Commit graph

196 commits

Author SHA1 Message Date
Randy Heit
d36d4aa863 - Fixed: ACS translations were loaded into the wrong slot after restoring a
savegame.
- Fixed exploit: Dropping ammo at baby and nightmare skill levels would give
  you back more than you dropped.


SVN r706 (trunk)
2008-01-15 04:57:25 +00:00
Randy Heit
c694c55afd - Fixed: When starting a teamplay netgame, players who did not specify a team
were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
  because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.


SVN r683 (trunk)
2008-01-09 02:53:38 +00:00
Christoph Oelckers
6b9f3c8247 - forgot to change 2 files for last commit.
SVN r639 (trunk)
2007-12-25 10:25:43 +00:00
Christoph Oelckers
1791acfb56 - Added Karate Chris's 'sv_doubleammo' submission.
SVN r625 (trunk)
2007-12-23 14:57:12 +00:00
Christoph Oelckers
e1abe4b380 - Changed first name from 'none' to ''. The internal constant is still NAME_None,
though.
- Fixed: Picking up a backpack incorrectly set the maximum amount for any ammo
  type that didn't have a BackpackMaxAmount to 0.


SVN r569 (trunk)
2007-11-19 20:32:39 +00:00
Christoph Oelckers
8f5dd5d028 - Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if
an ammo type's BackpackAmount was 0.
- Fixed some minor bugs in custom skill code.

SVN r562 (trunk)
2007-11-04 08:39:05 +00:00
Christoph Oelckers
170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00
Christoph Oelckers
5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
  ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
  Implementing this as an inventory flag IF_IGNORESKILL also allows to create
  ammo/weapon/backpack types that don't multiply the ammo given when on this
  skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
  something.

SVN r540 (trunk)
2007-07-28 12:38:10 +00:00
Christoph Oelckers
a6a5821f04 - Added a compatibility option to restore the original behavior of the Invisibility
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
  For all damage related actions it will always be the projectile (or puff for hitscan
  attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
  is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
  no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
  are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's 
  implementation.


SVN r530 (trunk)
2007-05-12 11:14:09 +00:00
Christoph Oelckers
d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Christoph Oelckers
ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00
Randy Heit
e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also
  has an inventory bar icon, it will be drawn darkened when it is
  depleted.


SVN r497 (trunk)
2007-03-07 02:24:24 +00:00
Christoph Oelckers
554573bcb3 - Adjusted AlterWeaponSprite so that it properly handles multiple
invisibility powerups at the same time.


SVN r450 (trunk)
2007-01-14 08:58:07 +00:00
Christoph Oelckers
3c976ac02c - Converted the StrifePlayer to DECORATE. Even though it requires exporting
3 new code pointers without general use it was necessary to handle
  GiveDefaultInventory consistently for all players without the need to 
  subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
  not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
  and a BasicArmor item to the inventory. If these items are not the first ones
  added to the inventory anything else that might absorb damage is not guaranteed 
  to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
  Tick function, not the item's. This is so that the order of execution is
  determined by the order in the inventory. When done in the item's Tick function
  order depends on the global thinker table which can cause problems with the
  order in which conflicting powerups apply their effect. Now it is guaranteed
  that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
  cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
  prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
  the owner's translucency information in case of interference between different
  subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
  the translucency effect if an invisibility powerup is active.


SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Christoph Oelckers
3eeef7af77 - Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid
  confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
  by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.



SVN r427 (trunk)
2006-12-25 13:43:11 +00:00
Randy Heit
e1bd63e876 - Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided
  that was a worthless cause and went about just acting on the ones that
  might actually be helpful:
   C4189 (local variable is initialized but not referenced)
   C4702 (unreachable code)
   C4512 (assignment operator could not be generated)


SVN r420 (trunk)
2006-12-21 04:34:43 +00:00
Randy Heit
824fa1a557 - Fixed: The backpack didn't give extra ammo in baby and nightmare modes.
SVN r387 (trunk)
2006-11-25 04:47:42 +00:00
Christoph Oelckers
8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00
Christoph Oelckers
29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +00:00
Christoph Oelckers
063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00
Randy Heit
c0bd4e54f4 - Fixed: player_t::GetSpawnClass() always returned the spawn flags for the
local player, so co-op games would spawn only the things relevant for the
  local player and not all the things relevant for all players.


