Commit graph

4490 commits

Author SHA1 Message Date
MajorCooke
2939194ae3 - Forgot this tiny little one. 2015-02-20 01:36:53 -06:00
MajorCooke
9c5d90e4cb - Removed QF_SCALEUP until I can figure out a proper way to implement it. 2015-02-20 01:33:30 -06:00
MajorCooke
0948b95e08 - Changed QuakePower to take doubles on everything but intensity. This lets the camera shake until it truly reaches 0 as the limitations of integers were actually cutting it short. 2015-02-19 23:19:24 -06:00
MajorCooke
045ab9fd5b Initial groundwork for QF_SCALEDOWN. 2015-02-19 21:42:32 -06:00
MajorCooke
284fd3e20f - Fixed: relz was never initialized.
- This could cause problems in places like the GZDoom renderer in the odd circumstance, causing the camera to become stuck in the floor or ceiling until the quake expires.
2015-02-19 16:30:00 -06:00
Randy Heit
2d4f02c560 Merge branch 'MajorCooke-quakeex' 2015-02-18 15:01:45 -06:00
Randy Heit
e377c2c4f8 Change XYZ Quaking from Major Cooke
- Relative quakes are different from other quakes; all quakes affecting
  the camera do not become relative if one of them is relative.
- Use a single function call to get quake visual parameters instead of four.
- Thrust things in a psuedo-ellipse if they're inside a damaging quake whose
  IntensityX != IntensityY.
- Don't break old savegames.
2015-02-18 14:48:52 -06:00
rheit
c23b7cd378 Merge pull request #273 from MajorCooke/transferroll
- Added SXF_TRANSFERROLL.
2015-02-18 11:28:13 -06:00
MajorCooke
0f4bca8607 - Added SXF_TRANSFERROLL. 2015-02-14 16:51:05 -06:00
MajorCooke
7050d03222 Added A_QuakeEx(intensity x, y, z, duration, damrad, tremrad, sound, flags)
- Unlocks the full potential of using quakes, including the Z axis. Each intensity applies to X/Y/Z planes whenever a player is experiencing it.
- Flags:
- QF_RELATIVE - Adjusts the quaking of the camera to go in the direction its aiming (X: forward/backward. Y: Left/right.)
- Plans for including pitch will be implemented in the future for the Z axis with relativity.
2015-02-14 15:58:39 -06:00
Alexey Khokholov
fa2e2a8528 Update nukedopl3.cpp 2015-02-14 00:01:54 +09:00
Christoph Oelckers
d8d2058ec6 Merge branch 'NetBug' of https://github.com/ChillyDoom/zdoom 2015-02-12 19:12:13 +01:00
Christoph Oelckers
93c12cf259 - addressed the problem that prompted setting NOGRAVITY for all floatbobbing items for real:
Hexen uses the spawn height value from the mapthing_t structure to offset the item when floatbobbing. With proper gravity handling enabled this method doesn't really work so as a workaround ZDoom will now enable a hidden compatibility option when playing any map with a Hexen format MAPINFO so that any positive value in this field will make P_ZMovement revert to the original method of setting the items height (excluding the floatbob offset, of course.)

This also removes some code from P_NightmareRespawn that originate from the original Hexen method for floatbobbing which aren't needed anymore
2015-02-12 18:57:06 +01:00
Christoph Oelckers
337682934c - fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
2015-02-10 23:40:53 +01:00
Christoph Oelckers
c0eb39ec72 - fixed: The exploding ArtiTimeBomb must disable movement interpolation for its position change needed to display the explosion frames correctly. 2015-02-10 23:09:57 +01:00
Christoph Oelckers
5fc6ff1303 - fixed: invisible 3D floors were treated as solid, not translucent when building the sorted lists, resulting in the top plane not being rendered in case of an overlap. 2015-02-10 23:01:58 +01:00
Christoph Oelckers
a3bdbff052 - fixed: 3Dmidtex opening checks didn't take per-sidedef scaling into account. 2015-02-10 21:30:52 +01:00
ChillyDoom
3d7934f1a1 - Fixed: Part of Net_CheckLastReceived treated Net_Arbitrator as a node number rather than a player number. 2015-02-09 20:16:57 +00:00
Christoph Oelckers
6423b2fece - fixed: Dehacked text patching needs to alter all occurences of the source string. 2015-02-09 10:15:11 +01:00
Randy Heit
867bfd2751 Typo fix: concidered -> considered 2015-02-08 21:07:28 -06:00
Randy Heit
79791629ec Add missing break to FxGlobalVariable::Resolve()
- Not like it matters much when there are no global variables of types
  float, fixed, or angle.
2015-02-08 21:01:49 -06:00
Randy Heit
a063b48d7a Add a needed break in FxAbs::Resolve()
- Fixed: FxAbs could not resolve floating point constants because it fell
  through to the error case.
2015-02-08 20:56:30 -06:00
Randy Heit
c3227729e7 Remove superfluous if in DoGiveInv()
- I'm assuming this check was here for a reason, but when both branches of
  the if do the same thing and it's been this way since before recorded
  history, it's not obvious what was intended here.
2015-02-08 20:54:13 -06:00
Randy Heit
711ac77915 defitem != NULL -> defitem == NULL 2015-02-08 20:51:14 -06:00
Randy Heit
fd7ed2bc25 Undo most of ZzZombo's changes
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
  everything that doesn't look like an actual improvement.
2015-02-08 20:44:18 -06:00
Randy Heit
2d7592c2c3 Restore nodebuilder files to their previous versions
- For easy comparison, changes between the built-in nodebuilder and ZDBSP
  must be kept to a minimum.
2015-02-08 19:49:08 -06:00
Christoph Oelckers
e047902d56 - resanitation of FDynamicBuffer::SetData. 2015-02-08 17:58:24 +01:00
Christoph Oelckers
57ae77412d Merge branch 'althud_ammo' of https://github.com/alexey-lysiuk/gzdoom 2015-02-08 11:52:08 +01:00
Christoph Oelckers
ae78aeaacb - if this buffer is freed, the pointer referring to it must also be deleted. 2015-02-08 11:48:41 +01:00
Christoph Oelckers
45117b2603 Merge branch 'codesanity' of https://github.com/ZzZombo/zdoom
Conflicts:
	src/info.h
2015-02-08 11:47:49 +01:00
ZzZombo
0be3341031 - Missed some unused variables. 2015-02-08 18:04:11 +08:00
alexey.lysiuk
003817f415 Added customization of ammo display in alternative HUD
Added hud_showammo CVAR with three states:
* If value is 0, show ammo for current weapon only
* If value is 1, show ammo for available weapons
* If value is greater than 1, show ammo for all weapons
Default value is 2, so initial ammo display behavior isn't changed
2015-02-08 11:08:02 +02:00
ZzZombo
c4b742ebf0 - Part 2 of the sanity crusade. 2015-02-08 17:03:49 +08:00
Christoph Oelckers
4959932df7 Merge branch 'changemap2-fix' of https://github.com/Edward850/zdoom 2015-02-08 09:07:12 +01:00
Christoph Oelckers
0688247ee1 Merge branch 'NewChaseDir-opt' of https://github.com/Edward850/zdoom 2015-02-08 09:06:53 +01:00
ZzZombo
2c06987f67 - Fixed the sanity commit. 2015-02-08 14:35:45 +08:00
Christoph Oelckers
3a504da675 - forgot to save this before committing. 2015-02-07 19:04:43 +01:00
Christoph Oelckers
7c567979d9 Merge branch 'transferspriteframe' of https://github.com/MajorCooke/zdoom 2015-02-07 17:13:21 +01:00
MajorCooke
b37a98689a - Added SXF_TRANSFERSPRITEFRAME. Now it's possible to make starting frames that start with "####" "#" 0 in Spawn.
- Fixed a compile warning with FAF_NODISTFACTOR.
2015-02-07 10:04:33 -06:00
Christoph Oelckers
7789975b6c - reverted a few of Zzombo's changes. 2015-02-07 17:02:46 +01:00
Christoph Oelckers
4e2763e5fa Merge branch 'master' of https://github.com/ZzZombo/zdoom-modified 2015-02-07 16:45:44 +01:00
Christoph Oelckers
5d75df4869 Merge branch 'polydoor_swing_overshoot_fix' of https://github.com/edward-san/zdoom 2015-02-07 16:44:38 +01:00
Christoph Oelckers
c4f932022c - added 'listsoundchannels' CCMD for debugging. 2015-02-07 16:44:24 +01:00
ZzZombo
322742d4b1 - Fixed various instances of unused variables, accessing arrays out of bounds, initialization of non-primitive members in constructor's body, dead code, passing parameters by value instead of reference, usage of uninitialized variables, as reported by cppcheck. 2015-02-07 23:35:23 +08:00
Christoph Oelckers
ec58178695 - replace all \0 characters in Dehacked patches with spaces.
This is needed to make some old and broken patches in some WolfenDoom mods load.
2015-02-07 15:27:31 +01:00
Edoardo Prezioso
60b735dc60 Remove redundant code in polydoor swing code.
'Perpetual' check does not make sense for poly doors.
