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  1. May 19, 2018
    • toaster's avatar
      * Bumpers and Balloons in a more final state. · ee42132e
      toaster authored
      * Blue diagonal springs, because that gap is very, very odd.
      * Improved A_SpawnFreshCopy.
      * Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
      ee42132e
  2. May 15, 2018
  3. May 14, 2018
  4. May 13, 2018
    • toaster's avatar
      Fix inverted chaining condition! · 5c111312
      toaster authored
      5c111312
    • toaster's avatar
      * DrT's Spincushion hardcoded. · a738ef99
      toaster authored
      * Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
      * A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
      a738ef99
  5. May 08, 2018
    • toaster's avatar
      * Add new damagetype flag (DMG_CANHURTSELF) that allows a player to hurt themselves indirectly. · 8a61d879
      toaster authored
      * Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
      * Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
      * Enemies are solid to other enemies movement-wise now.
      * (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
      * Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
      * Miscellaneous tiny code tweaks.
      8a61d879
  6. May 04, 2018
    • toaster's avatar
      * Hive Elementals and Bumblebores, plus associated useful action functions. · d0575f7f
      toaster authored
      * Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
      * Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
      * MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
      d0575f7f
  7. May 03, 2018
  8. May 02, 2018
  9. Apr 28, 2018
    • toaster's avatar
      * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster,... · 5cc1befc
      toaster authored
      * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
      * MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
      * A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
      * Some other, relatively hacky A_ functions.
      * (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
      * Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
      5cc1befc
  10. Apr 26, 2018
  11. Apr 08, 2018
  12. Apr 07, 2018
  13. Apr 06, 2018
  14. Apr 05, 2018
  15. Apr 03, 2018
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