SVN r344 (trunk)
2006-10-01 01:38:37 +00:00
Randy Heit
c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00
Randy Heit
4999c3b4aa - Fixed: Weapons did not give you double ammo at baby and nightmare skills.
- Fixed: SetTexture() in p_setup.cpp assumed that all color values were
  six characters. Although this was the intended way to specify colors,
  earlier versions did no error checking, so other lengths worked too.
- Fixed: FPatchTexture waited until MakeTexture() to call CalcBitSize(),
  so the width and height bit sizes weren't available when using it as a
  source for a warp texture.
- Fixed: R_InitSkyMap() should only warn about two sky textures not being
  the same height when they are used as part of a double sky.
- Added a NULL state check in AActor::Tick() before advancing the current
  state. Note that this should not happen, so there's an assert there for
  the debug build as well as a regular check for the release build.


SVN r324 (trunk)
2006-09-09 01:14:13 +00:00
Christoph Oelckers
ecce60e8f9 SVN r258 (trunk) 2006-07-16 09:10:45 +00:00
Christoph Oelckers
1c3153690a - Fixed: Any kill in multiplayer games that could not be credited to a player
didn't count at all - not even toward the global level statistics.
- ...and removed it again. It was not an accident. The only reason the PowerupGiver
  had its own RespawnTics was to account for the pickup flash delay. 
  But that is better handled by checking the flag and adding the additional 30 
  tics in AInventory::Hide because then it affects all items that have one - 
  and only those. The AT_GAME_SET function didn't work anyway because it was
  called after parsing DECORATE.


SVN r253 (trunk)
2006-07-14 08:04:17 +00:00
Randy Heit
3113037229 - Restored the PowerupGiver AT_GAME_SET function. I assume its removal was an
accident from merging in Grubber's custom player classes.


SVN r252 (trunk)
2006-07-14 00:33:11 +00:00
Christoph Oelckers
31c749058b - Generalized Hexen's class-based spawning to be a property of the player class
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
  with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.


SVN r250 (trunk)
2006-07-13 10:17:56 +00:00
Randy Heit
6695e255ce - Added actor replacement for DECORATE. This works at a higher level than
using duplicate DoomEdNums and will affect all attempts to spawn the
  replaced actor. However, because this happens for all spawns and not just
  at map load, the replacing actor must be compatible with the replaced
  actor, which means that an actor can only serve as a replacement for one
  of its baseclasses. For example, if you want to use a modified imp, you can
  use this DECORATE:
      actor MyImp : DoomImp replaces DoompImp
      {
          // Put changed properties here
      }
- New: The IWAD dialog now remembers the last IWAD you picked and
  automatically highlights it the next time you run the game. This also
  applies if you check "Don't ask me this again": The IWAD selected will be
  the one that gets automatically loaded, not the one located first. (Using
  the -iwad parameter will not change the default IWAD.) In addition, you
  can now bring the dialog up even if you disable it by holding down SHIFT
  during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
  of writing to a provided output buffer. ExtractFileBase() can also
  optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
  no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
  the demo buffer grows automatically.


SVN r238 (trunk)
2006-07-08 02:17:35 +00:00
Christoph Oelckers
9e6d5c8fd9 - Fixed: G_NewInit destroyed the players' userinfo data.
- Changed the special radius damage handling for the barrel and boss brain
  into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius 
  attack functions accordingly.


SVN r236 (trunk)
2006-07-02 21:58:10 +00:00
Randy Heit
c87e2252ed - Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
  compilation.