2015-02-07 15:03:16 +01:00
Christoph Oelckers
2d4299608c Merge branch 'Inventory.Transfer-flag' of https://github.com/Edward850/zdoom 2015-02-07 13:12:15 +01:00
Christoph Oelckers
6801d0faec Merge branch 'pause' of https://github.com/Edward850/zdoom 2015-02-07 13:03:33 +01:00
Christoph Oelckers
c54a4fe06b Merge branch 'ext_skin_check' of https://github.com/alexey-lysiuk/gzdoom 2015-02-07 13:02:19 +01:00
Christoph Oelckers
5a52c4007d Merge branch 'faceaddons' of https://github.com/MajorCooke/zdoom 2015-02-07 13:01:31 +01:00
Christoph Oelckers
cb4ef09b69 Merge branch 'mirrorfix' of https://github.com/MajorCooke/zdoom 2015-02-07 12:59:53 +01:00
Edward Richardson
291861bf52 Removed debug output 2015-02-05 23:53:34 +13:00
Edward Richardson
5164b78c31 Camera paths would hold indeterminate of the level 2015-02-05 22:44:51 +13:00
Edward Richardson
cbb066f1fb Keep gameticker running to let the thread sleep 2015-02-05 22:43:42 +13:00
Edward Richardson
1e0a1466a3 Moved and rearranged transfer task
- Some inventory pickup conditions weren't properly covered
2015-02-05 20:13:54 +13:00
Edward Richardson
de4097cc7b Added INVENTORY.TRANSFER
- INVENTORY.TRANSFER allows transferring all owned inventory to a new
owner on pickup.
2015-02-05 14:52:52 +13:00
Braden Obrzut
8e1b1aa201 - Defer SDL subsystem initialization since it seems to cause conflicts with GUI toolkits on some systems. 2015-02-02 19:36:08 -05:00
Randy Heit
dc6b45804d Don't lose the cursor when scrolling up in option menus
- Fixed: If the menu cursor was on the topmost-displayed item, pressing up
  would not scroll the view up. The check for scrolling only tested if the
  newly selected item was the topmost one, since the menu code had
  assumed the only time the cursor would be on the topmost visible line
  was when it was the very first line of the menu. Using PgDn breaks this
  assumption.
2015-01-31 20:10:18 -06:00
alexey.lysiuk
cce5066bea Improved check for skins and maps in the same WAD
The corresponding warning is shown for Doom I mods too. Good example of it is Hyena TC: http://www.doomworld.com/idgames/index.php?file=levels/doom/Ports/megawads/hyena.zip
Reduced chance of false positive for the mentioned warning
2015-01-31 13:14:30 +02:00
MajorCooke
53fd57d6b7 - Added ang_offset and pitch_offset to A_Face, along with 4 new flags:
- ang_offset: the extra angle to apply to the actor after calculating the maximum turn.
- pitch_offset: Just like ang_offset, with pitch instead.
- FAF_BOTTOM: Aim straight for the actor's z coordinate, not with +32 units.
- FAF_MIDDLE: Aims for the direct middle of the actor.
- FAF_TOP: Aims for the very top of the actor.
- FAF_NODISTFACTOR: Use the raw pitch offset without calculating it into the distance of the aimed actor.
2015-01-30 16:48:24 -06:00
MajorCooke
6bb0849984 - Fixed: MIRRORREFLECT was broken after my last patch to fix the always 0 angle issue. Also simplified the speed change -- it's the same thing without having to recalculate the angle into it.
- Also ensure that the check for AIMREFLECT happens no matter what.
2015-01-30 16:34:24 -06:00
Randy Heit
b69edbbec1 Redo commit a4c07a9
- Line endings are inconsistant in this file, but at least the commit
  doesn't touch the whole file.
2015-01-29 19:50:52 -06:00
Randy Heit
d828173ce3 Revert "- fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch."
This reverts commit a4c07a9ee3.

- This commit touched every line of thingdef_codeptr.cpp, which would make
  merging it into the scripting branch a pain in the ass.
2015-01-29 19:30:26 -06:00
Braden Obrzut
72506fa6e9 - Fixed: Regression with centered coordinates. 2015-01-26 15:00:36 -05:00
Edoardo Prezioso
78b4cbdf6c - Fixed a very old issue with rotating polydoors.
This happened when the polydoor was open. If a mobj blocked the poly door, such that the door could not move from its open position, the poly door could rotate a little bit more than needed, making the door partially closing when the door managed to close later.
2015-01-26 02:20:54 +01:00
Christoph Oelckers
a4c07a9ee3 - fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch. 2015-01-25 20:15:58 +01:00
Edoardo Prezioso
04c6c5ca55 Fix missing 'victim' replace in ALoreShot code. 2015-01-24 14:17:47 +01:00
Christoph Oelckers
92fbe47ade - fixed and cleaned up ALoreShot::DoSpecialDamage. 2015-01-24 14:04:06 +01:00
Edward Richardson
b2fbeb24c4 DEM_CHANGEMAP2 wasn't properly skipped 2015-01-24 16:09:15 +13:00
Christoph Oelckers
d1cca79c31 - Use SpawnHealth() when calling A_ResetHealth. 2015-01-23 20:29:38 +01:00
MajorCooke
301c061ec3 - Added pointer for A_SetRoll. 2015-01-23 10:24:23 -06:00
MajorCooke
19b43d4752 - Added A_ResetHealth(ptr). Defaults to AAPTR_DEFAULT (the action caller).
- Added pointers to the following functions, all of them set to AAPTR_DEFAULT:
- A_SetAngle
- A_SetPitch
- A_SetScale
- A_SetSpeed
- A_ScaleVelocity
2015-01-23 09:26:34 -06:00
Christoph Oelckers
7157db89b7 - fixed: A_VileAttack didn't check for MF7_DONTTHRUST.
