Commit Graph

243 Commits

Author SHA1 Message Date
Christoph Oelckers 4a1f011dc1 - Alt HUD scriptification, part 1. 2018-12-02 14:34:08 +01:00
Christoph Oelckers 577af8860c - scriptified invnext and invprev CCMDs. 2018-12-01 22:37:12 +01:00
Christoph Oelckers 09129e0113 - scriptified UseInventory and several functions using the already scriptified ones, 2018-12-01 17:17:08 +01:00
Christoph Oelckers 023efc7685 - scriptified RemoveInventory and Inventory.OnDestroy. 2018-12-01 17:09:23 +01:00
Christoph Oelckers a426655d61 - scriptified AddInventory. 2018-12-01 17:03:58 +01:00
Christoph Oelckers a0c0e8bdfe Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
# Conflicts:
#	src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Christoph Oelckers 5e4e9e2c2b Merge branch 'master' into asmjit 2018-11-27 19:53:22 +01:00
Alexander 4a85e24228 fixed spelling (mostly comments) 2018-11-27 19:44:06 +01:00
Christoph Oelckers 7012179904 - moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature. 2018-11-25 07:43:05 +01:00
Christoph Oelckers f218e95c4d - scriptified cht_Takeweaps. 2018-11-25 01:26:19 +01:00
Christoph Oelckers 34b7e5f435 - scriptified P_BobWeapon as a virtual function on PlayerPawn. 2018-11-25 00:23:03 +01:00
Christoph Oelckers f260709e73 - moved the weapon selection logic to PlayerPawn as overridable virtual functions. 2018-11-24 22:22:36 +01:00
Christoph Oelckers b6d0d5008e - change teleport freeze handling to a player property plus virtual override on PlayerPawn for increased configurability. 2018-11-24 21:37:00 +01:00
Christoph Oelckers 3d892d3970 - scriptified FilterCoopRespawnInventory. 2018-11-24 20:58:33 +01:00
Christoph Oelckers fb91982da2 - scriptified APlayerPawn::Die and fixed a few things I encountered while doing it. 2018-11-24 20:32:12 +01:00
Christoph Oelckers 44d51a6de9 - scriptified GetDefaultInventory. 2018-11-24 19:03:33 +01:00
Christoph Oelckers 595208f2fd - exported a few more weapon handling functions so that the native GetDownState stub could be removed. 2018-11-24 18:21:40 +01:00
Christoph Oelckers 9584e3bc53 - scriptified P_BringUpWeapon because this was the only native function still referencing AWeapon::GetReadyState. 2018-11-24 17:22:59 +01:00
Christoph Oelckers bd84a60663 - scriptified the rest of the morph code. 2018-11-24 10:47:42 +01:00
Christoph Oelckers ac1bffc51b - scriptified P_MorphMonster. 2018-11-24 09:33:03 +01:00
Christoph Oelckers 3ed7f4066d - fixed message output. 2018-11-24 08:41:07 +01:00
Christoph Oelckers cce1bad042 - testing and cleanup of scripted morph code. 2018-11-24 08:39:35 +01:00
Christoph Oelckers 78d6832d14 - P_UndoPlayerMorph scriptified.
Not tested yet and still missing a new native interface.
2018-11-24 08:17:30 +01:00
Christoph Oelckers 192104aea2 - scriptified P_MorphPlayer and dependencies.
It still needs its counterpart scriptified as well before it can work.
2018-11-24 07:45:49 +01:00
Christoph Oelckers a5ee673c91 - exported ADecal to ZScript as a non-native class.
Its one function is still native but this was by far the easiest of the remaining actor classes to export.
2018-11-19 17:54:38 +01:00
ZZYZX a276ebfb08 Exported destructible geometry to ZScript 2018-11-07 00:12:37 +01:00
ZZYZX d85e5afdfb Destructible geometry - minor fixes and 3D floor support 2018-11-07 00:12:37 +01:00
ZZYZX b911bbc424 Single commit - destructible geometry feature 2018-10-31 17:22:09 +01:00
Marrub 0b460ccb03 Squashed commit of the following:
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date:   Tue Oct 30 04:01:09 2018 -0400

