- Dec 06, 2019
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SteelT authored
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- Nov 30, 2019
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sphere authored
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- Oct 14, 2019
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SteelT authored
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- Jun 19, 2019
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toaster authored
* Takes function(player, mo) input. * Return TRUE for stating that yes, the player is in a state that can cause contact damage, do with that what you will. * Return FALSE for stating that no, the player is weak and vulnerable and cannot cause contact damage, do with that what you will. * Return NIL for allowing the function to continue regular operation. Fills a different ideological niche than ShouldDamage - that's for determining whether damage dished between two objects should happen, this is for determining which way around damage should be dished when considering a player-object interaction. Or, in other words, think of it as "ShouldDamage is whether damage that has been requested should be granted, for object-object interaction, while PlayerCanDamage is for whether global player properties should cause damage to enemies and monitors in the first place, like spinning, hammering or stomping."
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- Dec 22, 2018
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Latapostrophe authored
Remove mute boolean from playermsg hook, fix username stuff still being there, potential memory leaks, and added back the ip message.
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- Dec 17, 2018
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Latapostrophe authored
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- Nov 30, 2018
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Lactozilla authored
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- Nov 25, 2018
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Marco Z authored
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- Nov 11, 2018
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Marco Z authored
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- Sep 18, 2018
- Sep 17, 2018
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Marco Z authored
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- Aug 28, 2018
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Marco Z authored
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- Aug 20, 2018
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Marco Z authored
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- Aug 15, 2018
- Oct 02, 2017
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toaster authored
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!
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- Apr 15, 2017
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Monster Iestyn authored
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- Jan 21, 2017
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Monster Iestyn authored
Also slightly edited P_XYMovement to properly check the mobj still exists before checking its eflags for MFE_SPRUNG, while I was at it
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- Dec 15, 2016
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LJ Sonic authored
Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists
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- Oct 24, 2016
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toaster authored
Adding ShieldSpecial hook. (Activates under different circumstances to the JumpSpinSpecial hook, and can be used to cancel existing shield actions.)
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- Oct 21, 2016
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Prisima the Fox authored
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Prisima the Fox authored
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- Oct 20, 2016
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toaster authored
Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields.
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- Jul 20, 2016
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Monster Iestyn authored
Add "damagetype" argument to functions for Lua hooks ShouldDamage, MobjDamage, MobjDeath and HurtMsg
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- Jul 17, 2016
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toaster authored
* 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.
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- May 18, 2016
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Inuyasha authored
(no actual SLOC changes)
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- Apr 07, 2016
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Alam Ed Arias authored
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- Feb 26, 2016
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wolfs authored
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- Feb 14, 2016
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wolfs authored
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- Jun 10, 2015
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Yukita Mayako authored
This _should_ solve some significant performance issues Lua experiences. If not, I will be very upset for having wasted so much time and effort. There will be bugs, this kind of thing needs to be thuroughly tested and this is just the first iteration of it.
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- Nov 12, 2014
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- Aug 04, 2014
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- Jun 18, 2014
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RedEnchilada authored
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- Mar 15, 2014
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Alam Ed Arias authored
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