This is a fixed version of Major Cookes pull request.
2015-01-22 14:13:25 +01:00
Christoph Oelckers
73bdd06ceb - removed bogus angle modification from reflection code. 2015-01-22 14:10:55 +01:00
Christoph Oelckers
667c4ba5fc Merge branch 'reflectfixsolo' of https://github.com/MajorCooke/zdoom 2015-01-22 14:01:27 +01:00
Christoph Oelckers
ae282eea53 Merge branch 'sethealthredux' of https://github.com/MajorCooke/zdoom 2015-01-22 13:59:59 +01:00
Christoph Oelckers
afb90040c2 Merge branch 'changevelptr' of https://github.com/MajorCooke/zdoom 2015-01-22 13:58:20 +01:00
MajorCooke
4fd87a1ce9 - Redid A_SetHealth.
- This function will not take the actor's health below 1, and any attempts to do so will simply set it to 1 in its place.
2015-01-20 22:54:30 -06:00
MajorCooke
fa411af1da - Fixed: Reflected projectiles were always changing their angles to 0. 2015-01-20 09:10:58 -06:00
Christoph Oelckers
2a0fc16ce3 Merge branch 'master' of https://github.com/rheit/zdoom 2015-01-20 10:26:30 +01:00
Christoph Oelckers
67312b907b - fixed: AInventory::AbsorbDamage may only be called for positive damage values, otherwise it ends up adding armor points. 2015-01-20 10:25:58 +01:00
MajorCooke
105a62cc20 - Added pointer field to A_ChangeVelocity.
- Defaults to AAPTR_DEFAULT, otherwise known as the calling actor.
2015-01-19 14:54:20 -06:00
Edward Richardson
455e6cd214 Improved NewChaseDir performance by cutting repeats 2015-01-19 23:57:15 +13:00
Braden Obrzut
845bcdf14c - Attempt to disable all comparison operators on FString since unless we decide otherwise, it's a programming error to use them (caused implicit conversion to const char* and then the built in comparision was called). 2015-01-16 19:13:51 -05:00
Braden Obrzut
4bae3f9976 - Fixed: SDLVideo::CreateFrameBuffer cleared "retry" too soon resulting in infinite recursion if the code was used. 2015-01-16 18:58:23 -05:00
Braden Obrzut
1c2a6e8457 - Fixed: fullscreenoffset coordinates were determined by translated (offsets) coordinates instead of input coordinates. 2015-01-16 13:12:18 -05:00
Edward Richardson
db25322b4c P_SpawnPuff MF4_RANDOMIZE behaviour
- Doom's BulletPuff random spawn tics behaviour was lost at some point.
2015-01-13 21:01:00 +13:00
alexey.lysiuk
9df56216b3 Reworked check for embedded WADs put inside directory within archive
Any WAD from directory named the same as archive are treated as embedded
Fixed the issue with archive filename that wasn't taken into account
2015-01-12 11:28:40 +02:00
alexey.lysiuk
7ae3678abc Extended check for embedded WADs with one special case
Added loading of embedded WAD file if `myfile.wad` is placed in `myfile` directory inside `myfile.zip`
This helps with an unpleasant and very annoying fashion to zip a folder instead of just .wad and .txt files.
Recent examples include
Monster Hunter Ltd.: http://www.doomworld.com/idgames/?id=17601 and http://www.doomworld.com/idgames/?id=17625
Hell Awakened 2 Episode 1: http://www.doomworld.com/idgames/?id=17795
Bauhaus: http://www.doomworld.com/idgames/?id=17954
2015-01-11 11:43:43 +02:00
alexey.lysiuk
5336f1085c Fixed incorrect value that I_FPSTime() may return when OS X thread-based timer implementation is used 2015-01-11 10:30:30 +02:00
Edoardo Prezioso
c3c22315d9 - Added zero tag handling for Pillar actions.
Pillar actions will refer to the back sector if the tag is set to 0.
2015-01-08 19:52:23 +01:00
alexey.lysiuk
83c6798651 Fixed a very slim chance that window will be white and empty after startup
There are a few quite specific steps to reproduce this issue:
* 640x480 video resolution
* -iwad ... -warp ... command line parameters
* OS X 10.4 or 10.5 PowerPC, maybe performance related
When all these requirements are met, content view doesn't show up sometimes
The simplest solution for this issue is to set initial window size to non-existent video resolution
2015-01-07 14:50:55 +02:00
Randy Heit
b2abf224b5 Save function name for error message in ParseStates()
- The error "You cannot pass parameters to..." used the most recent token,
  which was always ( and not the function name. (Note that this was
  already fixed in the scripting branch, so this is probably going to be a
  conflict. Meh.)
