Commit graph

8264 commits

Author SHA1 Message Date
Yukita Mayako
fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako
ba71a7ee6f Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.c
	src/p_mobj.h
2015-06-09 07:17:00 -04:00
Yukita Mayako
9a9025b1ee Remove pmomz from players who are on ground.
Assume that every frame the player is on the ground, their pmomz will
be re-set properly if the floor is moving, therefore if the platform
STOPS, we need this to set it to 0.
2015-06-09 06:59:34 -04:00
Monster Iestyn
b88600dac6 tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako
c16516ef0d Partial revert.
This partially reverts commit a1c67e7e67.
2015-05-29 17:22:31 -04:00
Yukita Mayako
b17e39a701 Add missing string constants. 2015-05-29 15:52:38 -04:00
Yukita Mayako
99066429de Add PF_SHIELDABILITY to dehacked. 2015-05-29 15:49:12 -04:00
Yukita Mayako
8a261ea467 Fix sprite2 fallbacks.
It didn't work at all before, oops. :/
2015-05-29 15:40:49 -04:00
Alam Ed Arias
aa7c671358 Merge branch 'hotfix-netgame-spr2' into 'master'
Hotfix netgame sprite2

This fixes sprite2 not being properly added to $$$.sav because MD_SPRITE wasn't getting set.

See merge request !2
2015-05-29 15:03:29 -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
b601dad4cd Hotfix for sprite2 in netgames
It wasn't properly added to $$$.sav because
MD_SPRITE didn't get set. :/
2015-05-29 14:26:39 -04:00
Yukita Mayako
d680cafc6e Add fallbacks for SPR2_ animations.
Every SPR2_ except for SIGN and LIFE now has a proper
fallback leading down to SPR2_STND.
2015-05-29 14:25:10 -04:00
Yukita Mayako
a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Monster Iestyn
c6ade27b6a Fixes to CTF flag respawning, particularly reverse gravity and z-positioning. 2015-05-29 14:59:13 +01:00
Yukita Mayako
213a0caa23 Hotfix amendment
Also gain velocity from walking off an "up" elevator normally?

This _looks_ incorrect because the camera stops matching
the platform movement the moment you step off, but I
assure you it is a correct and accurate movement.
(Try it with chasecam off.)
2015-05-29 05:47:01 -04:00
Yukita Mayako
3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
Yukita Mayako
2d14173968 Allow spin button Jump Shield normally.
If you walk off a cliff with a jump shield, you
can now press EITHER the jump or spin buttons to
activate it and double jump.
2015-05-29 02:35:24 -04:00
Yukita Mayako
e9c1771017 Add new spindash animation.
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -04:00
Yukita Mayako
b88864c666 Add player JUMP animation
Since PA_JUMP is used to determine when
springing upwards now and the nextstate
isn't used for falling, the jump state
can now be properly animated. :)
2015-05-29 01:51:15 -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
ff181d099c Add new player animations.
Added drowning to all players, and several new
Super animations for Sonic.

Removed A_Fall from S_PLAY_DEAD and moved its
effect into P_KillMobj for player avatars.
2015-05-29 00:56:02 -04:00
Yukita Mayako
bed8dc4c7c Tails ringslinger buff.
Any character with CA_FLY will now throw rings 1.5x as fast.
2015-05-28 03:24:55 -04:00
Yukita Mayako
406d809bc2 Change attract homing thok to negate Z.
Do not keep Z momentum from homing. It is a bad idea.
2015-05-27 22:57:42 -04:00
Yukita Mayako
8a1411b122 Attraction homing tweaks.
Lower homing speed.
Retain velocity after hitting your target.
2015-05-27 22:06:27 -04:00
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