Christoph Oelckers
394d8e414f
- scriptified A_CustomPunch
2019-04-15 21:58:33 +02:00
Christoph Oelckers
54ba5b4829
- scriptified A_FireProjectile
2019-04-15 21:58:31 +02:00
Christoph Oelckers
d99b46c861
- scriptified A_FireBullets and A_CustomBulletAttack.
2019-04-15 21:58:30 +02:00
Christoph Oelckers
4c7096ffac
- started with a ScriptUtil class which will allow moving function implementations for ACS and FraggleScript to zscript.txt
...
So far 3 functions for testing implemented.
# Conflicts:
# src/p_acs.cpp
2019-04-15 21:58:26 +02:00
Christoph Oelckers
1b6af10f38
- scriptified Weapon.CheckAmmo and Weapon.DepleteAmmo
2019-04-15 21:56:30 +02:00
Christoph Oelckers
9e6279ed5b
- scriptified the rest of the morph code.
2019-04-15 21:56:28 +02:00
Christoph Oelckers
b886219f53
- scriptified P_MorphMonster.
2019-04-15 21:56:23 +02:00
Christoph Oelckers
d4ff49e110
- fixed message output.
2019-04-15 21:56:22 +02:00
Christoph Oelckers
02f785f794
- testing and cleanup of scripted morph code.
2019-04-15 21:56:20 +02:00
Christoph Oelckers
9b1e96262c
- P_UndoPlayerMorph scriptified.
...
Not tested yet and still missing a new native interface.
2019-04-15 21:56:18 +02:00
Christoph Oelckers
395413fc9a
- scriptified P_MorphPlayer and dependencies.
...
It still needs its counterpart scriptified as well before it can work.
# Conflicts:
# src/gi.cpp
# wadsrc/static/zscript/base.txt
2019-04-15 21:56:16 +02:00
Christoph Oelckers
f00892e06d
- 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.
2019-04-15 16:09:05 +02:00
Christoph Oelckers
cb9c1f021c
- generate register type info for the parameter lists of all functions.
...
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
2019-04-15 15:52:22 +02:00
Christoph Oelckers
45f83636e9
- restored the old A_Jump prototype because DECORATE needs this to parse the arguments.
2019-04-15 15:48:34 +02:00
Christoph Oelckers
9456c877d4
- deconstruct A_Jump with multiple labels into A_Jump(chance, RandomPick(label1, label2, label3,...)) to remove this ugly special case from the VM calling convention.
...
This also adds the number of available choices to OP_IJMP.
2019-04-15 15:48:27 +02:00
Christoph Oelckers
7fe33d336c
Avoid using argument count for any kind of decision making in native VM functions.
...
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
# Conflicts:
# src/r_data/r_sections.h
2019-04-15 14:37:28 +02:00
Player701
d72d820bba
- Exported AActor::Grind to ZScript.
2018-11-30 10:18:43 +01:00
Player701
bc280f67ac
- Fixed textures on the two switches that rise from the floor in the eastern area of TNT MAP31
2018-11-28 15:37:46 +01:00
Alexander
aa6820737a
fixed spelling (mostly comments)
2018-11-28 15:37:45 +01:00
Alexander
c223a671a6
add monster tags (Friendly Names) for Hexen
2018-11-25 12:25:46 +01:00
alexey.lysiuk
4020159f91
- made ZRock4 solid like in vanilla Hexen
...
9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)
https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:47:18 +01:00
Marisa Kirisame
9022c98732
expose defaultbloodcolor to ZScript.
2018-11-24 00:18:24 +01:00
Christoph Oelckers
a9cc7e6fb9
- changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
...
* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:47:21 +01:00
Christoph Oelckers
af3635dfd9
- corrected A_DropFire for real, using the SVE source as reference.
2018-11-16 21:33:16 +01:00
Christoph Oelckers
91b4024bf2
- fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH.
2018-11-16 21:33:14 +01:00
Major Cooke
57efd617fa
Changed A_RaiseActor to just RaiseActor.
2018-11-16 21:17:53 +01:00
Major Cooke
a083eb6421
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-16 21:17:51 +01:00
Major Cooke
24fdaf751c
Added CanResurrect(Actor other, bool passive)
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- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-16 21:17:49 +01:00
Christoph Oelckers
4183615495
- added ZScript export for side_t::SetSpecialColor.
2018-11-16 21:17:45 +01:00
Major Cooke
be2d5ba9ec
Added DMG_NO_ENHANCE for DamageMobj.
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- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-12 22:04:17 +01:00
Major Cooke
b34bc0947e
Added IsPointInMap(Vector3 p).
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- Checks if a point is inside the map geometry or not.
2018-11-08 16:18:29 +01:00
Christoph Oelckers
eb47c8d4c2
- fixed typo with RNG name.
2018-11-08 00:18:08 +01:00
ZZYZX
7905a0e041
Exported destructible geometry to ZScript
2018-11-07 11:00:08 +01:00
ZZYZX
b581648d6f
Destructible geometry - minor fixes and 3D floor support
2018-11-07 11:00:05 +01:00
Player701
4751181eb6
- Added a function to get the actor's age in ticks.
2018-11-05 01:38:37 +01:00
Player701
905146d87c
- Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
...
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-05 01:38:35 +01:00
Cacodemon345
57e51debec
Extend SKYEXPLODE flag for LineAttack
2018-11-03 21:52:25 +01:00
ZippeyKeys12
96fafa9c59
Export AllClasses
2018-11-02 13:07:12 +01:00
drfrag666
557380a769
- Added alpha parameter to DrawLine for the GL renderer, it's a fake parameter for the software renderer so mods don't crash.
2018-11-02 13:04:37 +01:00
Major Cooke
7eef13c859
Added VelIntercept.
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- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
- targ: The actor the caller will aim at.
- speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
- aimpitch: If true, aims the pitch in the travelling direction. Default is true.
- oldvel: If true, does not replace the velocity with the specified speed. Default is false.
- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 21:25:56 +01:00
ZZYZX
a40d717006
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 21:08:53 +01:00
ZZYZX
d2f6834da6
Implemented loading/saving of line/sector health and health groups in savegames
2018-11-01 21:08:51 +01:00
ZZYZX
82a2bf3ac5
Single commit - destructible geometry feature
...
# Conflicts:
# src/p_setup.cpp
2018-11-01 21:02:25 +01:00
Christoph Oelckers
7d53d0d8ed
- removed bad 'return' in C_MidPrint definition.
2018-11-01 20:03:26 +01:00
Marrub
0f6f23350d
Add "neutral" gender option and better obit formatting
2018-10-31 11:24:01 +01:00
Christoph Oelckers
eca23badb8
- added a compatibility fix for Hacx's MAP05.
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This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.
# Conflicts:
# wadsrc/static/zscript/level_compatibility.txt
2018-10-21 20:57:40 +02:00
Rachael Alexanderson
35bf70456a
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 21:22:24 +02:00
Erick Tenorio
c2784e4b6b
- Visually align Doom 2 MAP04 crusher floors
...
Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 20:50:53 +02:00
Erick Tenorio
3b432a99e8
-Fixed many IWAD mapping errors
...
# Conflicts:
# wadsrc/static/zscript/level_compatibility.txt
2018-10-14 12:10:56 +02:00
player701
3e0ed1c907
- Fixed indentation
2018-10-14 10:31:47 +02:00