Yukita Mayako
ecd867ab35
Change A_BombShield to add P_BlackOw.
...
Now when you obtain an Armageddon Shield, and
you already HAVE one, the first one explodes
_while_ applying the second.
2015-05-27 21:08:30 -04:00
Yukita Mayako
7118925959
Fix broken P_RingDamage bug from c6c4ab7c
...
Accidentally snipped too much out of
P_DamageMobj's subfunctions...
2015-05-27 06:43:24 -04:00
Yukita Mayako
18920e486d
Add sfx to Attract shield dash.
...
Because it seemed really weird for a
sudden shift of momentum to be unaccompanied.
2015-05-27 06:07:38 -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
Yukita Mayako
4a1f0ce91c
New attract shield active
...
Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
Yukita Mayako
1c1acb9f0e
Add emeraldspawndelay for Match "super"
...
Emeralds will not spawn while players are still
enjoying their victory dance now.
2015-05-27 04:02:44 -04:00
Yukita Mayako
c6c4ab7c53
New emerald behavior in Match.
...
No longer turns you super, instead emeralds steal points
from enemy players and give you (and relevant teammates)
an invincibility + super sneakers monitor.
2015-05-27 02:39:46 -04:00
Yukita Mayako
67fcff7ee7
New Match ammo consumption rules.
...
Weapon rings can now be fired with no rings at double the ammo cost.
2015-05-27 02:39:42 -04:00
Yukita Mayako
b6a8df557e
New Match weapon/ammo dropping method.
...
P_PlayerWeaponPanelOrAmmoBurst will go through all of the
player's weapon rings and either drop the weapon panel itself
(with no ammo attached, and no ammo taken away!) OR if the
player has ammo but no weapon, it drops the ammo instead
(and you lose it).
2015-05-27 02:39:37 -04:00
RedEnchilada
e00d682185
Fix issue with objects getting stuck IN floors
2015-05-25 13:25:23 -05:00
RedEnchilada
5e18db79e9
Fix mobjs sometimes clipping through floors (whoops!)
2015-05-25 12:16:19 -05:00
RedEnchilada
d9d3752b4e
Unbreak FOF specials
2015-05-25 11:46:09 -05:00
RedEnchilada
32759312a1
Shut up the Kalaron
2015-05-24 18:22:56 -05:00
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
...
(I might've missed some, though)
2015-05-24 12:53:30 -05:00
RedEnchilada
a9dba0ffd1
Condense GetFloor/CeilingZ into fewer functions, and use macros for the rest
2015-05-24 11:27:52 -05:00
RedEnchilada
e0d97e4b1a
Slope planes should now not turn into static in 99% of cases
2015-05-23 16:27:15 -05:00
RedEnchilada
109d379980
Fix conveyor slopes eventually turning to static
2015-05-23 15:44:53 -05:00
RedEnchilada
b121bcca68
Remove P_GetZAtf (it didn't seem to work right anyway)
2015-05-23 12:23:24 -05:00
RedEnchilada
485f671f23
Sloped planes now respect flat offsets
2015-05-23 02:18:32 -05:00
RedEnchilada
a5d7356fd2
Sayonara, m_vector.c
2015-05-23 01:32:28 -05:00
RedEnchilada
3629a2141b
Slope planes work again. I hacked an alignment fix in too.
2015-05-23 01:19:38 -05:00
RedEnchilada
89319b1c2a
Dummy out m_vector and use m_fixed's functions instead
...
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -05:00
RedEnchilada
3f8e7b1739
Revert/remove unused/broken junk from original slopes port
...
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
8c54ee44e7
Slopey physics for some things that aren't players
...
This is incredibly messy and probably needs redone differently at
some point, but... fuck it.
2015-05-22 12:33:12 -05:00
JTE
f783df718c
Reset tmthing after P_CheckSector calls from Lua
...
tmthing must not be set outside of P_MapStart and P_MapEnd
or the game will fail a sanity check which ensures that
mobj references are not persistent across frames and crash.
2015-05-22 01:51:40 -04:00
JTE
c91cd3860b
Revert "Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd."
...
This reverts commit 6ee50e803b
.
2015-05-22 01:46:59 -04:00
RedEnchilada
fb9d07b8ba
Bugfixes to sloped FOF plane clipping
2015-05-21 22:13:51 -05:00
JTE
6ee50e803b
Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd.
...
This fixes a crash if a script tries to use a MapLoad hook
to immediately edit the map in some way the moment it
finishes loading.
2015-05-21 19:55:22 -04:00
JTE
dfa8ac7ccb
Added sidedef texture and offset manipulation to Lua.
2015-05-21 19:05:17 -04:00
RedEnchilada
0d9f8028b7
Players now bounce off of slopes on bouncy FOFs
2015-05-21 15:49:49 -05:00
RedEnchilada
f23f5d4379
Fix flat slopes eating jumps
2015-05-21 15:49:26 -05:00
RedEnchilada
e24595ed52
Make the crumble check account for slopes for... some reason
2015-05-21 10:17:53 -05:00
RedEnchilada
3d2b71b24c
Make cameras properly collide with slopes
2015-05-21 09:36:20 -05:00
JTE
ef0e61fc33
Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
...
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.
I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
RedEnchilada
7a3c5b3dd9
Scenery objects (notably, bubbles) now use slope when finding water surfaces
2015-05-20 19:21:44 -05:00
RedEnchilada
0e94cc66ff
2-in-1! Fixed slide movement AND climbing when around slopes
2015-05-20 19:08:49 -05:00
JTE
9d36cf37bd
Removed EvalMath from base Lua.
...
EvalMath is for SOC only.
It spawns an entirely seperate instance of Lua and requires
uppercase-only strings, and it's ability to parse strings to
enums is redundant to Lua's _G table (try using
_G["MT_BLUECRAWLA"] for instance)
2015-05-20 18:44:03 -04:00
JTE
1e62be15ce
ALL7EMERALDS is a boolean you idiot, not an integer.
2015-05-20 17:29:32 -04:00
RedEnchilada
7b0e98ef35
Change sliding physics and standing/rolling rules on slopes
2015-05-20 13:18:41 -05:00
RedEnchilada
1376f399d3
Sprite lighting obeys the slope overlords now
2015-05-18 00:23:44 -05:00
RedEnchilada
e7bc004bbf
Sloped lights n shit
2015-05-17 23:51:38 -05:00
RedEnchilada
e83844796e
Proper sorting fix for sloped FOFs and sprites
2015-05-17 21:49:13 -05:00
RedEnchilada
41573b118c
I'm a dumbass
2015-05-17 12:36:06 -05:00
RedEnchilada
0af3852273
Add translucent slope renderer
2015-05-17 12:24:20 -05:00
RedEnchilada
780c568aaf
Fix sprite-to-plane sorting on sloped FOFs
2015-05-17 12:03:52 -05:00
RedEnchilada
d138f7e14f
Collision with FOF slopes (might be unfinished, idk)
2015-05-17 11:53:28 -05:00
RedEnchilada
8ba5b66853
Slight optimization (don't get seg ends for slopes if there are no slopes)
2015-05-16 23:55:49 -05:00
RedEnchilada
c08253d796
FOF sides now render slopified too!
2015-05-16 23:04:54 -05:00
RedEnchilada
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00