- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx.
- Added "Shaded" as a valid parameter for DECORATE's RenderStyle.
- Added Karate Chris's patch for a MAPINFO option making Strife conversations
not halt the game.
- Extended the $limit fix that $alias and $random definitions can have their
own $limit now.
- Fixed: When resolving a linked sound the limit of the current sound was
ignored and the one of the referenced sound being used. This was particularly
noticable when using the chaingun in a group of Zombiemen.
- Added a namespc parameter to FWadCollection::CheckNumForFullName which is
used when a normal lump name has to be looked up and changed all
CheckNumForFullName/CheckNumForName combinations in the source to use
the extended version of CheckNumForFullName only to have consistent
behavior for lump name lookup.
SVN r865 (trunk)
- Fixed: ASkyViewpoint::Destroy was missing the super call.
- Added SnowKate709's A_LookEx update.
- Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this
directly accesses the frame buffer it must be overridable for renderers
that work differently.
SVN r632 (trunk)
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
metadata. Now all the hack code associated with these functions can be removed.
SVN r538 (trunk)
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)