Goober5000
bf949f1ff0
move formations from species_defs.tbl to ships.tbl
2020-08-31 15:44:02 -04:00
Goober5000
82292e4e2b
Merge pull request #2679 from Goober5000/misc_enhancements
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miscellaneous scripting and ship-destruction enhancements
2020-08-27 13:54:26 -04:00
Goober5000
d8012d4ff0
miscellaneous scripting and ship-destruction enhancements
2020-08-23 20:44:25 -04:00
Tyler Blount
85a0e92a4f
Set target info correctly if the weapon is a HEAT seeker
2020-08-22 22:22:58 -06:00
Tyler Blount
1edba8d795
Handle empty banks correctly
2020-08-19 11:11:13 -06:00
Goober5000
2dec0af410
add code to tell if debris is one of those tiny models
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make Debris dynamic, and use a soft limit at 64 pieces (the old MAX)
add per-class specification of death roll sounds
2020-08-12 23:51:39 -04:00
Goober5000
74a8e4b6aa
Merge pull request #2639 from Goober5000/secondary_bank_fix
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fix crash from multilock merge
2020-08-11 12:55:55 -04:00
Goober5000
514ca1bda9
Merge pull request #2642 from Goober5000/debris_ambient
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Several small sound-related enhancements
2020-08-10 09:50:14 -04:00
Goober5000
00e1a5fcba
add collision sounds
2020-08-09 16:58:38 -04:00
Goober5000
83d9d352ff
Merge pull request #2604 from Baezon/consistent-apply-whack-args
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Supply world coordinates in whack function calls
2020-08-09 15:32:41 -04:00
Goober5000
a1a0bd3e0e
fix crash from multilock merge
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After the multilock PR #2207 , ships without secondary weapons will crash the game. This can easily be seen in the very first training mission of the FS2 main campaign, and it is due to an invalid bank access in `ship_stop_secondary_fire`. The `current_secondary_bank` is 0, but there are 0 secondary banks. The Assert catches this, but that's not enough.
This change fixes the crash, as it initializes the current banks to -1 instead of 0. However I'm not familiar with the new multilock way of doing things so I can't say if that is correct in all cases.
2020-08-08 13:50:31 -04:00
Goober5000
06c6434d44
debris ambient sounds, optional ship sounds, begin collision sounds
2020-08-08 13:49:06 -04:00
Goober5000
fb4b71c935
Merge pull request #2613 from Baezon/ai-before-physics
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Add 'Process AI before Physics' flag
2020-08-06 23:22:58 -04:00
Baezon
5b6c7f5d64
assertions
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and also if the object isnt a ship it should bail before trying to index Ships[] or compare to MAX_SHIPS
2020-08-04 14:44:32 -04:00
Tyler Blount
0caea780a3
Clear locks on successful secondary bank change
2020-08-02 21:38:52 -06:00
Baezon
f6603514b1
default value
2020-07-31 23:01:00 -04:00
Baezon
a4f7d10391
review changes + functions
2020-07-31 22:20:07 -04:00
Baezon
626c1fc42f
travis appeasement
2020-07-30 23:23:10 -04:00
Baezon
385ae2c0b3
travis appeasement
2020-07-30 23:21:08 -04:00
Goober5000
d841d2a91b
Merge pull request #2603 from Goober5000/on_debris_created
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more complete scripting support for debris
2020-07-30 21:42:05 -04:00
Baezon
4ef217121e
flag
2020-07-30 21:23:37 -04:00
Baezon
20acea31f2
review changes
2020-07-30 15:06:36 -04:00
Goober5000
2dddbaa6ae
add some more useful functions
2020-07-29 21:26:16 -04:00
JohnAFernandez
9383510388
Multilock Patch
2020-07-28 21:50:55 -04:00
Baezon
f95f48448e
world coords for all whacks
2020-07-27 01:11:00 -04:00
Tyler Blount
f03f97bbcd
Fix Travis CI errors
2020-07-26 18:38:57 -06:00
Tyler Blount
f64e0396bf
Remove unneeded code and some style changes
2020-07-26 18:38:57 -06:00
Tyler Blount
9dbdf06c89
CI and Lock fixes
2020-07-26 18:38:57 -06:00
Tyler Blount
eaac6ccfbb
Use correct comparison
2020-07-26 18:38:57 -06:00
Tyler Blount
4bdded6650
Fix some CI errors
2020-07-26 18:38:57 -06:00
Tyler Blount
25f0f3fca1
Finally fix no dumbfire
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also some miscellaneous changes
2020-07-26 18:38:56 -06:00
Tyler Blount
8413da3352
Perhaps this works?
