Commit graph

3669 commits

Author SHA1 Message Date
Farkas Péter
ee94d3b627 Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-25 16:07:18 +02:00
drfrag
5e65a9d6b9 - Deleted old unused stuff. 2020-06-19 11:54:07 +02:00
Christoph Oelckers
cd74e70739 - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-19 11:54:05 +02:00
Christoph Oelckers
5ad11d7587 - let blastradius work without an effect actor. 2020-06-13 01:49:25 +02:00
drfrag
fded4b3fdc - Fixed number of DrawTextureTags didn't match in ZScript. 2020-06-12 19:25:19 +02:00
drfrag
38a0e31ef4 - Delete hidden skill levels. 2020-06-11 11:22:55 +02:00
Christoph Oelckers
68d95befd4 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 13:54:09 +02:00
drfrag
d4dba5ed3f - Add fake missing DTA_Desaturate DrawTexture tag. 2020-06-09 19:41:28 +02:00
drfrag
796c25b056 - Add missing DrawTextureTags.
DTA_FlipY, DTA_SrcX, DTA_SrcY, DTA_SrcWidth and DTA_SrcHeight.
2020-06-09 18:42:52 +02:00
Kevin Caccamo
8081f6fcbe Fix Bag of Holding not increasing Firemace ammo capacity 2020-06-08 15:50:35 +02:00
alexey.lysiuk
a0758d6a92 - fixed incomplete disabling of number field menu option
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:09:07 +02:00
Alexander Kromm
d28ba37af2 make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen

# Conflicts:
#	src/actor.h
#	src/actorinlines.h
2020-06-07 14:34:48 +02:00
Christoph Oelckers
90476761a4 - manually merged PR for kill count in Requiem MAP23. 2020-06-07 14:34:26 +02:00
Christoph Oelckers
0a5919aa02 - there is no mace ammo in the bag of holding. 2020-06-07 14:34:23 +02:00
Christoph Oelckers
3106b46481 - advanced coordinate control for overlays over DTA_Fullscreen images.
Manually merged, there were severe conflicts.

# Conflicts:
#	src/textures/textures.h
#	src/v_draw.cpp
#	src/v_video.h
2020-06-07 14:15:59 +02:00
Christoph Oelckers
ebc4e2215f - fixed: the last frame of the intermission screen wasn't rendered. 2020-06-07 13:28:14 +02:00
Christoph Oelckers
96cd602de1 - added a compatibility option for a bad teleporter in the final Strife map. 2020-06-07 13:28:10 +02:00
drfrag
61e198f83d - Missing string for Brazilian Portuguese (Daniel). 2020-06-03 14:50:53 +02:00
drfrag
a695d6ee34 - Change default key bindings: add arrow keys to the left-handed preset and set mouse3 to activate items for the modern presets. 2020-06-03 12:21:01 +02:00
drfrag
049090a314 - Missing string. 2020-06-01 10:39:13 +02:00
Hugo Locurcio
03c9906b55 Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
2020-06-01 10:39:09 +02:00
Christoph Oelckers
b731a0e2c4 - fixed use of Powerup.Strength in PowerInvisibility.
An integer division made the feature useless.
2020-05-26 00:30:09 +02:00
drfrag
aa224a7448 - Fixed jump key in Hexen for the modern keyboard presets. 2020-05-21 20:13:57 +02:00
drfrag
3df769c9d5 - Replace the "IJKL" keyboard preset with "OKL;". 2020-05-19 14:20:57 +02:00
alexey.lysiuk
2f50d5521a - fixed aiming camera that didn't follow target
https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:23:43 +02:00
alexey.lysiuk
8dd30ab922 - restored warning about missing aiming camera target 2020-05-18 14:23:41 +02:00
drfrag
2f3be44470 - Restored original colors for player setup icon backdrop. 2020-05-17 14:04:43 +02:00
Major Cooke
36bf930575 Enforce the reflective flag as well. 2020-05-17 02:10:14 +02:00
Major Cooke
ac015c4bb9 Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring. 2020-05-17 02:10:12 +02:00
drfrag
88c7f60cbc - Add updated Brazilian Portuguese translation by Daniel Lemos. 2020-05-08 18:10:15 +02:00
Mekboss
b658d4c225 Fix MSVS compile bug and add offset parameter for SprayDecal
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:56 +02:00
Mekboss
6e30ac5f3c Replace function variables to DVector3
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:53 +02:00
Mekboss
bfe367fb20 Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:51 +02:00
drfrag
9554958801 - Fixed missing compatibility string.
# Conflicts:
#	wadsrc/static/language.enu
2020-05-03 18:42:53 +02:00
drfrag
6a3f2b59cd - Fixed compatibility flags not working in scripting. 2020-05-03 18:40:48 +02:00
alexey.lysiuk
80b3f8dcbe - fixed secondary ammo display in strife status bar
https://forum.zdoom.org/viewtopic.php?t=68315
2020-05-03 18:40:45 +02:00
Cacodemon345
19b125ca3a Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 11:45:45 +02:00
arookas
dec6a03caf Add option to invert mouse x 2020-04-30 11:45:43 +02:00
nashmuhandes
81820961d4 Apply alpha to the background texture in DrawBar 2020-04-30 11:45:41 +02:00
nashmuhandes
5ef009bfd5 Add an alpha parameter to StatusBar.DrawBar 2020-04-30 11:45:39 +02:00
Skepticist
1799209052 Added a number of maps that can make use of the MTF_NOCOUNT flag
All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-28 02:23:03 +02:00
PaulyB
e59fe8e01f Added MTF_NOCOUNT to spawn flags 2020-04-28 02:22:44 +02:00
Christoph Oelckers
411b287cd9 - block off the Substitute function by making it private to the 3 classes that really need it. 2020-04-19 21:39:25 +02:00
Christoph Oelckers
a953578484 - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
# Conflicts:
#	src/maploader/specials.cpp
2020-04-19 15:18:54 +02:00
drfrag
518abb2363 - Missing string. 2020-04-08 23:32:41 +02:00
Blue
86927074c9 Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp 2020-04-08 23:32:40 +02:00
Erick Tenorio
5ce63a92da - REQUIEM.WAD fixes (#1050)
Fixes for various maps in the Requiem megawad.

Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-04 18:47:41 +02:00
drfrag
c1f6e70fb3 - Missed a bit for stat screens (fixes Guncaster Vindicated). 2020-04-04 18:17:35 +02:00
Christoph Oelckers
ca18bccb0b - fixed another typo.
# Conflicts:
#	wadsrc/static/zscript/base.zs
2020-03-25 13:58:49 +01:00
drfrag
2f8c959ece - Remove 1K Deaths skill from the menu and restore original Heretic Nightmare. 2020-03-24 02:39:09 +01:00
nashmuhandes
72ecc11e8d Added Actor.CopyBloodColor to copy another existing actor's blood color. 2020-03-24 01:36:58 +01:00
nashmuhandes
315efb2b97 Add help messages for most of the deprecated stuff in ZScript.
# Conflicts:
#	wadsrc/static/zscript/actors/actor.zs
#	wadsrc/static/zscript/base.zs
#	wadsrc/static/zscript/destructible.zs
#	wadsrc/static/zscript/mapdata.zs

# Conflicts:
#	wadsrc/static/zscript/base.zs
2020-03-16 11:07:29 +01:00
alexey.lysiuk
eaa7e392d7 - fixed FLineTraceData scripting definition
https://forum.zdoom.org/viewtopic.php?t=67795

# Conflicts:
#	src/scripting/thingdef_data.cpp
2020-03-14 19:15:27 +01:00
Christoph Oelckers
9fe9552023 - fixed A_FireCGun. 2020-03-11 20:18:45 +01:00
Christoph Oelckers
4e40c4dfa9 - fixed: player_t::GetPSprite cannot guarantee success
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 20:18:43 +01:00
Alexander Kromm
c91c542c23 fix Dictionary and DictionaryIterator memory leaks
# Conflicts:
#	src/version.h
2020-03-09 00:33:48 +01:00
Major Cooke
c467539014 Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-09 00:28:05 +01:00
Major Cooke
8712d7c237 Added Pre(Un)Morph and Post(Un)Morph functions.
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-09 00:28:03 +01:00
Rachael Alexanderson
673e52f02f - fix debug assertion, cleanup vestigial A_PlaySound addition 2020-03-04 09:46:09 +01:00
Rachael Alexanderson
c9476e6188 - remove addition from deprecated A_PlaySound 2020-03-03 10:58:50 +01:00
Rachael Alexanderson
4625925a69 - ported over Nash's startTime for A_StartSound 2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc Added A_StopSounds(int chanmin, int chanmax).
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd Added A_StopAllSounds. 2020-02-29 20:02:17 +01:00
drfrag
797037fcde Oops, fixed default bindings not being loaded from pwads.
# Conflicts:
#	src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
bf8a5621eb - Missed bindings for other games. 2020-02-28 16:31:06 +01:00
drfrag
fa5902b538 - Add support for several control layouts. 2020-02-28 12:44:13 +01:00
Major Cooke
116a935b71 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-11 00:55:21 +01:00
Zain Aamer
44ea61a280 Clearscope Index()
For Vertex, Side, Line and Sector
2020-02-11 00:55:17 +01:00
alexey.lysiuk
b8395e5b59 - fixed wrong arguments of a few A_StartSound() calls
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 15:20:35 +01:00
Rachael Alexanderson
76fffe288c - add support for xbox 360 versions of Doom/Doom2
# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-01-24 15:20:21 +01:00
3saster
5a3e04e2e3 Plutonia 2 Compatibility Fixes (#1026)
* Plutonia 2 MAP20 fix

