Christoph Oelckers
462fe891bd
- fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context.
2018-12-18 20:38:25 +01:00
Christoph Oelckers
494a113920
- more direct native entry points.
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- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2018-12-05 20:10:44 +01:00
Christoph Oelckers
2e7e6cba9d
- scriptified P_CheckMeleeRange2.
2018-12-05 18:58:15 +01:00
Christoph Oelckers
de5ab0b4b6
- deprecated a few functions that depend on AAPTR_* to be useful.
2018-12-05 18:33:59 +01:00
Christoph Oelckers
6c9d0b166a
Added direct native entry points to a larger number of functions.
2018-12-05 17:34:11 +01:00
Christoph Oelckers
33db5792b4
- moved a large part of the VM thunks out of p_mobj.cpp.
2018-12-05 00:21:16 +01:00
Christoph Oelckers
44e43c48b5
- scriptified A_SelectWeapon
2018-12-04 17:31:25 +01:00
Christoph Oelckers
0e095b0c05
- removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code.
2018-12-03 17:41:05 +01:00
Christoph Oelckers
93f91d1039
- scriptified P_DropItem.
2018-12-02 18:31:18 +01:00
Christoph Oelckers
a5fc26b37c
- scriptified the no-spawn flag check for armor and health items.
2018-12-02 18:04:44 +01:00
Christoph Oelckers
ee08412e49
- scriptified G_PlayerFinishLevel.
...
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers
719598aae4
- scriptified AActor::ClearInventory
2018-12-02 15:24:44 +01:00
Christoph Oelckers
577af8860c
- scriptified invnext and invprev CCMDs.
2018-12-01 22:37:12 +01:00
Christoph Oelckers
5c647de70c
- moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory.
2018-12-01 17:46:20 +01:00
Christoph Oelckers
7301bbc58e
- scriptified GiveAmmo and the one remaining piece of native code still using it.
2018-12-01 17:20:23 +01:00
Christoph Oelckers
2c59172c42
- scriptified DropInventory.
2018-12-01 17:18:26 +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
588ddd185b
- scriptified TakeInventory, including the ACS/FS interfaces.
2018-12-01 17:11:09 +01:00
Christoph Oelckers
023efc7685
- scriptified RemoveInventory and Inventory.OnDestroy.
2018-12-01 17:09:23 +01:00
Christoph Oelckers
eb47fb9adc
- scriptified GiveInventory and made the interface a bit more configurable by mods.
...
Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
2018-12-01 17:07:09 +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
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# Conflicts:
# src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Christoph Oelckers
8e46cb3a21
Merge remote-tracking branch 'remotes/origin/master' into asmjit
2018-11-30 18:49:28 +01:00
Player701
927d333063
- Exported AActor::Grind to ZScript.
2018-11-29 23:46:47 +01:00
Christoph Oelckers
7ff0cd70ad
- explicitly declare the constructor and destructor methods of FCheckPosition so that they get a working prototype.
2018-11-28 17:33:37 +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
3d892d3970
- scriptified FilterCoopRespawnInventory.
2018-11-24 20:58:33 +01:00
Christoph Oelckers
c14b7f58d3
- scriptified some simple sound functions.
2018-11-24 20:33:00 +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
652606f70b
- scriptified A_Explode and relatives.
2018-11-24 19:29:52 +01:00
Christoph Oelckers
b4c272ddff
- scriptified A_SpawnItem(Ex) and A_ThrowGrenade.
...
These were the last native functions referencing AWeapon::DepleteAmmo, so that function is now exclusively on the scripting side.
2018-11-24 17:01:12 +01:00
Christoph Oelckers
4c1b3f81ab
- scriptified A_RailAttack.
2018-11-24 15:12:30 +01:00
Christoph Oelckers
5c130737c4
- scriptified A_CustomPunch
2018-11-24 14:48:30 +01:00
Christoph Oelckers
e071be8371
- scriptified A_FireBullets and A_CustomBulletAttack.
2018-11-24 13:50:27 +01:00
Christoph Oelckers
ac1bffc51b
- scriptified P_MorphMonster.
2018-11-24 09:33:03 +01:00
Christoph Oelckers
16c85b532b
- restored the old A_Jump prototype because DECORATE needs this to parse the arguments.
2018-11-17 21:22:18 +01:00
Christoph Oelckers
adde0510fe
- 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.
2018-11-17 12:35:03 +01:00
Christoph Oelckers
33fb76698b
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.
2018-11-16 15:25:37 +01:00
Major Cooke
55f17fa90c
Changed A_RaiseActor to just RaiseActor.
2018-11-13 19:01:56 +01:00
Major Cooke
71d2b39d92
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-13 19:01:56 +01:00
Major Cooke
b553be153d
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'.
2018-11-13 19:01:56 +01:00
ZZYZX
d85e5afdfb
Destructible geometry - minor fixes and 3D floor support
2018-11-07 00:12:37 +01:00
Player701
56f76a141e
- Added a function to get the actor's age in ticks.
2018-11-04 19:58:57 +01:00
Player701
a6dbfcf9c2
- 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.
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- 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.
2018-11-04 19:58:57 +01:00
Cacodemon345
b1d35eb0b3
Extend SKYEXPLODE flag for LineAttack
2018-11-03 15:24:30 +01:00
Major Cooke
6a8b0df4ba
Added VelIntercept.
...
- 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 00:10:08 +01:00
ZZYZX
849d110f10
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 00:05:43 +01:00
Marisa Kirisame
c3894ee348
Exports various resurrection-related functions to ZScript.
2018-10-04 08:59:37 -04:00