- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
Two reasons for this:
1. if this has to be routed through the VM each recursion will cost 1000 bytes of stack space which simply is not good.
2. having the virtual function only care about the item itself but not the entire inventory chain is a lot less error prone for scripting.
Since the scripting interface needs a separate caller function anyway this seemed like a good time to change it. The same will be done for the other chained inventory handlers as well.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
* a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
This cuts down on as much message noise as possible, outputs everything to a file specified as a parameter and then quits immediately, allowing this to run from a batch that's supposed to check a larger list of files for errors.
Multiple outputs get appended if the file already exists.
- 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.
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.
SVN r3039 (trunk)
- Fixed: The counters in draw(selected)inventory(bar) should not have been limited to 3 characters.
- Added: drawshadow() to drawinventorybar.
- Added: itemflash to drawselectedinventory to use Strife's cursor fade.
- Added: time and logtext to drawstring. In addition a linebreaks(size) flag was added.
SVN r2928 (trunk)
- Added character alignment parameter to font monospacing.
- Fixed: character shadows were not scaled.
- Heretic keys now have an icon associated with them so that they can be drawn through drawkeybar.
- Replaced the built in Heretic and Hexen status bars with SBarInfo equivalents.
SVN r2353 (trunk)
- Added: alpha command to SBarInfo which allows you to increase the translucency for certain parts of the status bar.
- Added: reverse flag for drawkeybar which reverses the order in which rows are filled with keys.
- Changed a gamemode statement to an else in the Doom hud since the frag count and keys should never be shown at the same time.
SVN r2351 (trunk)