    ProMessage -> PronounMessage

commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 23:56:58 2018 -0400

    improve variable naming

commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 19:52:32 2018 -0400

    add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
player701 eee0946bc5 - Fixed indentation 2018-10-14 00:52:00 +02:00
player701 6dc026895c - Exported PickNewWeapon function from PlayerPawn to ZScript. 2018-10-14 00:52:00 +02:00
argv-minus-one ce1aa7e962 Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
2018-07-09 17:50:55 +02:00
argv-minus-one 6239796b92 Move RandomSpawner's recursion check into PostBeginPlay.
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
2018-07-09 17:50:55 +02:00
Alexander 97aba0c416 add tags for Doom and Heretic monsters
Why? So mods that reveal enemy names don't show internal monster class names.

Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.
2018-06-27 21:04:00 +02:00
alexey.lysiuk c8eefd84fa Enabled playing of *gasp sound by default
https://forum.zdoom.org/viewtopic.php?t=60361
2018-04-27 11:04:21 +03:00
Christoph Oelckers 1648fc6a07 Fixed initialization issues with dynamic lights.
Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2018-04-25 09:14:01 +02:00
alexey.lysiuk 84e9017a5f Fixed infinite loop with zero height fast projectile
https://forum.zdoom.org/viewtopic.php?t=60019
2018-03-30 12:49:35 +03:00
alexey.lysiuk a6738fd139 Fixed infinite loop with None class in random spawner
actor NoneSpawner : RandomSpawner
{
    DropItem "None"
}

https://forum.zdoom.org/viewtopic.php?t=60027
2018-03-30 10:44:42 +03:00
Christoph Oelckers 3a3cd87ce0 - perform the stepping adjustment for FastProjectiles in 3D.
Not checking the z-Axis means that they might pass through 3D floors without noticing at steep angles and very high speeds.
2018-02-28 18:26:25 +01:00
alexey.lysiuk af7648a151 Made PlayerRespawn skill definition consistent
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Christoph Oelckers dbf0a68b02 Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
# Conflicts:
#	src/doomdata.h
#	src/namedef.h
#	src/p_udmf.cpp
2018-01-20 19:07:54 +01:00
alexey.lysiuk d9ddd50c98 Disabled interpolation point "thinking"
https://forum.zdoom.org/viewtopic.php?t=59087
2018-01-12 18:27:19 +02:00
alexey.lysiuk 16333320d0 Fixed transfer of count secret flag from random spawner
https://forum.zdoom.org/viewtopic.php?t=59013
2018-01-06 17:48:49 +02:00
Jonathan Russell acf83c2a74 - fixing the last commit... 2018-01-04 23:13:14 +00:00
Jonathan Russell 254501d3e8 - fixing last commit, which didn't seem to work correctly 2018-01-04 23:09:48 +00:00
Jonathan Russell 7f7c720883 - added UDMF properties for spotlights (args have all been used up for dynlights) 2018-01-04 22:41:57 +00:00
Magnus Norddahl 5f36b86013 - Add dynamic spot lights 2018-01-04 17:58:11 +01:00
alexey.lysiuk aacdc3546c Fixed take ammo cheat
https://forum.zdoom.org/viewtopic.php?t=58854
2017-12-24 11:00:02 +02:00
alexey.lysiuk acc943329b Added null check for probe in SectorAction.OnDestroy()
Absence of check led to unhandled VM abort exception in case of saved game failed to load
2017-12-10 14:35:30 +02:00
Rachael Alexanderson 66773b6a1a - added 'classicflight' user cvar which allows players to move forward and backward without pitch when flying 2017-10-23 12:16:02 -04:00