- Includes 2 flags, affixed by CBF_: AbsolutePos, and AbsoluteAngle.
- AbsolutePos: Absolute position of where to check.
- AbsoluteAngle: Angle parameter is used as is, not added onto the actor's current angle.
* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.
* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.
The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
- started converting g_hexen.
Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
Links through sector portals are not done because nearly all the checks can be performed without doing this so if it works without there's no need to add more processing time.
Will have to see if there's cases left where such a link is needed and if so, whether there's better options to do it.
For line portals such links are necessary to have proper collision detection with actors that are currently transitioning the portal.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.
- fixed setup of target acquisition for the Mage Staff.
The pre-acquired seeker target was never passed to the spawned projectiles.
* Arch-Vile resurrection
* Boom point pushers (due to complete lack of z-handling only for line portals.)
* A_RadiusGive
These also require a more thorough collection of portal groups than simple position checks.