- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
This fixes some jerkiness with vertical scrollers due to a bad sine period and makes the overall appearance of the effect what it was originally supposed to be. The old warp2 shader was not created by replicating the formula but by trial and error until it looked close enough.
A version of the old warp2 shader with a fixed sine period is still available as a custom hardware shader.
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
The scripting branch changed camera semantics to default to an actor's center - which for monsters and decorations makes sense - but not for simple mapspots that get used as camera. For those the CameraHeight must be explicitly set to 0.
Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
* disable the dynamic light code if no buffers are available
* added a duplicate of the getTexel function which cannot be patched without creating syntax problems.
* fixe int<->float conversion warning, which on some compilers may be an error.
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
* Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
* Mode 1 remains unchanged.
* Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
* Mode 3 implements the correct angle adjustment that Boom originally intended.
(Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
- This reverts commit 06216d733e.
- I don't know what I was thinking. Since stateowner is always available
to the wrapper function, and this code is only generated for the wrapper
function, it's a nonissue. The state is already located before calling
any function that uses it.
- This reverts commit 39df62b20e.
- Anything that needs to lookup a state also needs stateowner. See
FxMultiNameState::Emit(). I will need to be more selective when
de-actionifying functions.
- An actor function really only needs to be an action function if:
1. It can be called with no parameters specified, either because it takes
none or because all its parameters are optional. This lets SetState()
call it directly without creating a wrapper function for it.
2. It wants access to the callingstate or stateowner parameters. Most
functions don't care about them, so passing them is superfluous.