Commit graph

700 commits

Author SHA1 Message Date
Christoph Oelckers
c9f93d9c88 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-27 11:28:55 +02:00
Blue-Shadow
69a00ddabb Added TRANSFERTRANSLATION morph flag 2016-07-24 00:56:57 +02:00
Christoph Oelckers
2cdc77de34 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-23 10:56:12 +02:00
yqco
4d6532d303 Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack 2016-07-22 02:46:41 -06:00
Christoph Oelckers
881731d76b Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-21 08:28:56 +02:00
Blue-Shadow
c428e376cd Added INFLICTORDMGTYPE flag to A_Damage* action functions
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
MajorCooke
35c30ab62f Fixed missing constants. 2016-07-16 20:28:43 -05:00
Christoph Oelckers
bce9929c22 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-16 19:57:09 +02:00
MajorCooke
3c7e1e0528 - Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
The projectiles spawning conditions rely upon the puff successfully spawning.

# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
Christoph Oelckers
943a799aee Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-16 08:30:33 +02:00
MajorCooke
b121284fc0 Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead. 2016-07-14 17:14:17 +02:00
Christoph Oelckers
279b939521 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-07-04 00:44:52 +02:00
Christoph Oelckers
0b93e9b897 Merge branch 'roll' of https://github.com/MajorCooke/zdoom 2016-07-04 00:43:16 +02:00
Christoph Oelckers
af20f31b94 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-21 10:46:12 +02:00
MajorCooke
26408a5043 Switched the pointer to AAPTR_DEFAULT. 2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88 Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
MajorCooke
630dc8c8cd Fixed execution prevention. 2016-06-19 22:18:43 -05:00
MajorCooke
dd410876cf Added A_ClearOverlays(int start, int stop, bool safety).
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.

Added no override boolean to A_Overlay and a boolean return type.

- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Christoph Oelckers
b7d13c0711 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-17 16:18:24 +02:00
Christoph Oelckers
7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
Xaser Acheron
de0301a704 split bfg self-damage code into its own function, A_RadiusDamageSelf 2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5 added SMMU-BFG11k-style 'damrad' property to A_BFGSpray 2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray 2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4 - Added limit parameter to A_RailAttack and A_CustomRailgun. 2016-06-14 18:20:43 -05:00
Christoph Oelckers
9eb18a9e45 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-11 17:15:55 +02:00
MajorCooke
fb286d1737 - Changed endsize to sizestep. Endsize affected more things than I thought it would. 2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677 Added GetCVar(string name)
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
f787056198 - Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Leonard2
afa708c138 Allow psprite layers to be manipulated directly from the player's own body 2016-06-03 19:18:58 +02:00
Leonard2
543414d31f Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Christoph Oelckers
18ebe92cfc Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/g_level.cpp
2016-06-01 11:45:57 +02:00
MajorCooke
bb91723174 - Added GetCrouchFactor(ptr).
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade - Added source and inflictor parameters to all A_Damage/Kill functions.
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
Leonard2
2f5ae3b51e Changed the default layer indices and renamed them
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c Added A_OverlayFlags
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
a0dc4ae738 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-24 13:53:52 +02:00
MajorCooke
1b1195df6a - Added limit parameter to A_RadiusGive.
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
Leonard2
8c205ebac3 Added A_OverlayOffset
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b Added A_Overlay 2016-05-20 17:04:45 +02:00
Christoph Oelckers
ea62d4c2d1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-18 21:47:42 +02:00
MajorCooke
cd3a3d4472 Not like this makes a difference. 2016-05-18 11:19:24 +02:00
MajorCooke
115dbd0b58 - Added A_WeaponOffset(x = 0, y = 32, flags).
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
Christoph Oelckers
03b31796cc Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-13 10:09:24 +02:00
MajorCooke
2ba26693d1 - Added 3D Floor + Portal awareness, along with flags to turn off detection of both features. 2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d Added GetZAt DECORATE function.
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z  at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
MajorCooke
39f64383cb Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap. 2016-05-11 19:41:33 +02:00
MajorCooke
952219a018 Added RTF_THRUSTZ for A_RadiusThrust.
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
MajorCooke
0bf7c3e362 - Removed FlatAngle. This will come back hopefully in another commit sometime in the future. 2016-05-01 17:19:39 -05:00
MajorCooke
f41dcc75d1 FlatAngle can now be defined directly via properties. 2016-05-01 16:33:00 -05:00
MajorCooke
a8248433e9 - Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00