2015-01-06 19:31:00 -06:00
Edoardo Prezioso
4ea918ab3b - Fixed bad characters in the info command string. 2015-01-06 23:16:25 +01:00
Christoph Oelckers
95496cdb4d Merge branch 'additions' of https://github.com/MajorCooke/zdoom 2015-01-06 19:05:56 +01:00
MajorCooke
643d37ab7c - Added A_SetFloatBobPhase(int). Takes a number between 0 and 63. If it's outside that range, it does nothing.
- Added A_Warp flags:
- WARPF_BOB: Gets the bob offset of actor pointer with the FLOATBOB flag.
- WARPF_MOVEPTR: The function is inversed to move the pointed actor with applied flags, but only the original caller will make the success/jump.
2015-01-06 11:55:41 -06:00
alexey.lysiuk
86b2a8530b Fixed launching with additional arguments from IWAD picker on OS X 10.4 2015-01-06 17:08:09 +02:00
alexey.lysiuk
1a69221f80 Removed trailing tab characters in Cocoa IWAD picker 2015-01-06 17:08:01 +02:00
Christoph Oelckers
dac2ae6411 Merge branch 'lorefix' of https://github.com/MajorCooke/zdoom 2015-01-06 15:55:22 +01:00
MajorCooke
f374cf514d - Fixed: Lore Shot didn't take DONTTHRUST into account. 2015-01-06 08:20:13 -06:00
Christoph Oelckers
2095f5ddf4 Merge branch 'osx_improvements' of https://github.com/alexey-lysiuk/gzdoom 2015-01-06 15:04:28 +01:00
alexey.lysiuk
324a1a7b77 Added support for dynamic device attachment and removal to IOKit gaming controllers handling 2015-01-06 13:40:39 +02:00
Edoardo Prezioso
4aac586dd8 - Fixed another erroneous FString comparison.
A comparison between an FString object and 'NULL' doesn't check for the emptiness of the examined string.
2015-01-05 23:37:40 +01:00
alexey.lysiuk
04d3802960 Fixed build issue with OS X SDK 10.4 2015-01-05 18:12:07 +02:00
alexey.lysiuk
b59fc59539 Added missing header comment 2015-01-05 17:26:06 +02:00
alexey.lysiuk
cb681aad2d Rearranged header files and #include's
Removed unused OS version check
Reduced number of headers
Fixed build with SDK 10.4
2015-01-05 17:24:54 +02:00
alexey.lysiuk
d418648e59 Fixed compiler warning with format string parameter 2015-01-05 15:46:57 +02:00
alexey.lysiuk
31d232e886 Added polling of analog axes to IOKit gaming controllers handling
This feature helps a lot with buggy gamepads that constantly generate events from "sticky" hats/sticks
Polling is enabled by default, use joy_axespolling CVAR to turn it on/off
2015-01-05 13:22:53 +02:00
nashmuhandes
2b12db153b New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
unknown
f03e05d69f Merge branch 'joystick_pure_iokit' of https://github.com/alexey-lysiuk/gzdoom 2015-01-04 18:09:42 +01:00
unknown
d0ec3180c8 Merge branch 'master' of https://github.com/Blue-Shadow/zdoom 2015-01-04 18:07:49 +01:00
alexey.lysiuk
aa1f51d3d2 Reimplemented gaming controllers support in native OS X backend using pure IOKit 2015-01-04 14:08:53 +02:00
Randy Heit
86986446a5 Fixed: TicSpecial could run out of space when writing data
- Fixed: TicSpecial::CheckSpace() never thought it ran out of space due to
  unsigned math.
- Fixed: TicSpecial::GetMoreSpace() assumed only relatively small amounts
  of data would be written at a time so made no effort to ensure it
  actually got enough space. This assumption could be violated by writing
  a very long string, which can happen when replicating a string cvar.
2015-01-01 17:57:09 -06:00
Blue-Shadow
ba3988290c Added an option to A_Check[SightOr]Range to be able to perform a 2D-based distance check. 2015-01-01 22:16:51 +03:00
alexey.lysiuk
26cf383ead Fixed incorrect volume levels of Timidity instruments
With Emulate TiMidity option on (midi_timiditylike CVAR set to true) GUS emulation tried to output tones with infinite volumes
2014-12-31 12:48:18 +02:00
alexey.lysiuk
2900f03fa1 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_refactor 2014-12-31 11:17:45 +02:00
Christoph Oelckers
c57cc91d7c - cleaned up the RipLevel logic a bit to be less confusing. 2014-12-31 10:13:15 +01:00
MajorCooke
4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
alexey.lysiuk
68dbd56eab Small cleanup in i_video.mm 2014-12-29 18:03:36 +02:00
alexey.lysiuk
5c88364300 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_refactor 2014-12-29 12:17:14 +02:00
alexey.lysiuk
1c102ef9c9 Internals of native OS X backend event processing are no longer exposed 2014-12-29 12:16:17 +02:00
alexey.lysiuk
21d557ee11 Further cleanup of i_main.mm 2014-12-29 12:10:18 +02:00
alexey.lysiuk
e3f92db395 Custom cursor in OS native backend without global variable 2014-12-29 11:34:57 +02:00
alexey.lysiuk
51afe8a541 Removed explicit release of window in Cocoa IVideo implementation
It caused a crash on older OS X like 10.5 and it absence doesn't lead to a memory leak
2014-12-29 10:29:16 +02:00
Christoph Oelckers
b5d0c5c357 - fixed: When a player drops his inventory, the dropped weapons must be checked for their class to ensure that they are not DehackedPickups which cannot be modified as intended. 2014-12-28 22:15:12 +01:00
alexey.lysiuk
4662069b94 Fixed compilation issues with GCC 4.2 2014-12-28 17:11:30 +02:00
alexey.lysiuk
a67dc4148b Split implementation of native OS X backend into several files 2014-12-28 16:35:00 +02:00
alexey.lysiuk
40d4dc502e Added comprehensive video modes iteration
Added letterboxing status for fullscreen modes
Brought back vid_listmodes console command
2014-12-28 12:48:08 +02:00
alexey.lysiuk
b66c712446 Moved out video handling from application controller 2014-12-28 11:58:21 +02:00
MajorCooke
519ff8b7d1 - HITTARGET/MASTER/TRACER now set the puff's pointer(s) within P_SpawnPuff.
