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**** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites. |
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.. | ||
r_minigl | ||
r_opengl | ||
s_ds3d | ||
s_fmod | ||
s_openal | ||
hw3dsdrv.h | ||
hw3sound.c | ||
hw3sound.h | ||
hw_bsp.c | ||
hw_cache.c | ||
hw_data.h | ||
hw_defs.h | ||
hw_dll.h | ||
hw_draw.c | ||
hw_drv.h | ||
hw_glide.h | ||
hw_glob.h | ||
hw_light.c | ||
hw_light.h | ||
hw_main.c | ||
hw_main.h | ||
hw_md2.c | ||
hw_md2.h | ||
hw_trick.c | ||
hws_data.h |