SVN r197 (trunk)
2006-06-18 04:10:47 +00:00
Christoph Oelckers
1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00
Christoph Oelckers
15681d0588 - Added a StartConversation special that allows automatic activation of Strife
dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
  or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
  factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
  but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
  explicit settings will take precedence over the compatflags CVAR.

SVN r164 (trunk)
2006-06-03 12:30:11 +00:00
Christoph Oelckers
01441cd4f0 - Converted the stealth monsters to DECORATE.
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
  string or a LANGUAGE identifier. The only reason I did the mixed format
  in the first place were Hexen's lock messages but they have been 
  replaced by unique strings in the mean time so the feature isn't needed 
  any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only 
  ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
  This allows a relatively simple means of setting all the new flags
  directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
  other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.

SVN r110 (trunk)
2006-05-11 17:56:35 +00:00
Randy Heit
d878c2e7d6 - Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
2006-05-10 02:40:43 +00:00
Christoph Oelckers
605a9a7715 May 6, 2006 (Changes by Graf Zahl)
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
  string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. 
  There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
  It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages 
  to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
  string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
  the messages it prints from the string table instead of the quest item's tag
  string.

May 5, 2006 (Changes by Graf Zahl)
- Removed the hopelessly outdated thingdef_doc.txt file from the repository.
- Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE.
- Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for
  valid double bindings.
- Converted a_merchants.cpp to DECORATE.
- Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which
  can be shot but take no damage from getting hurt.
- Converted a_beggars.cpp to DECORATE.
- Added an Inventory.GiveQuest property. This makes it possible to define all of
  Strife's original items that also give a quest item in DECORATE but it is also 
  useful to define items like the ones in Day of the Acolyte without ugly workarounds.
- Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is 
  possible to define many of Strife's items.
- Added a FastSpeed property to DECORATE so that projectiles can finally be
  assigned a higher speed for fast mode.
- Added a ACS_LockedExecuteDoor special. It is basically the same as the existing
  ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This
  cannot be integrated into ACS_LockedExecute because all its arguments are already
  in use.
- Added a fully customizable A_CustomMeleeAttack function for DECORATE.


SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Randy Heit
fe84b6077e - Fixed: Conversion of c_bind.cpp to FString was incomplete.
- Fixed some functions that were declared as taking size_t's but defined as taking
  unsigned ints.
- Added a dummy object to delete sound environments on exit.
- Fixed: FWarpTexture did not delete its Spans when destroyed.
- Changed wadclusterinfos and wadlevelinfos arrays into TArrays.
- Added the TypeInfo::AutoTypeInfoPtr for TypeInfo::m_RuntimeActors so they can
  be automatically deleted.
- Changed TypeInfo::m_Types into a TArray so it will be automatically deleted
  on exit.
- Fixed: TArray::Resize() did not deconstruct entries when shrinking the array.
- Changed TArray::Push() so that it calls Grow() instead of duplicating the growth
  calculations itself.
- Calling TArray::Grow() for a small amount when the array is short should grow it
  a bit more than it was doing.

SVN r76 (trunk)
2006-05-04 06:14:52 +00:00
Randy Heit
ea3b76815d - Removed -bpal parameter. Blood's blood.pal is loaded from blood.rff, and
its tiles are loaded from the same directory.
- RFF files now load their entire directories into the lumplist.
- Added char * and const char * type coversions for FString, so FStrings can be
  freely passed to functions expecting C strings. (Except varargs functions,
  which still require manually fetching the C string out of it.)
- Renamed the name class to FName.
- Renamed the string class to FString to emphasize that it is not std::string.


SVN r74 (trunk)
2006-05-03 22:45:01 +00:00
Christoph Oelckers
0e69196370 May 3, 2006 (Changes by Graf Zahl)
- Removed doom.x, heretic.x and strife.x from the SVN repository. These
  are generated files.
- Fixed: A_PainDie has to check whether a valid target exists before 
  calling IsFriend.
- Fixed: FDecalLib::FindAnimator needs a signed counter to work properly.

