Commit graph

202 commits

Author SHA1 Message Date
Christoph Oelckers
7c759f9fcf - removed the FxDamageValue hack and implemented it properly using FxReturnStatement.
- added handling of damage functions for ZScript.
2016-10-26 14:04:49 +02:00
Christoph Oelckers
c2b37aeeea - fixed a conversion warning with the pointer-type AActor fields.
- added master and tracer to the list of exported variables.
- fixed: 'none' as class type must map to the real null pointer so that it won't get rejected by the stricter type checks.
- added handling for member function calls to zcc_compile.cpp.
- fixed: FxMemberFunctionCall may not delete the self expression if it gets passed on to the actual function call.
2016-10-22 19:43:53 +02:00
Christoph Oelckers
5bed0a2b39 - implemented class member access for variables. (Struct members and functions not done yet.) 2016-10-21 17:41:39 +02:00
Christoph Oelckers
32a3f57a54 - more preparations to compile functions:
* Allow PFunction to work without a VMFunction being attached.
 * The Variant for a function must store the prototype itself instead of relying on the VMFunction it points to. Otherwise it would not be possible to reference a prototype during compilation of the function because it does not exist yet.
 * Give the variant a list of the function's argument's names, because these are also needed to compile the function.
 * create an anonymous function symbol when the function gets registered to the builder. At this point we have all the needed information to set it up correctly, but later this is no longer the case. This is the most convenient info to have here because it contains everything that's needed to compile the function in the proper context, so it has to be present when starting compilation.
 * added some preparations to implement special handling for weapons and custom inventory items, which can run action functions in another actor's context. This part is not active yet but the basics are present in SetImplicitArgs.
2016-10-15 14:36:08 +02:00
Christoph Oelckers
5f5da26321 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-15 10:52:35 +02:00
FishyClockwork
ecffd0bea6 Done the code changes.
This time only nulls I've added are nullptrs
2016-10-14 23:11:57 +02:00
Christoph Oelckers
52005214c1 - Added some fudging so that A_PlayerSkinCheck creates proper code until I can rewrite the FunctionCall expression to match what the script compiler needs. The current version of this class is too much geared toward DECORATE. 2016-10-14 21:15:46 +02:00
Christoph Oelckers
d8c689d874 - initialize function symbols. At the moment all it does is process the existing native functions. Any further processing will be done once the base classes of the engine can be parsed from the scripting files.
- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.

The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
2016-10-11 18:53:10 +02:00
Christoph Oelckers
ad43f2bc7e - parse the list of class/struct fields and add the PField entries to their type.
- fixed a few issues with trying to access a class's Type before it got initialized.
2016-10-09 21:54:23 +02:00
Christoph Oelckers
ff0b879323 - added UDMF portal flags. Names are identical with Eternity for compatibility reasons. 2016-10-02 00:31:25 +02:00
Major Cooke
dfa4f38c8f Updated to new save game code. 2016-09-24 09:17:18 +02:00
raa-eruanna
780d672b25 Adds user-definable weapon bob speed 2016-09-22 08:42:59 +02:00
Leonard2
db9f4c1385 Re-allow indexes as state parameter in sequences 2016-08-07 22:10:00 +02:00
Leonard2
5907ff662d Added a new state that the weapon jumps to when it is lowered all the way and the player is currently dead
The state is undefined by default to preserve the original behavior of having the weapon layer deleted which modders can now avoid by defining it properly
2016-07-28 17:42:22 +02:00
Randy Heit
e83bc53678 Add atan2, which was conspicuously absent, to the VM
- DECORATE now has atan2(y,x) and VectorAngle(x,y) functions. They are
  identical except for the order of their parameters. The returned angle
  is in degrees (not radians).
2016-04-18 23:06:17 -05:00
Randy Heit
c160121f45 Add float casts to DECORATE for the sake of completeness 2016-03-01 11:36:15 -06:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Randy Heit
fd78686679 Add clamp() to DECORATE 2016-02-25 14:31:37 -06:00
Randy Heit
a862f728b6 Add remaining VM-supported floating point operations to DECORATE
- These are:
  * exp
  * log
  * log10
  * ceil
  * floor
  * acos
  * asin
  * atan
  * tan
  * cosh
  * sinh
  * tanh
2016-02-25 09:41:49 -06:00
Randy Heit
326907f6ab Cleanup parsing of DECORATE intrinsics
- Split specific parsing for each intrinsic out of ParseExpression0 and
  into their own functions.
- Instead of reserving keywords for intrinsics, identify them by name
  within TK_Identifier's handling.
2016-02-23 19:39:29 -06:00
Randy Heit
e7b9e7e955 Rename A_Int/A_Bool/A_State to int/bool/state
- This is an effort to emphasize that these are just type casts. Now they
  look like function-style casts with no action function styling.
  They do no magic joojoo at all. The only reason they exist is because
  the DECORATE parser can only parse return statements that call a
  function, so these satisfy that requirement. i.e. *return int(666);* is
  identical to *return 666;* (if the parser could handle the latter).
2016-02-20 22:05:17 -06:00
MajorCooke
35b7a5ccc1 Updated for scripting branch merge. 2016-02-04 22:41:02 -06:00
MajorCooke
a1c1de9edb Fixed merge conflicts. 2016-02-02 18:26:20 -06:00
Christoph Oelckers
bf747075e8 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_hexen/a_clericstaff.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
cfcd2668cc Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
Conflicts:
	src/p_pspr.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers
fbaab5044d Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
Conflicts:
	src/d_dehacked.cpp
	src/decallib.cpp
	src/g_hexen/a_clericstaff.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers
71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
5474e01de8 - removed FraggleScript's 'sectortype' function. This was GZDoom exclusive and never documented so it got no public exposure. Since this is incompatible with the damage related changes, it has no more use.
- major overhaul of the static sector damage system:

* consolidated special based damage, Sector_SetDamage and UDMF properties into one set of damage properties. The parallel handling that could lead to double damage infliction was removed. This also means that damage through sector specials can be retroactively changed through Sector_SetDamage.
* all special cases were turned into flags. The new system can switch between Strife's delayed damage and regular damage, and it can also set whether terrain splashes are used or not. It also has access to the special properties of the end-level type (i.e. switching off god mode and ending the level.)
* the damage related flags are accessible through Sector_ChangeFlags, not the damage functions themselves.
2016-01-06 12:12:47 +01:00
Christoph Oelckers
2b519a92b1 - allow setting the sector's damage properties through UDMF. 2016-01-05 16:19:55 +01:00
MajorCooke
eed6680a67 Added support for weapon states User#.
- Added keybinds for the user state triggering.
- Added WRF_USER# flags which must be specified in order to use.
- # can be 1-4.
2015-12-31 16:46:16 -06:00
Christoph Oelckers
9bfd676783 - allow setting the FloatbobPhase through UDMF. 2015-11-29 11:28:26 +01:00
MajorCooke
75100d76fb - Added Threshold Manipulation.
- Added 'threshold' and 'defthreshold' to DECORATE expression exposure.
- ChaseThreshold sets the default threshold for how long a monster must chase one target before it can switch targets. Default is 100, must not be negative.
- A_SetChaseThreshold can be used to alter the current or default threshold of an actor <pointer>.
- Changing current threshold has no effect on what the default will be once it hits 0 and something makes it infight with another.
2015-10-12 11:06:55 -05:00
Christoph Oelckers
2e0f999fea Merge branch 'master' into scripting
Conflicts:
	src/p_effect.cpp
	src/p_effect.h
	src/p_local.h
	src/p_map.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/shared/inventory.txt
	zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers
1f2a431d15 Merge branch 'master' into openal 2015-04-24 09:21:06 +02:00
Christoph Oelckers
b921157f57 - uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Randy Heit
8cb269388e Eliminate .mreg section
- Member variables are now declared all in one place: InitThingdef(). They
  are not partially defined in thingdef_expression.cpp and further refined
  in actor.txt.
- This left ParseNativeVariable() parsing only functions, so it has been
  renamed to ParseNativeFunction().
- Note that their declarations in InitThingdef() are expected to be
  temporary.
2015-03-14 22:16:05 -05:00
Chris Robinson
a8348b13de Merge remote-tracking branch 'zdoom/master' into openal
Conflicts:
	output_sdl/CMakeLists.txt
	src/namedef.h
2015-01-15 13:08:05 -08:00
Randy Heit
bd3e49c0e8 Make actor damages readable from DECORATE (again) 2015-01-10 23:02:00 -06:00
Randy Heit
b5e4153c78 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
2014-12-21 21:15:11 -06:00
Randy Heit
2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
MajorCooke
785f72d6eb - Renamed RClamp to Pick. 2014-12-13 15:59:27 -06:00
MajorCooke
8c5a8c54f0 - Added rclamp(<int>,<int>).
- Usable for DECORATE expressions. Chooses one of the two numbers placed in the field.
2014-12-13 15:08:18 -06:00
Christoph Oelckers
c66c497811 Merge branch 'master' of https://github.com/crimsondusk/zdoom 2014-09-29 00:43:19 +02:00
Teemu Piippo
770547e661 - added udmf key midtex3dimpassible which causes the midtex to behave like a finite-height impassible line; practically this means the mid texture lets projectiles pass through it. 2014-09-28 17:17:19 +03:00
fdari
a2f7b86a0f IsPointerEqual (ACS and Decorate)
Decorate: IsPointerEqual(int aaptr_selector1, int aaptr_selector2)
ACS: IsPointerEqual(int aaptr_selector1, int aaptr_selector2, int tid1 = 0, int tid2 = 0)

