* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters
* Change name of propermonsterdamage property to propermonsterfallingdamage
# Conflicts:
# src/gamedata/g_mapinfo.h
# src/p_mobj.cpp
* 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.
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.
In particular, this makes no real sense in case of secondary maps where it should always return false.
# Conflicts:
# src/fragglescript/t_func.cpp
# src/g_inventory/a_keys.cpp
# src/p_acs.cpp
# src/p_mobj.cpp
# src/p_user.cpp
# src/r_data/r_interpolate.cpp
# src/r_data/r_interpolate.h
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
# Conflicts:
# src/p_effect.cpp
# src/p_effect.h
# src/p_tick.cpp
# Conflicts:
# src/p_mobj.cpp
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
Now it's no longer possible to manipulate TID hash from arbitrary location
For example, this prevents linking of destroyed object into the hash
TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels
https://forum.zdoom.org/viewtopic.php?t=64476
# Conflicts:
# src/actor.h
# src/maploader/maploader.cpp
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
# Conflicts:
# src/actorinlines.h
# src/decallib.cpp
# src/g_levellocals.h
# src/hwrenderer/scene/hw_sprites.cpp
# src/p_mobj.cpp
# src/p_saveg.cpp
# src/p_user.cpp
# src/polyrenderer/scene/poly_particle.cpp
# src/scripting/vmthunks.cpp
# src/swrenderer/things/r_particle.cpp
# wadsrc/static/zscript/actors/player/player.zs
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/g_levellocals.h
# src/hwrenderer/scene/hw_sprites.cpp
# wadsrc/static/zscript/base.txt
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
# Conflicts:
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/hwrenderer/dynlights/hw_dynlightdata.cpp
# src/hwrenderer/dynlights/hw_dynlightdata.h
# src/hwrenderer/scene/hw_renderhacks.cpp
# src/namedef.h
# src/scripting/thingdef_data.cpp
# src/swrenderer/line/r_walldraw.cpp
# Conflicts:
# src/d_main.cpp
# src/g_levellocals.h
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/gl/dynlights/gl_dynlight.h
# src/gl/dynlights/gl_dynlight1.cpp
# src/gl/scene/gl_spritelight.cpp
# src/gl/scene/gl_walls.cpp
# src/hwrenderer/dynlights/hw_shadowmap.cpp
# src/hwrenderer/dynlights/hw_shadowmap.h
# src/hwrenderer/scene/hw_flats.cpp
# src/p_setup.cpp
Only the class definition itself remains and needs to be taken care of.
# Conflicts:
# src/g_statusbar/sbarinfo_commands.cpp
# src/hu_scores.cpp
# src/scripting/thingdef_data.cpp
# Conflicts:
# src/actorinlines.h
# src/hu_scores.cpp
NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching), and NOFRICTIONBOUNCE
disables the "bounce off walls on an icy floor" effect on the thing
it's set on.
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.
The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_sprites.cpp
Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.
This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp