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  1. Nov 16, 2016
  2. Nov 15, 2016
  3. Nov 13, 2016
    • Inuyasha's avatar
      Merge branch 'spr2stuff' into 'master' · f02f06ae
      Inuyasha authored
      Stupid spr2 fix
      
      Name on tin
      
      See merge request !53
      f02f06ae
    • toaster's avatar
      * Fixed A_1upThinker having a standing sprite for a single frame on spawn. · 77465532
      toaster authored
      * Removed the noalt stuff because it's not actually helpful. Everything's gotta come back to something at some point or there'll be errors.
      77465532
    • Inuyasha's avatar
      c4996aad
    • Inuyasha's avatar
      Merge branch 'spr2stuff' into 'master' · 908907d6
      Inuyasha authored
      Sprite2 changes
      
      Some stuff!
      
      * Lua access to sprite2.
          * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
      * FF_ANIMATE support for sprite2s. The var2 of the state works identically to normal FF_ANIMATE, but var1 is completely disregarded - it just runs all of the frames available to that one sprite2 animation set.
          * As a result, a bunch of states which were either not previously animatable or had animated at constant speed now get animation without state changes.
      * P_SetMobjState now supports sprite2 defaulting like P_SetPlayerMobjState does.
      
      See merge request !51
      908907d6
    • Inuyasha's avatar
      Update new music cues to use correct names · 63622cb2
      Inuyasha authored
      63622cb2
    • Inuyasha's avatar
      Merge branch 'damage-control' into 'master' · e62b0f21
      Inuyasha authored
      Damage control + Match rebalancing
      
      This is two branches in one since while I was working on damage-control's changes months back, I felt it was best Match rebalancing was merged in here too (thanks JTE for helping me do so).
      
      Changes from damage-control:
      * `player->health` (formerly the "HUD copy" of `player->mo->health`) is now `player->rings`, and is also now the player's actual ring count.
      * `player->mo->health` (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched.
      * P_RingDamage now includes ring spilling code.
      * P_ShieldDamage now has a damagetype argument, allowing me to remove the last MT_NULL hack left in from the pre-damagetype days that I forgot about.
      * The old "switch-to-seestate" enemy damaging behavior in P_DamageMobj has been removed. This was a Doom left-over and doesn't really affect SRB2's enemies anyway - see, Doom enemies had a random chance of using seestate or painstate, SRB2 enemies always use painstate.
      * Other minor efforts to reorganise damaging code and have it make more sense, but otherwise nothing that should affect gameplay in general.
      
      Changes from match-rebalancing:
      * New weapon/ammo dropping behavior: if you have the weapon panel + ammo, you drop the panel (but not the ammo); if you don't, you just drop the ammo.
      * New Match ammo consumption: Weapon rings can now be fired with no rings at double the ammo cost.
      * New emerald behaviour: collecting all 7 emeralds no longer turns you super (read: Match super is dead now) but instead steal points from enemies and gives you and teammates invincibility + sneakers
      * Tails ringslinger buff: Any character with CA_FLY will now throw rings 1.5x as fast.
      
      See merge request !28
      e62b0f21
  4. Nov 12, 2016
  5. Nov 11, 2016
  6. Nov 10, 2016
  7. Nov 07, 2016
  8. Nov 06, 2016
  9. Nov 05, 2016
  10. Nov 04, 2016
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