Commit Graph

10 Commits

Author SHA1 Message Date
Randy Heit f2660dc336 - Merged the GC branch back into the trunk, so now it can receive more
testing from the people who download SVN trunk builds.

SVN r795 (trunk)
2008-03-12 02:56:11 +00:00
Christoph Oelckers 87383a32c6 - Fixed: Resurrecting a player must set mo->special1 to 0 because it is used
as a counter by the Hexen fighter's fist weapon.
- Fixed: The Wraithwerge's spirits shouldn't attack friends.
- Fixed: The Heresiarch's balls must not adjust their z-position after the
  Heresiarch dies.
- Added damage type specific pain chances and an MF5_NOPAIN flag that can be used
  to suppress entering the pain state altogether.
- Changed font initialization so that you can define replacements for the default
  fonts in FONTDEFS.
- Removed the 'add a bot' menu option since bots are beyond repair and therefore
  mostly useless.
- Fixed: Hitscan attacks must always spawn a puff so that it and its properties
  can be used as damage inflictor.


SVN r534 (trunk)
2007-05-26 10:50:32 +00:00
Christoph Oelckers d0c910fca6 - added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
2007-01-20 14:27:44 +00:00
Christoph Oelckers b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +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
Christoph Oelckers ecce60e8f9 SVN r258 (trunk) 2006-07-16 09:10:45 +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 cd3cebf340 SVN r25 (trunk) 2006-04-10 21:54:50 +00:00
Randy Heit 09c28e5bf9 - Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
  instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
  NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
  must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
  not attached to an actor. This can happen, for instance, if the level is
  destroyed while the player is holding a powered-up Phoenix Rod. As part
  of its EndPowerup() function, it sets the psprite to the regular version,
  but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
  could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
  TypeInfo *) reference to operator<< and the generic, templated (object *)
  version, so a few places that can benefit from it now use it. I believe
  VC6 had problems with this, which is why I didn't do it all along. The
  function's implementation was also moved out of dobject.cpp and into
  farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
  last byte in a row if the image width is not an even multiple of the number
  pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
  useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.


SVN r20 (trunk)
2006-03-14 06:11:39 +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