Compare the pointers values returned by two pointer select operations. Returns true if they both resolve to the same value. Null values can be explicitly tested using IsPointerEqual(AAPTR_NULL, ...)

ACS: IsPointerEqual(int aaptr1, int aaptr2, int tid1 = 0, int tid2 = 0)

This function lets you compare pointers from other actors than the activator, using tids. Tid1 determines the actor used to resolve aaptr1, Tid2 does the same for aaptr2. If tid1 and tid2 are equal, the same actor will be used for resolving both pointers (that could always happen randomly; this way you know it will happen).
2014-09-28 11:52:37 +02:00
MajorCooke
6586fa29fd - Added FDARI's A_JumpIf CheckClass submission.
- bool CheckClass(string classname, int ptr_select = aaptr_default, bool
match_superclass = false)
2014-09-25 23:56:10 -05:00
Chris Robinson
7ff7c151a8 Merge remote-tracking branch 'origin/master' into openal
Conflicts:
	src/CMakeLists.txt
2014-06-15 12:04:15 -07:00
Christoph Oelckers
47a9dab56d - allow setting sector planes' plane equations directly from UDMF. 2014-05-14 12:16:33 +02:00
Christoph Oelckers
30f57c0b8e - added new renderstyles AddStencil and AddShaded. 2014-05-13 21:16:06 +02:00
Gaerzi
4cac599b88 Less flags, more generic properties 2014-04-11 00:58:59 +02:00
Gaerzi
580094a792 More editing flags
PSX-inspired flags to change the render styles of monsters (and other
things).
2014-04-10 12:32:23 +02:00
Randy Heit
e7616ec0bd Add D-style properties to the numeric types
- This is stuff like min and max for integral types and infinity and nan
  for floating point types.
2013-10-29 22:06:03 -05:00
Randy Heit
e696fff0be Capitalize some names that weren't before.
- Since this caused several duplicate names to creep in, try to be more
  consistant abount name capitalization.
2013-10-29 22:05:49 -05:00
Randy Heit
61b419c187 Remove duplicated names from namedef.h
- Added an assertion in FName::NameManager::InitBuckets() that makes these
  errors easier to spot in the future.
2013-10-29 22:05:32 -05:00
Randy Heit
b227a2f508 Add the basic types to the global symbol table 2013-10-29 22:05:16 -05:00
Braden Obrzut
97d7b1e59e Merge branch 'origin/maint'
Conflicts:
	src/sound/fmodsound.cpp
2013-10-23 19:39:22 -04:00
Randy Heit
285be8db92 Fixed: wi_noautostartmap was not sync safe
- Make wi_noautostartmap a userinfo cvar. This allows it to be
  communicated across the network and saved in demos. If any player has it
  set, then the intermission screen will not automatically advance to the
  next level.
2013-09-18 20:45:39 -05:00
Christoph Oelckers
3e4678765b Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/thingdef/thingdef_codeptr.cpp
2013-08-18 12:18:59 +02:00
Christoph Oelckers
6a07118ea4 - added ML_BLOCKHITSCAN line flag. 2013-08-09 20:35:10 +02:00
Christoph Oelckers
bba092cc0b Merge branch 'master' into scripting
Conflicts:
	src/d_player.h
	src/g_doom/a_archvile.cpp
	src/thingdef/thingdef.h
	src/thingdef/thingdef_properties.cpp
2013-08-09 13:03:28 +02:00
Christoph Oelckers
e6c880c93a - fixed: The sector's 'hidden' UDMF property did not properly clear the corresponding flag if the value was 'false'.
- added UDMF 'waterzone' property for sectors.
2013-08-09 11:47:25 +02:00
Randy Heit
11b588de4a Add names for fallback tokens.
- Fixed: When falling back to the IDENTIFIER token, the identifier it
  would get was undefined, because it never got initialized.
2013-08-02 21:54:50 -05:00
Randy Heit
459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
8af465189a - Fix broken loading of pre-r4253 savegames.
SVN r4272 (trunk)
2013-05-18 15:38:10 +00:00
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
40f7abb8e9 - Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use:
  * Bounce
  * Bounce.Floor
  * Bounce.Ceiling
  * Bounce.Wall
  * Bounce.Actor
  * Bounce.Actor.Creature
  Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
  have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
  Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
  only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
  not cause it to change state.

SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Randy Heit
8b6b55ce40 - P_DaggerAlert() now puts the emitter into its Pain.Dagger state if it has one, but will still
use the regular Pain state if not.

SVN r4034 (trunk)
2013-01-23 03:46:12 +00:00
Randy Heit
3c54047b9f - Added Gez's "Using arg*str instead of SpawnID" patch, with modifications.
SVN r3958 (trunk)
2012-11-09 23:25:56 +00:00
Randy Heit
0f0dcc08a2 - Added a new UDMF sidedef flag: lightfog.
SVN r3933 (trunk)
2012-11-03 02:02:42 +00:00
Randy Heit
1a02d16356 - Added DecoFindSingleNameState for the extremely common case of finding a state with only
one name in its label. This avoids the alloca and security cookie calls.
- Consolidated lots of copy-pasted code in thingdef_expression.cpp to install helper functions
  into FindDecorateBuiltinFunction().

SVN r3907 (scripting)
2012-10-26 04:04:06 +00:00
Randy Heit
644f0c0e05 - Add a name to VMFunction so that the disassembly can be more informative.
SVN r3768 (scripting)
2012-07-17 03:35:03 +00:00
Randy Heit
562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit
44932a6c56 - Added OB_MPDEFAULT string for being killed by a player for an unknown reason. This can be
overridden in custom player classes by changing their Obituary property to something else.
- ClientObituary() now only looks up the obituary message from the killing player's weapon if the
  damage type was 'Melee' or 'Hitscan'.
- Gave P_GunShot() and A_FireBullets the new damage type 'Hitscan'.
- Switched A_Saw and A_CustomPunch to the 'Melee' damage type.

SVN r3646 (trunk)
2012-05-13 01:06:28 +00:00
Christoph Oelckers
4df1ea63b5 - added DavidPH's sqrt for DECORATE submission.
SVN r3586 (trunk)
2012-04-22 08:17:27 +00:00
Christoph Oelckers
235a09d92a - Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
SVN r3530 (trunk)
2012-04-07 13:07:25 +00:00
Randy Heit
7b5612c45a - Added ACS_NamedExecuteWithResult for DECORATE expressions. Since this is a pretty long name,
you can also use CallACS, if you wish. The two are synonyms.

SVN r3373 (trunk)
2012-02-21 19:24:02 +00:00
Randy Heit
d9b8b344ff - Added support for using named scripts with UDMF maps. On lines with ACS specials
(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The
  standard numeric arg0 property will be ignored in this case.

SVN r3372 (trunk)
2012-02-18 02:39:01 +00:00
Christoph Oelckers
b1905c16ef - added UDMF LOcknumber property, submitted by Nightfall.
SVN r3331 (trunk)
2011-12-12 16:07:32 +00:00
Christoph Oelckers
f84368677a - updated OpenAL branch.
SVN r3269 (openal)
2011-07-08 22:00:23 +00:00
Christoph Oelckers
1806e47e43 - fixed: Sector_SetLink did incorrect checks for the returned control sector
- added Sector_SetTranslucent special so set translucency of portal planes at run time.
- added 'additive' information for portal planes. This is no-op at the moment because the flat drawers can't handle additive translucency yet though.


