... | ... | @@ -110,7 +110,6 @@ Begone with ye terrible hacks involving getting the sprite lumps by exact name, |
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See this GitLab MR for info: http://git.magicalgirl.moe/STJr/SRB2...e_requests/105
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# Miscellaneous changes you may want to know about:
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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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... | ... | @@ -175,3 +174,18 @@ WallTexture EXAMPLE, 128, 128 |
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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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# Damage control + Match rebalancing
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Changes from damage-control:
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* `player->health` (formerly the "HUD copy" of `player->mo->health`) is now `player->rings`, and is also now the player's actual ring count.
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* `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.
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* P_RingDamage now includes ring spilling code.
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* 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.
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* 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.
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* Other minor efforts to reorganise damaging code and have it make more sense, but otherwise nothing that should affect gameplay in general.
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Changes from match-rebalancing:
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* 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.
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* New Match ammo consumption: Weapon rings can now be fired with no rings at double the ammo cost.
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* 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
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* Tails ringslinger buff: Any character with CA_FLY will now throw rings 1.5x as fast. |
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\ No newline at end of file |