* Plutonia 2 MAP27 fix

* Plutonia 2 MAP05 fix

* Plutonia 2 MAP23 fix

* Plutonia 2 MAP24 fix
2020-01-22 12:27:53 +01:00
alexey.lysiuk
7d7bf3dee9 - fixed resetting of music volume after closing dialogue
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-21 12:17:56 +01:00
alexey.lysiuk
7d0df9fe3f - exposed Level.MusicVolume to ZScript 2020-01-21 12:17:54 +01:00
Rachael Alexanderson
f058d62b62 - fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded 2020-01-19 01:33:51 +01:00
Christoph Oelckers
8ffadb64b5 - precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 11:23:24 +01:00
Alexander Kromm
dd40d4f6f6 make enter key toggle Option Search mode too 2020-01-17 13:02:12 +01:00
drfrag
004b48d62f - Blind attempt at adding support for 4 XInput controllers. 2020-01-13 13:19:34 +01:00
Rachael Alexanderson
07bc5d233e - implement player setup background by Enjay 2020-01-12 20:51:41 +01:00
Christoph Oelckers
0c2ee0ffea - added missing render style constants to ZScript. 2020-01-12 12:59:46 +01:00
Rachael Alexanderson
ad4770a803 - add support for new Bethesda.Net Unity Edition wads
- they can be extracted with this utility: https://github.com/kevansevans/Unity-Doom-Ripper

# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-01-12 00:46:44 +01:00
Christoph Oelckers
37db863bab - fixed: menu sounds no longer got the CHANF_UI flag. 2020-01-07 19:55:55 +01:00
Christoph Oelckers
286cda2bb5 - bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.
# Conflicts:
#	wadsrc/static/zscript.txt
2020-01-07 19:37:00 +01:00
Christoph Oelckers
5229a84047 - deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
# Conflicts:
#	wadsrc_extra/static/filter/harmony/decorate.txt
2020-01-07 19:36:57 +01:00
Christoph Oelckers
ce1f4427cc - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-07 19:36:52 +01:00
Christoph Oelckers
41d192ed98 - fixed two missing commas in DEHSUPP. 2020-01-06 21:57:06 +01:00
Christoph Oelckers
16bd5e9619 - added the Dehacked extensions from Crispy/Doom Retro.
All empty placeholders for mods to fill in, no new functionality.
2020-01-06 21:57:04 +01:00
Alexander Kromm
032c6a534b export dictionary iterator 2020-01-06 21:57:02 +01:00
Cacodemon345
5ed070964c Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
# Conflicts:
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/r_data/models/models.cpp

# Conflicts:
#	src/gl/scene/gl_weapon.cpp
2020-01-06 21:50:14 +01:00
Chronos Ouroboros
b021befba8 Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that) 2020-01-06 19:49:28 +01:00
Alexander Kromm
4f5218cc8f add Dictionary.Remove(String key) function 2020-01-06 19:49:25 +01:00
Christoph Oelckers
7919c86f3e - elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP. 2020-01-06 19:49:18 +01:00
Alexander Kromm
a7e6552f0f export TMap<FString, FString> to ZScript
# Conflicts:
#	src/CMakeLists.txt
#	src/serializer.h
2020-01-06 19:18:22 +01:00
Rachael Alexanderson
98b00b0c79 - add vid_scalemode 6 to the menu
# Conflicts:
#	wadsrc/static/menudef.txt
2020-01-06 18:23:29 +01:00
alexey.lysiuk
69d39bcd44 - move setting status bar defaults to proper location
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code

https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339

# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:35 +01:00
alexey.lysiuk
47fd36d6ed - set meaningful defaults on initialization of BaseStatusBar
https://forum.zdoom.org/viewtopic.php?t=66339

# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:32 +01:00
Christoph Oelckers
25288d5cea - renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope. 2020-01-06 15:08:26 +01:00
Christoph Oelckers
c3759f389c - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.

# Conflicts:
#	src/bbannouncer.cpp
#	src/fragglescript/t_func.cpp
#	src/g_shared/a_lightning.cpp
#	src/p_effect.cpp
#	src/p_mobj.cpp
#	src/p_switch.cpp
#	src/playsim/p_spec.cpp
#	src/sound/s_doomsound.cpp
#	src/sound/s_doomsound.h
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/intermission/intermission.cpp
#	src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
8adf2c34cd - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.

# Conflicts:
#	src/sound/s_doomsound.cpp
#	src/sound/s_sound.cpp
#	src/sound/s_sound.h

# Conflicts:
#	src/sound/s_sound.cpp
2020-01-06 13:45:19 +01:00
alexey.lysiuk
1ca7786650 - added 'damageonland' property to terrain definition
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor

https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 20:35:44 +01:00
drfrag
e4c1b1413e - Replaced the useless 160x200 scale preset with widescreen 356x200. 2019-12-12 12:57:35 +01:00