makise-homura
5720a54da4
Add species parameter to A_RadiusThrust
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This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.
If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Marisa Kirisame
58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 06:12:58 -04:00
Marisa Kirisame
e0aa8db616
Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
2020-09-02 12:02:09 +02:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) ( #1002 )
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* Added ViewAngle/Pitch/Roll properties to actors.
- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.
* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. ( #895 )
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- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
alexey.lysiuk
c20a7f53c9
- do not report missing camera target if its TID is zero
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This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS
https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-27 11:57:25 +03:00
Blue Shadow
7179eaacda
- fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
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A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
2020-07-28 12:25:35 +02:00
Rachael Alexanderson
383f3e5fd6
- change recent /0 fix to conform to UDMF specs
2020-06-25 09:30:52 -04:00
Christoph Oelckers
486e07300c
- fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
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Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-16 01:11:08 +02:00
Christoph Oelckers
d739587f6b
- let blastradius work without an effect actor.
2020-06-12 23:14:58 +02:00
Kevin Caccamo
79426c028b
Fix Bag of Holding not increasing Firemace ammo capacity
2020-06-08 15:07:31 +03:00
Alexander Kromm
928c738e19
make various getter and pure-math methods clearscope, and where applicable, const
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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
2020-06-07 09:39:30 +02:00
Christoph Oelckers
1d1331289a
- there is no mace ammo in the bag of holding.
2020-06-06 16:19:11 +02:00
Hugo Locurcio
80c5b4d37b
Add a cvar to control weapon bobbing while firing
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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.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
6444a7535c
- fixed use of Powerup.Strength in PowerInvisibility.
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An integer division made the feature useless.
2020-05-25 16:43:01 +02:00
alexey.lysiuk
1fd2ea46d2
- fixed aiming camera that didn't follow target
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https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:00:48 +03:00
alexey.lysiuk
0631670a66
- restored warning about missing aiming camera target
2020-05-18 13:58:22 +03:00
Major Cooke
079e7ee4e9
Enforce the reflective flag as well.
2020-05-10 10:48:32 +02:00
Major Cooke
b70bc2b152
Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring.
2020-05-10 10:48:32 +02:00
Mekboss
4807f4240b
Fix MSVS compile bug and add offset parameter for SprayDecal
2020-05-07 09:35:48 +02:00
Mekboss
0e9ca3c850
Replace function variables to DVector3
2020-05-07 09:35:48 +02:00
Mekboss
ba43244764
Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
2020-05-07 09:35:48 +02:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom ( #1068 )
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* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
Christoph Oelckers
4fb6b7c7d4
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:08:24 +02:00
Major Cooke
a56177f178
Begin TICRATE conversion.
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- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
nashmuhandes
cb6514cc05
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-23 21:04:59 +01:00
nashmuhandes
7a141f3aa3
Add help messages for most of the deprecated stuff in ZScript.
2020-03-14 12:56:03 +02:00
alexey.lysiuk
f46e80e2b4
- fixed FLineTraceData scripting definition
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https://forum.zdoom.org/viewtopic.php?t=67795
2020-03-14 12:51:06 +02:00
Christoph Oelckers
4201c4fbb5
- fixed A_FireCGun.
2020-03-11 19:47:23 +01:00
Christoph Oelckers
a638cfbd6e
- fixed: player_t::GetPSprite cannot guarantee success
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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 00:56:29 +01:00
Major Cooke
70f9b649aa
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
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- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00
Major Cooke
33b343ef31
Added Pre(Un)Morph and Post(Un)Morph functions.
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- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-08 15:29:09 +01:00
Rachael Alexanderson
3d3a29979b
- remove addition from deprecated A_PlaySound
2020-03-02 22:15:37 +01:00
Rachael Alexanderson
1b80b7bf2f
- ported over Nash's startTime for A_StartSound
2020-03-02 22:15:37 +01:00
Major Cooke
4cf7c6351d
Added A_StopSounds(int chanmin, int chanmax).
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- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 19:42:21 +01:00
Major Cooke
55284d46bf
Added A_StopAllSounds.
2020-02-29 19:19:51 +01:00
Chronos Ouroboros
bb42d58427
Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items."
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This reverts commit e781cb4043
.
2020-02-10 15:38:12 -03:00
Major Cooke
e781cb4043
Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items.
2020-02-09 19:07:52 +01:00
Major Cooke
39a9a48ad6
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-09 19:07:52 +01:00
alexey.lysiuk
081cf814b0
- fixed wrong arguments of a few A_StartSound() calls
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https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 11:57:01 +02:00
Christoph Oelckers
c0b9bb6e76
- bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.
2020-01-04 14:25:56 +01:00
Christoph Oelckers
4a67bfcddb
- deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
2020-01-04 14:25:55 +01:00
Christoph Oelckers
b7e1a35e6f
- cleaned up the parameters of A_StartSound.
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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.
2020-01-04 14:25:55 +01:00
Christoph Oelckers
f647f3c132
- added the Dehacked extensions from Crispy/Doom Retro.
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All empty placeholders for mods to fill in, no new functionality.
2019-12-31 21:13:18 +01:00
Chronos Ouroboros
b4ba7dfec2
Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
2019-12-30 12:37:33 -03:00
Cacodemon345
7fd27bc925
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
2019-12-30 13:05:38 +01:00
Christoph Oelckers
d08bb93b84
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2019-12-30 09:47:25 +01:00
Christoph Oelckers
136ab4f48a
- renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
2019-12-17 09:58:50 +01:00
Christoph Oelckers
e82565373f
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
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- 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.
2019-12-16 23:52:39 +01:00
Christoph Oelckers
b9582cc98e
- continued refactoring on sound code.
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The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00