Christoph Oelckers
08e2a86f64
- made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
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These are only used during initialization and they should have been readonly from the start.
2019-04-25 17:34:41 +02:00
Christoph Oelckers
51499e167d
- scriptified useflechette CCMD's item finding code.
2019-04-25 17:34:39 +02:00
Christoph Oelckers
4be9217215
- scriptified the declaration of AmbientSound
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Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
# Conflicts:
# src/g_shared/a_dynlight.cpp
2019-04-25 17:34:37 +02:00
alexey.lysiuk
70e7f9f853
- added missing range checks to level compatibility handler
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# Conflicts:
# src/compatibility.cpp
2019-04-25 16:50:28 +02:00
Christoph Oelckers
990aad3b0c
- fixed: The player sound lookup would fail if a sound was only available for the last gender in the list.
...
This is an ancient bug, but it never registered before - only after making 'other' the default gender for nonsense input it became apparent.
2019-04-25 16:32:19 +02:00
Christoph Oelckers
0c1fc45df8
- fixed A_Chase default detection.
2019-04-25 16:31:58 +02:00
Christoph Oelckers
96d40ac403
- fixed the direct native variant of DynamicLight.SetOffset.
2019-04-25 16:26:40 +02:00
Major Cooke
2e6382f55e
- Fixed: NODAMAGE was not accounted for with pain.
2019-04-25 13:10:51 +02:00
Rachael Alexanderson
77c97afd2b
- force CMake to use internal asmjit. I left it in a state so that it can easily be changed back in the future.
2019-04-25 13:10:49 +02:00
Timo Myyrä
b561b72fd0
fix Unix builds without backtrace functions in their libc
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backtrace functions are not present in all libc implementations. Cmake has
module to add external libraries into build if needed so use it to fix build on
Unix systems without backtrace in libc.
2019-04-25 13:10:47 +02:00
Marrub
d623ede89d
Fix A_CustomBulletAttack's spawnofs_xy parameter
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The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
2019-04-25 13:10:44 +02:00
Player701
3d1e810e72
- Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.
2019-04-25 13:10:41 +02:00
Christoph Oelckers
1669e10f6e
- fixed memory leaks in network code.
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ReadString allocates a buffer, so saving it in a local variable and then forgetting it will not free the buffer afterward.
(This should probably be refactored to use some safer methods to read the string than this old-school method...)
2019-04-25 13:10:39 +02:00
alexey.lysiuk
b706e8fead
- fixed everlasting fast projectile after hitting ceiling
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Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely
https://forum.zdoom.org/viewtopic.php?t=63023
2019-04-25 13:04:25 +02:00
Christoph Oelckers
f1b345dc73
- fixed crash in AutoUseStrifeHealth
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The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed.
As native code this just failed silently, but with the VM it needs to be explicitly checked.
2019-04-25 13:04:21 +02:00
Major Cooke
5209d43bf3
- Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller.
2019-04-25 13:03:50 +02:00
player701
77633415f9
- Fixed settings_controller not updating properly when a player becomes the new arbitrator in a netgame.
2019-04-25 13:03:47 +02:00
Christoph Oelckers
6371d3f88b
- added missing return in P_RemoveThing.
2019-04-25 13:03:45 +02:00
Christoph Oelckers
d54ef75311
- added missing null pointer check to SBarInfo's inventory bar drawer.
2019-04-25 13:03:42 +02:00
Christoph Oelckers
08dd81ed36
- use a TArray to store the sprite model hash to get rid of one atterm call.
2019-04-25 12:55:22 +02:00
Christoph Oelckers
7259cd44ee
- reworked the lock code to remove the 255 locks limit and to allow it to automatically deinitialize.
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# Conflicts:
# src/fragglescript/t_func.cpp
2019-04-25 12:55:19 +02:00
Christoph Oelckers
5bb0428fa8
- made PlayerPawn.TweakSpeeds virtual.
2019-04-25 12:55:16 +02:00
Christoph Oelckers
e4bf84b015
- treat non-existent arrays in the savegame as zero length.
2019-04-25 12:55:13 +02:00
alexey.lysiuk
32f0bbfe03
- fixed ammo check for weapon with 'uses both' flags
...
https://forum.zdoom.org/viewtopic.php?t=63047
2019-04-25 12:52:20 +02:00
alexey.lysiuk
dc2f2a431e
- fixed SPC music loops
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This reverts the following commit from game-music-emu repository
49238f9ae5
https://forum.zdoom.org/viewtopic.php?t=62613
2019-04-25 12:52:17 +02:00
Christoph Oelckers
8c38a7c05f
- fixed precaching of switches.