May 1, 2006 (Changes by Graf Zahl)
- Added support for game specific pickup messages, if only to be able
  to define Raven's invulnerability item in DECORATE.
- Removed A_TreeDeath because it is no longer used.
- Fixed: When picking up a PowerupGiver for an active powerup the
  blend color and the duration were transferred to a temorary item
  and never took effect. They have to be trnasferred to the newly created
  powerup item before trying to give it to the player, not afterward.
- Made the colormap of the InvulnerabilitySphere item specific. 
  The base power class still needs to have its color adjusted
  per game though and since Raven's invulnerability item is used in both
  Hexen and Heretic it can't define its own colormap/blend.
- Separated the invulnerability colormaps from the game being played
  and made them item specific. They can also be specified as regular
  blend colors in DECORATE now.
- Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp,
  a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE.
- Changed the Soulsphere to be a real health item with the Dehacked
  modifications made in d_dehacked.cpp as for most other items which
  need to be adjusted.
- Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER
  dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods
  from AInvulnerabilitySphere and ABlurSphere.
- Converted a_splashes.cpp to DECORATE.
- Converted most of a_debris.cpp to DECORATE.


SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
Christoph Oelckers
29cd024aba SVN r71 (trunk) 2006-04-30 21:49:18 +00:00
Randy Heit
8ea6569de8 - Fixed: Crash when opening the player setup menu when you're so dead that
your head has popped off your body.
- Fixed: When item respawning is on and you play on skill 1 or 5, picking
  up ammo would permanently double the amount of ammo received from that
  item the next time it gets picked up.
- Added a check to PlayerIsGone() for players who have already had their
  actors destroyed before calling it.
- Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color
  settings after playing back a demo.
- Added DEM_SPRAY net command so that sprayed decals work in multiplayer
  and demos.
- Changed DEM_GIVECHEAT to use a word for specifying the item quantity.
  This is useful mainly for giving yourself more than 255 health at a time.
- Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand().


SVN r58 (trunk)
2006-04-21 05:44:21 +00:00
Christoph Oelckers
66c663e9d8 - Fixed: Hexen's ammo display in the status bar cannot be refreshed
partially because the background patch has to be drawn always to 
  overwrite the old display.
- Fixed: Giving a health item to a non-player caused a crash.
- Added a compatibility option to limit deh.MaxHealth to the health bonus.
  Originally this value wasn't used for health packs. Doing this was a bug
  in Boom but since there's quite a few maps out there which require
  Boom's altered behavior it has to be compatibility optioned.
- Fixed: The health bonus's max health must be defined by deh.MaxHealth, 
  not deh.MaxSoulsphere. To achieve this deh.MaxHealth's handling had to
  be altered because it has to default to 100.
- Fixed: ZDBSP created incorrect side references with compressed sidedefs
  and both sidedefs of a linedef being the same. This only affects the
  external tool because the internal node builder is run after uncompressing
  the sidedefs.
- Added Jim's latest makefile.linux.
- Added a consistency check to the PNAMES loader because one crash log
  indicated that it crashed due to a corrupt PNAMES lump.
- Brought back the sector based sound target handling as a compatibility
  option. This radical change just broke far too many maps that depend
  on the original behavior. Strife's special AI functions are excluded 
  though because they work better with the new method.


SVN r56 (trunk)
2006-04-20 14:21:27 +00:00
Christoph Oelckers
d8500150f3 SVN r52 (trunk) 2006-04-17 16:04:27 +00:00
Randy Heit
b00360a08c - Fixed: Using printinv before starting a game crashed.
- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly
  reached its target height unless it was a floor moving down.
- Fixed: Actors that can't attack should not be valid haters for Thing_Hate.
- Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles.
- Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char
  messages.


SVN r36 (trunk)
2006-04-13 03:13:07 +00:00
Christoph Oelckers
25f90d6221 SVN r27 (trunk) 2006-04-11 16:27:41 +00:00
Randy Heit
0031c7f651 Forgot to save a_pickups.cpp before committing revision 21.
SVN r23 (trunk)
2006-04-09 20:03:55 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00