todo:
* call a render class function in D_Main that enumerates the capabilities of the current renderer into a global variable to be accessed later
* add a debug-specific cvar to always show all actors, regardless of these filters
* put in checks in the renderer themselves that check both flagsets and reject rendering of any sprite/model that does not fit the definition's criteria
- handle these powerups by actual item checks instead of cheat flags. (The same should also be done for the Frightener and Buddha but those are a bit more complex because they are also real cheats.)
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.
- fixed: Passing local variables by reference did not work in the VM.
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
For most attack functions this is wrong, it's only the Hexen fighter attack needing this particular value, so it has been split up into two return values now.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
- Took the opportunity and fixed the logic for the Skull Rod's rain spawner. The old code which was part of the 3D floor submission was unable to work with portals at all. The new approach no longer tries to hide the dead projectile in the ceiling, it leaves it where it is and changes a few flags, so that its z-position can be used as reference to get the actual ceiling. This works for line portals, but for sector portals still requires some changes to sector_t::NextHighestCeilingAt to work, but at least this can be made to work unlike the old code.
- added names for the player-related translations to A_SetTranslation.
- fixed: Failure to resolve a function argument was checked for, too late.
- made the parameter for A_SetTranslation a name instead of a string, because it is more efficient. We do not need full strings here.
- implemented method calls from struct instances.
- optimized disassembly of VM call instructions to print the function's name at the end where it is more visible and does not need to be truncated. Also use the printable name for script functions here.
- made APlayerPawn::PlayAttacking(2) virtual script functions so that mods have better control over player animations. Note that these have no native base so they skip the templated interface for managing virtual functions.
- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available.
- removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place.
- scriptified A_Punch for testing pass-by-reference parameters and stack variables.