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The backwards animation accessed the wrong array which in case of sequences with different length could crash
2019-04-25 12:52:02 +02:00
alexey.lysiuk
8e230eebaf
- fixed missing attack sound in A_CustomPunch
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See 7bb3855439/src/p_actionfunctions.cpp (L1729)
https://forum.zdoom.org/viewtopic.php?t=63049
2019-04-25 12:51:49 +02:00
Major Cooke
5e183d8718
Fixed: IsFakePain received the modified damage instead of the raw, preventing ALLOWPAIN from working as intended.
2019-04-25 12:51:46 +02:00
Erick Tenorio
3262af7514
- TNT.WAD fixes
2019-04-25 12:45:25 +02:00
Erick Tenorio
63313d0214
- Have Plutonia MAP16 pit kill player
2019-04-25 12:45:23 +02:00
Christoph Oelckers
f00ec3bfb9
- use TArrays for all local allocations in the map loader.
...
# Conflicts:
# src/p_setup.cpp
2019-04-25 12:44:28 +02:00
drfrag
df251be921
- Fixed compilation of previous commit.
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# Conflicts:
# src/textures/textures.h
2019-04-18 20:16:30 +02:00
Christoph Oelckers
f29408e199
- fixed precaching to consider animations and switches
2019-04-18 20:13:35 +02:00
Ijon
50d8993e6e
NOFRICTION now applies to Z friction when flying or swimming
2019-04-18 19:57:44 +02:00
alexey.lysiuk
33067deb86
- fixed crash in Actor.Warp() with null destination
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https://forum.zdoom.org/viewtopic.php?t=63031
2019-04-18 19:57:30 +02:00
Christoph Oelckers
e4f5160f66
- remove some obsolete bit of cruft from the class type system.
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This was a remnant of putting the meta data directly into the class descriptor which turned out to be an unworkable approach
2019-04-18 19:57:28 +02:00
Christoph Oelckers
a82d60bb71
- fixed 3D floor initialization for actor spawning.
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Since actors are being spawned before the renderer gets set up this needs to fully initialize the list before spawning the actors, then take it down again for creating the vertex buffer and then recreate it.
2019-04-18 19:57:09 +02:00
Major Cooke
0635dc1416
Reduced redundancy by putting all function aftermath handling in a subfunction.
2019-04-18 19:56:40 +02:00
Major Cooke
662b2ed759
Split off pain chance triggering from ReactToDamage into its own function and gave ZScript access to it.
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- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
2019-04-18 19:56:38 +02:00
Major Cooke
f98c194431
DamageMobj Refactor
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- Split off all reactive functionality (pain, infighting, etc) into its own function, ReactToDamage.
- Refactored all DamageMobj's damage <= 0 values.
- Any unconditional cancellations now return -1. ReactToDamage will not be called if values < 0.
- All pain/wound/target changing allowances return 0.
2019-04-18 19:56:36 +02:00
Ijon
49dd94f65a
Add NOFRICTION and NOFRICTIONBOUNCE flags
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NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching), and NOFRICTIONBOUNCE
disables the "bounce off walls on an icy floor" effect on the thing
it's set on.
2019-04-18 19:56:33 +02:00
alexey.lysiuk
4044a6e724
- declared Actor's Morph() and UnMorph() functions virtual
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They are expected to be virtual on C++ side
2019-04-18 19:55:26 +02:00
Rachael Alexanderson
286eacb088
- set vid_scalefactor to 1 when using vid_setscale
2019-04-18 19:20:28 +02:00
drfrag
708952e615
- initialize the index field for particles.
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This won't contribute to sort order so it should be the same for all particles, which it wasn't because it was never set.
(patch by Graf)
2019-04-18 19:02:29 +02:00
Christoph Oelckers
cd8791d68c
- fixed sprite sorting in the hardware renderer.
...
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.
The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_sprites.cpp
2019-04-18 18:53:10 +02:00
Magnus Norddahl
3a76840f87
- remove shadow acne when dynlights perfectly align with planes
2019-04-18 17:49:57 +02:00
Magnus Norddahl
14f7efece7
- improve softpoly 3d floor drawing somewhat
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# Conflicts:
# src/polyrenderer/scene/poly_plane.cpp
2019-04-18 17:49:41 +02:00
Christoph Oelckers
18cec62458
- fixed random number generation in SpawnFizzle.
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This should now produce the same value range as Hexen's original code.
2019-04-18 17:46:21 +02:00
Christoph Oelckers
ff12eab7e5
- fixed bad attempt at restoring position in A_CustomBulletAttack.
2019-04-18 17:46:19 +02:00
Christoph Oelckers
cc34946e80
- missed this.
2019-04-18 17:46:17 +02:00