2020-07-26 18:38:56 -06:00
Tyler Blount
a283b93e85
No Dumbfire fix
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Another fix for MLMs associated with the No Dumbfire flag.
2020-07-26 18:38:56 -06:00
Tyler Blount
f089404520
More fixes
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Contains changes related to failed CI builds and feedback.
2020-07-26 18:38:56 -06:00
Tyler Blount
2610bc632a
Lost fixes
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These were lost during a rebase at one point. Will leave this commit as separate to avoid issues in the future.
2020-07-26 18:38:56 -06:00
Swifty
32c38e696d
Initial commit of multilock missile features.
2020-07-26 18:38:56 -06:00
Baezon
22a3d57894
add recoil to clone and move
2020-07-26 00:52:21 -04:00
Goober5000
673a0c60a2
adjust special_ship index if a ship exits a wing
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If a ship is destroyed or departed, the special_ship index would get out of sync. This fixes that.
2020-07-24 23:45:57 -04:00
Goober5000
fdc160807f
Merge pull request #2581 from Goober5000/dont_bank_ship_flag
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add ship-maneuver flags to ship_info
2020-07-24 12:35:43 -04:00
Baezon
1f1d7065cd
v1
2020-07-22 23:26:06 -04:00
Goober5000
cd2a0437e0
Merge pull request #2573 from Goober5000/tech_db_scripting_vars
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cleanup of tech room, and scripting stuff
2020-07-21 22:38:58 -04:00
Goober5000
fd30238743
Merge pull request #2555 from Baezon/whack-fix
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Fix physics whack for docked ships
2020-07-21 15:30:16 -04:00
JohnAFernandez
fd7af0bdf8
Move unsetting of Wep Cheat to Gamestate code
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Where it belongs.
2020-07-21 01:52:02 -04:00
Goober5000
712bb1fe89
add ship-maneuver flags to ship_info
2020-07-19 22:27:38 -04:00
Baezon
2d1ae42db0
more specific comments
2020-07-15 23:47:32 -04:00
Baezon
ef42b545cf
initial commit
2020-07-15 18:15:21 -04:00
Goober5000
31fa2ac444
cleanup of tech room, and scripting stuff
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1) Upgrade the pilot file code to correctly save flags whether entries are added *or* removed
2) Make the tech-db/tech-db-multi ship flag handling consistent
3) Add scripting support for intel entries
4) Add scripting support for adding and removing entries from the tech room
5) Minor cleanup
2020-07-15 13:27:27 -04:00
Baezon
9b33685598
Fix physics whack for docked ships
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Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
2020-07-11 00:04:48 -04:00
Goober5000
d440d29d21
fix ship registry in regards to wings with multiple waves
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The ship registry previously stored the ship name as a pointer, but that pointer was reused when subsequent waves of a wing overwrote a p_object from the first wave. So, the name is now copied into an array.
Additionally, subsequent waves of a wing are now "eagerly" stored in the ship registry so that the p_object reference can be stored as well.
2020-07-02 01:23:55 -04:00
Goober5000
5bc1d9da30
constify_ctext
2020-06-26 14:47:39 -04:00