- PUFFGETSOWNER, for the sake of compatibility, maintains override for target.
2014-12-27 14:15:54 -06:00
Christoph Oelckers
6f994cb3e7 Merge branch 'reflectfix' of https://github.com/MajorCooke/zdoom 2014-12-27 20:07:03 +01:00
MajorCooke
fdf2d6c493 - Cleaned up some of the reflective code.
- Added null checks to AIMREFLECT.
- The missile being reflected now corrects the z velocity to perfectly reflect towards the actor's middle.
2014-12-27 12:47:48 -06:00
Christoph Oelckers
5c658e98ec Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-27 19:20:12 +01:00
Christoph Oelckers
cef8ae5632 - fixed: The A_BossDeath code in P_MorphedDeath was missing a NULL pointer check. 2014-12-27 19:19:15 +01:00
alexey.lysiuk
d43b201de9 Yet another code beautification 2014-12-27 18:13:47 +02:00
alexey.lysiuk
613c3293ce Further cleanup of native OS X backend video part 2014-12-27 17:47:21 +02:00
alexey.lysiuk
16965eb78a Removed vid_listmodes console command from native OS X backend
There is a hard-coded set of resolutions independent from the hardware
2014-12-27 17:47:12 +02:00
alexey.lysiuk
8b6966dd36 Got rid of SDL emulation's last remnants in native OS X backend 2014-12-27 15:56:46 +02:00
Randy Heit
1aa00f1b0e Draw player setup cursor equivalently to options menu cursors
- Explicitly size and position the text cursor in
  FListMenuItem::DrawSelector() the same way that the options menu does it
  using M_DrawConText(): By sizing it to a scaled 8x8 cell.
2014-12-26 19:22:09 -06:00
Braden Obrzut
84afd2252f - Fixed missing right paren on the first _Pragma from last commit. 2014-12-26 20:10:41 -05:00
Randy Heit
f76d137d33 Be less ugly when hiding warnings for using the %B formatter
- Take advantage of the new _Pragma operator to hide the printf warning
  suppression inside of macros instead of needing to litter the code
  around Printfs with a bunch of junk.
2014-12-26 18:58:59 -06:00
Randy Heit
bce7d12379 Change clipping in DSBarInfo::DrawGraphic()
- Fixed: When DSBarInfo::DrawGraphic() is used scaled, without fullscreen
  offset, if one of the top and left clip locations was 0 and the other
  was non-0, the 0 one would be clipped to the edge of a 4:3 box centered
  on the screen instead of the edge of the screen.
2014-12-26 18:40:15 -06:00
Randy Heit
798267d223 Remove memcpy from "Unknown command" error printing 2014-12-26 17:29:13 -06:00
Randy Heit
4017a6d864 Retry setting unknown cvars after CVARINFOs are processed.
- Fixed: Using +set cvarname and +cvarname on the command line would not
  work if cvarname was defined in CVARINFO. This should be the proper way to fix
  it. Rather than move all command line execution after loading CVARINFO,
  keep command line execution before wads are loaded. If an attempt is
  made to set an unknown cvar or to run an unknown command (which could
  potentially be shorthand for setting an unknown cvar), save it and try
  running it again after all CVARINFOs have been handled.
2014-12-26 17:21:57 -06:00
Randy Heit
f00c8e1943 Revert "Move C_ExecCmdLineParams() call slightly later in the startup process."
This reverts commit 3c376aa342.

- I was wrong. It breaks pullin and complete logging (at the very least).
2014-12-26 16:34:38 -06:00
Randy Heit
b30571b18e Merge branch 'master' of github.com:rheit/zdoom 2014-12-26 15:17:20 -06:00
Randy Heit
e0667544d2 Clamp chase_dist and chase_height because integer overflow is a thing. 2014-12-26 15:15:42 -06:00
Christoph Oelckers
f054f626d2 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-26 21:55:47 +01:00
Randy Heit
ec98937c88 Read script number as signed when parsing SARY chunks
- Fixed: Script arrays didn't work in named scripts because the loader
  read the script number as an unsigned word, hence it would never find
  named scripts, since they are stored with negative numbers.
