RedEnchilada
bddcf98355
Remap slope line specials to 7xx range: shim old values for now
2015-05-24 15:59:17 -05:00
RedEnchilada
a9d49cd9fa
Make all specials reliant on floor touch work right with sloeps
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(I might've missed some, though)
2015-05-24 12:53:30 -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
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00
RedEnchilada
6fcdac494f
Spawned things spawn relative to slope floor/ceiling heights now
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This was a headache. :<
2015-05-16 00:02:01 -05:00
RedEnchilada
6694480f68
Overhaul slope collision (NOT PHYSICS) to work almost perfectly
2015-04-27 13:20:50 -05:00
RedEnchilada
0c477c685d
Removing unused cruft
2015-04-26 22:20:03 -05:00
RedEnchilada
6fa1448f59
More cleanup, and made dynamic sloping more efficient/fixed memory leak
2015-04-26 21:50:50 -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
RedEnchilada
09345ce929
Revert "Guess what major breaking-news bug I just fixed B)"
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This reverts commit 9e306394dd
.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00
MonsterIestyn
9e306394dd
Guess what major breaking-news bug I just fixed B)
...
...
(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
c8c7878005
MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
474ad01b46
No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:12 -04:00
MonsterIestyn
0ab6710dfa
Guess what major breaking-news bug I just fixed B)
...
...
(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:24 -06:00
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
234300d4b6
MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:03 -06:00
MonsterIestyn
06039bbd9b
No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:02 -06:00
JTE
b2681984a6
Merge branch 'player-animations'
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SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -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
Alam Ed Arias
7cb77075d1
SRB2 2.1.11 release
2014-08-26 23:56:30 -04:00
Alam Ed Arias
d6c29e19ab
SRB2 2.1.10 release
2014-08-05 19:59:40 -04:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
wolfy852
a8f5406233
Add P_Telekinesis and P_IsFlagAtBase to Lua.
2014-05-25 21:41:05 -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