- This is a feature that never saw the light of day in this form, so get
rid of its vestigial remnants. (Note that this is NOT the l: print
formatter that causes the game to look up a string in the LANGUAGE
lump.)
- When trying to define a function with the -h switch, you previously
got two error messages on the token following the function, making it
unclear what the problem was. There is now only one error message at the
end of the function's parameter list.
- Script arrays are semantically identical to map arrays: They have fixed
sizes and can be multidimensional. They can also be initialized, although
this is just syntactic sugar. e.g.
int init_array[2] = { 10, 20 }
produces code identical to:
int init_array[2];
init_array[0] = 10;
init_array[1] = 20;
Script arrays are also implicitly initialized to 0, just like any other
variable in ACS.
- Unlike map arrays, they only exist for the life of the script, and each
script gets its own copy of the array.
- Script arrays exists in a separate space from script variables. I did
not repeat the bullshittery of map arrays here. (I still have no idea what I
was thinking when I designed them that way.)
- Each script and function that uses local arrays is recorded with a new
chunk: SARY for scripts and FARY for functions. The first two bytes are the
script/function number, and the rest of the chunk consists of four-byte
integers describing the size (in ints) of each array used by that
script/function. To determine how many arrays a script/function uses,
take the chunk length, subtract two, and divide by four.
by DECORATE. Note that the values in the color range are fixed point numbers. i.e. You must
use 1.0 and not 1. This is in keeping with the existing convention.
SVN r3879 (trunk)
could not be written in a Hexen-compatible manner.
- Fixed logic for Hexen-compatibility errors: pc_NoShrink by itself does not imply -h.
SVN r3407 (trunk)
- Increase the maximum script number from 999 to 32767.
- Only create dummy scripts for scripts WadAuthor's error checker might be interested in: If its
number doesn't fit in a byte, WadAuthor doesn't need to know about it, because you can't
call it directly from a Hexen-format map.
SVN r3358 (trunk)
it is 1-based.
- added MF5_DONTRIP flag.
- added CheckActorFloorTexture, CheckActorCeilingTexture and
GetActorLightLevel ACS functions.
- added IF_ADDITIVETIME flag to create powerups that add their duration
to the one of the currently active item of the same type.
- fixed: bouncecount wasn't decreased when bouncing on walls.
- Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively
enable or disable monster respawning regardless of skill setting.
- Prettified deprecated flag handling.
SVN r780 (trunk)
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
present. If it had been removed before the projectile hits its target
a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.
SVN r491 (trunk)
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.
SVN r359 (trunk)
- Fixed: CheckActorInventory stored the return value in the wrong address
on the ACS stack.
- Fixed: Skin sounds weren't properly restored after a SNDINFO reset.
- Added a more flexible ACS ChangeLevel function. It gets passed a level name
instead of a level number and has several additional options (e.g. changing
skill, starting the map without monsters and clearing the players' inventories. (UNTESTED!)
- Changed Thing_Activate so that passing a tid of 0 activates the calling actor.
- Changed Thing_Remove so that passing a tid of 0 removes the calling actor.
- Added DECORATE parameters to A_Saw.
SVN r283 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)