2014-12-26 14:41:01 -06:00
alexey.lysiuk
0d1c954bc0 Fixed crash in game controller support code
Joystick's startup and shutdown (of Native OS X backend) can be called more than once
2014-12-26 22:11:03 +02:00
Christoph Oelckers
4f383e5aa7 - Nash's force fake contrast submission. 2014-12-26 13:43:49 +01:00
Christoph Oelckers
14d7b8b777 - fixed: Since no DrawText calls actually use the non-functional DTA_DestWidth, DTA_DestHeight or DTA_Translation and GCC cannot handle the fudging of the varargs, these will now trigger an assertion. No need to try to make something work that's always a programming error. 2014-12-25 21:08:31 +01:00
Christoph Oelckers
a5a17e45cf - fixed: Checking the terrain for any texture that was created after initializing the terrain data either returned random garbage or could even create an access violation. Added a range check to the array access function to prevent this. 2014-12-25 20:43:40 +01:00
Christoph Oelckers
1a39ac9243 - forgot to save this before committing... 2014-12-25 19:56:38 +01:00
Christoph Oelckers
6fd70ff320 - fixed: Trying to rotate a polyobject into its actual position during loading of a savegame still inflicted damage on all touching actors - including incomplete player pawns - and also got blocked by them.
Similar code already existed for the MovePolyobj function but apparently was overlooked here.
2014-12-25 18:46:50 +01:00
MajorCooke
f2551dceda - Corrected the species checking. 2014-12-24 17:49:58 -06:00
ChillyDoom
7d628a8c03 - Fixed: FCajunMaster::End() was missing a bot check. 2014-12-24 19:41:49 +00:00
Christoph Oelckers
23009bddb5 Merge branch 'hotfix2' of https://github.com/MajorCooke/zdoom 2014-12-24 10:46:52 +01:00
Christoph Oelckers
4384811745 Merge branch 'NetFix' of https://github.com/ChillyDoom/zdoom 2014-12-24 10:45:38 +01:00
MajorCooke
62a4945ca4 - Fixed: CAUSEPAIN didn't work with A_Explode calls featuring no damage. 2014-12-23 23:30:00 -06:00
Randy Heit
3fb9e754f1 Rename 'Pick' to 'RandomPick'
... because 'pick' is way too generic a name to spend a keyword on.
2014-12-23 21:46:27 -06:00
rheit
bfb94f13d2 Merge pull request #198 from MajorCooke/filters
- Added name filtering to all A_Damage/Kill/Remove functions.
2014-12-23 21:42:31 -06:00
rheit
39adff5e9e Merge pull request #200 from ChillyDoom/BotFixes
Bot fixes
2014-12-23 21:34:57 -06:00
Randy Heit
5caadeba4c Use a null check instead of strlen in ShoveChatStr 2014-12-23 21:33:47 -06:00
Randy Heit
d3272f75e7 Merge branch 'chat-len-fix' of git://github.com/Edward850/zdoom into Edward850-chat-len-fix 2014-12-23 21:31:53 -06:00
Randy Heit
d7d022144e Call A_Face() directly from A_CustomBullletAttack 2014-12-23 21:30:24 -06:00
Randy Heit
c13f1551e6 Merge branch 'custommissileptr' of git://github.com/MajorCooke/zdoom into MajorCooke-custommissileptr 2014-12-23 21:27:05 -06:00
rheit
0bd331b34b Merge pull request #203 from Edward850/ps-disconnect
Allow players to be popped in packet-server
2014-12-23 21:19:17 -06:00
Edward Richardson
dfa6a44402 Ignore 0 length chat messages
- There is no reason to send empty messages, and they just produced
strange output anyway
2014-12-23 22:38:12 +13:00
Edward Richardson
b24f173d03 Allow players to be popped in packet-server 2014-12-23 22:20:39 +13:00
alexey.lysiuk
bf2a6dbc05 Merge branch 'z_osx_pure' into cocoa_no_sdl 2014-12-23 07:15:12 +02:00
ChillyDoom
f7405a1d24 - Changed two loops from using doomcom.numnodes back to MAXPLAYERS as nodeingame[i] is not necessarily the same as playeringame[playerfornode[i]]. 2014-12-22 20:48:27 +00:00
Braden Obrzut
d4bac5776a Merge branch 'SDL2' 2014-12-22 15:25:22 -05:00
Randy Heit
2b323d01ed Reorder pick parsing to require one parameter.
- This function is pointless without any parameters, so don't allow that.
2014-12-21 21:22:14 -06:00
ChillyDoom
aebf0e7526 - Fixed: Adding multiple bots at the same time could cause the game to crash if there were too few bots defined.
- The 'loaded_bots' variable no longer needs to be stored.
