- 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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- Nov 18, 2019
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SteelT authored
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- Oct 15, 2019
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SteelT authored
In exchange for preventing access to any mobj_t userdata outside levels, including player's own mobj_t.
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- Sep 07, 2019
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toaster authored
* Store gravflip (resolves #206) and destscale in starposts. (Using the same field, taking advantage of the fact that object scale will always be positive!) * Update the function signature of P_MixUp to accomodate both it and drawangle instead of doing it outside of the function. * If the player is spawning from the start of the stage and it's from the ceiling, be in fall frames as requested (resolves #191).
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- Aug 26, 2019
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James R. authored
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- Aug 24, 2019
- Aug 22, 2019
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SteelT authored
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- Aug 01, 2019
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SteelT authored
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- Jul 30, 2019
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toaster authored
* Strip the word "function" from INLEVEL error messages, since they're now shared between access and function cases. * Move it into lua_script.h, so it's available to everything that needs it.
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toaster authored
Fix lua scripts erroring on the title screen because they're run there but it's not counted as GS_LEVEL (aka #168).
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- Jul 13, 2019
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toaster authored
I know this isn't my branch, but found several reference haemmoragers and figured it'd be appropriate to commit here.
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- Nov 25, 2018
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Marco Z authored
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- Aug 12, 2018
- Aug 11, 2018
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Marco Z authored
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- Aug 10, 2018
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Marco Z authored
* player->drone mobj variable * P_MoveNiGHTSToDrone, will change later
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Marco Z authored
There is no lapfinishedtime because [mare]finishedtime refers to when Egg Capsule is destroyed. That concept does not apply to laps.
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Marco Z authored
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Marco Z authored
There may not be a point to this, other than to be consistent with how spheres are tracked. If non-special stage NiGHTS should tally a ring bonus, this may be useful.
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- Jun 03, 2018
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toaster authored
OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
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- Mar 31, 2018
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- Mar 30, 2018
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Marco Z authored
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- 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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- Jul 06, 2017
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toaster authored
* Expose player->outofcoop to Lua.
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- Mar 22, 2017
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toaster authored
Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today! *P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj *player-jumping is dead, long live PF_STARTJUMP *per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range. *mobj for this is in the game as requested *fast teetering animation flag *general code cleanup
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- Feb 05, 2017
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toaster authored
Mystic wanted it, just play it - too busy to give proper commit description. Will outline everything it is in the merge request when that happens.
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- Jan 18, 2017
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Monster Iestyn authored
This makes it less likely for the game to crash when stuff is used outside a level when they shouldn't be
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- Sep 25, 2016
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toaster authored
* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin. * P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions. * Extra protection against switching to a locked skin.
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- Sep 03, 2016
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- Sep 02, 2016
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toaster authored
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- May 18, 2016
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Inuyasha authored
(no actual SLOC changes)
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- May 14, 2016
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Monster Iestyn authored
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- May 01, 2016
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Monster Iestyn authored
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
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- Apr 30, 2016
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wolfs authored
Fixes http://mb.srb2.org/showthread.php?t=41403. Not sure why nobody noticed this earlier.
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