SVN r3149 (trunk)
2011-02-12 09:53:40 +00:00
Christoph Oelckers
a2acc382df - added a 'block sight' line flag.
- updated UDMF spec for player class and skill amount because the old menu limits no longer apply.
- fixed: FloorAndCeiling_LowerRaise needs to consider 4 args in maps to account for the Boom compatibility hack parameter.


SVN r3121 (trunk)
2011-01-23 10:52:18 +00:00
Christoph Oelckers
5ddd2ecffa - fixed: Hexen's chess ending should never use the cluster's endtext.
SVN r3091 (trunk)
2011-01-05 22:45:25 +00:00
Christoph Oelckers
79c5080dda - added DavidPH's submission for specifying vertex heights directly in UDMF.
SVN r3037 (trunk)
2010-12-14 00:56:44 +00:00
Christoph Oelckers
9278375064 - added 'flooralpha' and 'ceilingalpha' sector properties. They only have meaning if a sector stack portal is defined in this sector. If set to anything less than 1.0 these will override the alpha set by a portal. This is mostly for Sector_SetPortal to avoid defining multiple portals that only differ by their plane translucency.
SVN r2995 (trunk)
2010-11-07 22:12:38 +00:00
Christoph Oelckers
fe0c7bc7f9 - Let FPlayerNameBox::DrawBorder decide what graphics to use based on actual presence in the WADs, not the gamemode.
SVN r2953 (trunk)
2010-10-17 08:29:21 +00:00
Christoph Oelckers
94fd56b6bd - added option for the cast call to use a 'Death.Cast' sequence so that monsters with an unusable death sequence for the cast call can define an alternative.
SVN r2952 (trunk)
2010-10-17 08:02:04 +00:00
Christoph Oelckers
d9970ab9b6 - merged finale branch back into trunk.
SVN r2911 (trunk)
2010-10-06 10:44:03 +00:00
Christoph Oelckers
3f69b63873 - fixed: Backing out of a skill confirmation message screen caused that skill to be used for the next game if the menu wasn't fully closed first.
SVN r2851 (trunk)
2010-09-25 23:28:44 +00:00
Christoph Oelckers
df138fe4f9 - added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.

SVN r2826 (trunk)
2010-09-19 00:06:45 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers
d64fcbd01e - applied Chris's latest OpenAL patch.
SVN r2781 (openal)
2010-09-15 13:45:08 +00:00
Christoph Oelckers
579502ab74 - merged menu branch back into trunk.
SVN r2768 (trunk)
2010-09-14 17:28:18 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers
883510efe2 - added UMDF property to assign conversation dialogues to mapthings.
SVN r2567 (trunk)
2010-08-22 17:18:46 +00:00
Christoph Oelckers
b452bec0ee - merge USDF branch into trunk.
- add USDF spexs.


SVN r2561 (trunk)
2010-08-20 12:20:51 +00:00
Randy Heit
9137ef04f6 - Added "SoundSequence" UDMF sector property. This is the name of the sound sequence to play for
the sector. Note that this contrasts with sound sequence things in that it takes a name and
  not a number. Also, placing a sound sequence thing in a sector will override this property.

SVN r2492 (trunk)
2010-08-07 04:32:18 +00:00
Christoph Oelckers
bdc5d941c2 - added a new 'playeruseback' linedef trigger type that allows using lines from the bxck side.
SVN r2302 (trunk)
2010-04-25 07:21:35 +00:00
Randy Heit
ee55e0319f - Standardized use of PClassActor::AllActorClasses for iterating over all classes of actors
instead of PClass::m_Types (now PClass::AllClasses).
- Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the
  problem just as well.
- Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it).

SVN r2281 (scripting)
2010-04-16 02:57:51 +00:00
Randy Heit
6ba548511b - Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since
they are both created by the first-stage Sigil. AlienSpectre3 should have also been
  immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should
  not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to
  is that he can enter his pain state.)

SVN r2106 (trunk)
2010-01-08 03:24:22 +00:00
Christoph Oelckers
3d40dbb659 - merged all portals with the same displacement together. While this provides
a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
  instead of having the things self-initialize in PostBeginPlay. This was
  done to ensure that the portals are fully set up when the game begins.
  Otherwise there is no decent way to let the renderer post-process this
  information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
  makes it become too small so for any resolution with a width between 
  800 and 959 it has been reverted to the regular clean scaling factor.


SVN r2055 (trunk)
2009-12-28 17:13:30 +00:00