2014-12-21 19:21:51 +00:00
MajorCooke
91bfe4cceb - Added pointers for A_CustomMissile and A_CustomBulletAttack. 2014-12-21 12:29:19 -06:00
MajorCooke
2c7a3f2eba - Optimized DoDamage and DoKill.
- Do a filter and species check first to save time.
- Added DMSS/KILS/RMVF_EITHER, which means if the actor is of type or species, it counts.
- A_DamageTarget(20,"Normal",DMSS_EITHER,"DoomImp","CyberdemonSpecies")
- This affects actor DoomImp, and anything that's of species CyberdemonSpecies.
- Added a little more documentation via comments.
2014-12-21 10:38:51 -06:00
MajorCooke
5a472e815b - Added species checking.
- Added two more flags for each of the functions, EXFILTER and EXSPECIES.
- Stands for "exclude filter/species" and makes the function not take them into account.
- Cleaned up the code and placed all the checking in their own subfunctions.
2014-12-21 09:31:24 -06:00
alexey.lysiuk
18c7709007 Cleanup video part of native OS X backend, phase 4 2014-12-21 12:35:43 +02:00
MajorCooke
c168761eda - Couple additional fixes:
- The wiki said the minimum distance to teleport defaults to 0, actor.txt on the other hand said otherwise. I was wondering why it was still broken somewhat...
- Prevent stickiness from happening, a.k.a. getting stuck in ceiling or floor and letting the engine unstick the actor. This caused velocity loss.
2014-12-20 22:51:43 -06:00
Randy Heit
549ba3d817 Merge branch 'master' of github.com:rheit/zdoom 2014-12-20 19:20:19 -06:00
MajorCooke
e5a41a1358 - Added name filtering to all A_Damage/Kill/Remove functions.
- A_DamageChildren(20,"Normal",0,"DoomImp") for example will only target actors of DoomImp specifically.
2014-12-20 16:57:00 -06:00
Blue-Shadow
9446edc068 Fixed a case of an undeclared variable with A_Saw. 2014-12-21 01:10:54 +03:00
alexey.lysiuk
ebc0916bc6 Cleanup video part of native OS X backend, phase 3 2014-12-20 17:20:45 +02:00
Christoph Oelckers
2a53ebb6b9 - fixed state checking in A_Teleport. 2014-12-20 14:48:22 +01:00
alexey.lysiuk
797cf624df Cleanup video part of native OS X backend, phase 2 2014-12-20 15:03:36 +02:00
alexey.lysiuk
41c949f8ac Cleanup video part of native OS X backend, phase 1 2014-12-20 13:18:47 +02:00
Christoph Oelckers
48b65f3c76 Merge branch 'osx_x360_gamepad' of https://github.com/alexey-lysiuk/gzdoom 2014-12-20 11:43:36 +01:00
Christoph Oelckers
3ecc5d494f Merge branch 'hitbounce' of https://github.com/MajorCooke/zdoom 2014-12-20 11:38:47 +01:00
Christoph Oelckers
a19f0219c5 Merge branch 'master' of https://github.com/Blue-Shadow/zdoom 2014-12-20 11:36:10 +01:00
alexey.lysiuk
08cd03dbb7 Fixed hanging on startup in native OS X backend when Xbox 360 gamepad is connected
Apple's HID Utilities has a issue with device elements enumeration while using unofficial drivers from here:
http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver
2014-12-20 11:49:19 +02:00
MajorCooke
31ad642843 - HITTARGET, HITMASTER and HITTRACER now apply to actors that bounce off of other actors. 2014-12-19 13:43:24 -06:00
MajorCooke
86b0065c0b - Added a multitude of flags for A_Teleport.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
2014-12-19 12:37:02 -06:00
MajorCooke
7bc2e5c67e - Tiny fix to ACS. 2014-12-19 06:21:37 -06:00
Blue-Shadow
a150e0686c Added 'lifestealmax' parameter and STEALARMOR flag to A_Saw and A_CustomPunch. 2014-12-18 23:05:59 +03:00
MajorCooke
2747f9a9f3 - Make ACS SetTeleFog follow the same format as the DECORATE version too. 2014-12-18 09:29:23 -06:00
MajorCooke
ba346616e5 - Fixed: ACS version of SetTeleFog and SwapTeleFog targeted the caller despite TID. 2014-12-18 09:24:35 -06:00
MajorCooke
dcab57b236 - Allow NULL.
- Instead of reverting the teleport fog back to defaults, if there wasn't a class or if the class failed to be found, set it to NULL.
- P_SpawnTeleportFog will not spawn anything if it's NULL.
- Added "" so it can be used to mean 'don't change anything' for A_SetTeleFog.
2014-12-18 09:19:39 -06:00
alexey.lysiuk
1433bf3f78 Put all non-Windows source code into posix directory and its subdirectories 2014-12-18 11:52:29 +02:00
MajorCooke
753eae4b68 - Went one up too high on the save count. 2014-12-17 21:51:47 -06:00