- 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.
# Conflicts:
# src/bbannouncer.cpp
# src/fragglescript/t_func.cpp
# src/g_shared/a_lightning.cpp
# src/p_effect.cpp
# src/p_mobj.cpp
# src/p_switch.cpp
# src/playsim/p_spec.cpp
# src/sound/s_doomsound.cpp
# src/sound/s_doomsound.h
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/intermission/intermission.cpp
# src/sound/s_doomsound.cpp
Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used.
In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight.
# Conflicts:
# src/g_shared/a_dynlight.cpp
# src/sound/s_sndseq.cpp
- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
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.
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.
# Conflicts:
# src/g_inventory/a_pickups.cpp
# src/g_inventory/a_pickups.h
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
# Conflicts:
# src/r_data/r_sections.h
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
- use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary.
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.
- fixed: Passing local variables by reference did not work in the VM.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
No need to maintain these clunky meta class for one single property. The overhead the mere existence of this class creates is far more than 100 spawned ammo items would cost.
There is no need to serialize AAmmo::DropAmount, this value has no meaning on an already spawned item.