... | ... | @@ -107,7 +107,6 @@ See this GitLab MR for info: http://git.magicalgirl.moe/STJr/SRB2...e_requests/1 |
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* Damage control + Match rebalancing: two branches in one which made some changes to damaging as well as making major changes to Match (not much in the latter is relevant for editing though, but it's probably a good idea to know): http://git.magicalgirl.moe/STJr/SRB2...ge_requests/28
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* Also included in the "Lua additions" branch (linked in "Blockmap search" section) is the function P_PointOnLineSide(x, y, line), which basically returns which side of a line the x,y position is on (0 = front, 1 = back). You can even supply a custom line like with P_ClosestPointOnLine!
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* userdataType(variable) now exists to print the userdata type of whatever you supply as a string, e.g. "player_t" or "mobj_t". Was included with this MR: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/67
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* I added a linedef type and the Lua function EV_StartCrumble for making an FOF "crumble" (i.e. fall down) remotely: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/55
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# Plane displacement
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Linedef types 66-68 are the plane displacement specials; 66 = move floor only, 67 = move ceiling only, 68 = both
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... | ... | @@ -155,4 +154,18 @@ WallTexture EXAMPLE, 128, 128 |
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```
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(in other words you need { and } below the Patch you want to flip, containing FlipX if you want horizontal flipping or FlipY if you want vertical flipping... or both, if you want both!)
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* Negative patch y-offsets should now work properly for multi-patch textures or single-patch textures with no holes. |
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* Negative patch y-offsets should now work properly for multi-patch textures or single-patch textures with no holes.
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# Crumble FOF
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* linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns
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* *No Climb*: the FOF *doesn't* respawn
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* *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return)
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* *Block Enemies + No Climb*: inverted version of above
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* EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])`
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* *controlsec* is the FOF's control sector
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* *rover* is the FOF itself
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* (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise)
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* (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil
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* (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha
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* (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise)
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* the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind |
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