... | ... | @@ -66,3 +66,46 @@ Parameter's sector floor height now sets a starting translucency for the PolyObj |
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* ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - does nothing for chain-only stuff
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* ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
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* ML_EFFECT4: don't clip inside ground
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# Damage types
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This is an additional argument to P_DamageMobj, P_KillMobj, and functions for the hooks ShouldDamage, MobjDamage, MobjDeath and HurtMsg. As you can guess, they tell the game what type of damage was dealt to the target. However, nearly all of them do something special only for players.
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Here is the full list of damage type constants currently in master branch (0 is considered to be the default "type"):
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* DMG_WATER - Water damage (old THZ harmful goop)
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* DMG_FIRE - Fire damage (MF_FIRE, lava)
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* DMG_ELECTRIC - Electric damage (THZ electric floors)
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* DMG_SPIKE - Spike damage (Spike Things, Spikes sector type)
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* DMG_NUKE - Armageddon shield explosion
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* DMG_INSTAKILL Generic instant kill (this marks the start of the "instant kill" types)
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* DMG_DROWNED - Died by drowning
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* DMG_SPACEDROWN - Died in space countdown sector
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* DMG_DEATHPIT - Died in death pit
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* DMG_CRUSHED - Died by crusher/solid objects landing on top of you
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* DMG_SPECTATOR - This allows you to kill spectators
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* DMG_DEATHMASK - A special mask/flag constant that allows you to check if a damage type is "instant kill" or not (e.g. damagetype & DMG_DEATHMASK)
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# Blockmap searching
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This is basically a new Lua library consisting of a single function called searchBlockmap, which kind of does what it says on the tin. By default it searches around an object of your choice, either looking for other objects or linedefs. You can customise it to search in a specific area of the blockmap, however. Nev3r has already found this to be useful.
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Full details on how to use searchBlockmap can be found on my (old) GitLab merge request for my "Lua additions" branch: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/54
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# New Lua hooks
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* "ShieldSpawn" - toaster made this, so ask her how it works
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* "ShieldSpecial" - toaster made this, so ask her how it works
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* "MobjMoveBlocked" - A hook that calls functions when your X/Y movement is blocked. It doesn't matter what stopped you, though you have no way to tell anyway. See this Gitlab MR for info: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/67
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* "MapThingSpawn" - A hook that calls functions when a certain object type is spawned via a Map Thing on level load. See this GitLab MR for info: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/83
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# Getting sprite patches for the HUD:
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Begone with ye terrible hacks involving getting the sprite lumps by exact name, I have made a more sophisticated method of getting sprite patches! They come in the form of two video library functions accessible only through hud.add functions, named v.getSpritePatch (for normal sprites) and v.getSprite2Patch (for character skin sprites).
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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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* 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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* TEXTURES now supports horizontal/vertical flipping of texture patches (Software only as of writing for now though), which is implemented like in ZDoom for SLADE compatibility: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/58
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* Linedef types 66, 67 and 68 are new "plane displacement" linedef types. See http://git.magicalgirl.moe/STJr/SRB2...ge_requests/61 and http://git.magicalgirl.moe/STJr/SRB2...ge_requests/79
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* FOF wall slope skewing: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/39 |
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\ No newline at end of file |