in varying states of completion
2016-10-12 17:55:07 +01:00
toasterbabe
64a1fa5421 Players are half height in Mario mode when they don't have any shields, the Mario mode pity shield is invisible, and Mario mode players immediately get a pity shield when they lose any other type of shield. So basically that's a Red Mushroom, right?
https://gfycat.com/ThoughtfulAcademicChrysalis
2016-10-11 23:35:48 +01:00
Monster Iestyn
0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
toasterbabe
011af0daff Tweaks to some sections of the code that recognise what shields the player has. Specifically:
* introducing the new friend, SH_FORCEHP (which is used as a bitmask to get the extra hitpoints of a force-shield user)
* P_DamageMobj now considers the unimplemented shield constants as well as the implemented ones.
2016-09-30 12:15:22 +01:00
toasterbabe
a8be1e6b7d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# 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.
* 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
toasterbabe
f933210c03 Let's simplify a lot of stuff. PF_CANCARRY instead of a horrible assortment of checks. 2016-09-24 13:18:08 +01:00
toasterbabe
e16648a72b Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +01:00
toasterbabe
2cee8c1a8d SORRY, I SHOULDN'T HAVE PUSHED THE PREVIOUS THING
Revert "Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.""

This reverts commit 58f815ddbc.
2016-09-03 16:05:58 +01:00
toasterbabe
58f815ddbc Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead."
This reverts commit 0852a20014.
2016-09-03 15:51:38 +01:00
toasterbabe
0852a20014 Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead. 2016-09-02 18:12:46 +01:00
toasterbabe
ac2ff5e386 CA_MELEE. Mostly complete.
* When moving slowly, P_InstaThrust at S_SKIN's maxdash forward, and set momz to S_SKIN's mindash upwards. Plays a tok noise (not thok). Hurts enemies/bosses, busts spikes/monitors/all types of bustable blocks.
* When moving quickly... doesn't do anything yet, but WILL do a slide.

Also, P_DoSpinDash is now renamed to P_DoSpinAbility, and CA_TWINSPIN users can bust all bustable blocks on collision too.
2016-07-17 21:31:15 +01:00
toasterbabe
f757fb3545 SF_MACHINE. Currently only changes drowning, but could do more.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.

These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
2016-07-16 22:43:49 +01:00
toasterbabe
d8065fa525 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
# Conflicts:
#	src/d_player.h
#	src/dehacked.c
#	src/info.c
#	src/p_user.c
2016-07-16 17:23:25 +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
03fe312490 On MI's reccomendation, a skin flag to disable the effects of FF_MIDDLESTARTCHANCE for specific characters whose animations might not be symmetrical. 2016-07-15 17:30:52 +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
95ac0fa9a0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-07-08 13:20:24 +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
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
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
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
f9c4b877ca Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into damage-control 2016-03-13 20:37:43 +00:00
wolfy852
bd1231764e Merge remote-tracking branch 'remotes/origin/master' into dashmode 2016-01-25 21:41:41 -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
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
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
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
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
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
Yukita Mayako
d2ef4d3e3c Add S_PLAY_SUPER_STUN and PA_PAIN
For Super Missiles, the Super Sonic player
has a seperate animation from normal pain.
2015-05-29 14:57:53 -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
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
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
wolfy852
d6b466b7dd Add skin flag for running on water 2014-07-05 03:23:49 -05:00
wolfy852
39ce16a468 Add the Jump Thok ability for use by custom characters 2014-07-05 02:50:07 -05:00
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
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00