Christoph Oelckers
807df33e1a
- scriptified AInventory::Tick.
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This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2018-12-02 20:58:15 +01:00
Magnus Norddahl
d88d173b38
- ptest is a SSE 4.1 instruction
2018-12-02 20:44:36 +01:00
Christoph Oelckers
2e383073e8
- scriptified the AutoUseHealth feature.
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This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2018-12-02 19:45:45 +01:00
Christoph Oelckers
3182569fb8
- scriptified the decision making of the invuseall CCMD.
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Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2018-12-02 18:43:38 +01:00
Christoph Oelckers
93f91d1039
- scriptified P_DropItem.
2018-12-02 18:31:18 +01:00
Christoph Oelckers
a5fc26b37c
- scriptified the no-spawn flag check for armor and health items.
2018-12-02 18:04:44 +01:00
Christoph Oelckers
319f8743db
- consolidated the check for "is actor an owned inventory item" into a subfunction.
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This check occured 9 times in the source, better have it only once.
2018-12-02 16:53:12 +01:00
Christoph Oelckers
ee08412e49
- scriptified G_PlayerFinishLevel.
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Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers
1f33ba2c4d
- fixed incomplete null checks in A_RadiusThrust.
2018-12-02 16:06:04 +01:00
Christoph Oelckers
719598aae4
- scriptified AActor::ClearInventory
2018-12-02 15:24:44 +01:00
Christoph Oelckers
2cb0b2db87
- took the last methods aside from Tick and Serialize out of AInventory.
2018-12-02 14:56:10 +01:00
Christoph Oelckers
db814dc333
- properly hook up the alt HUD with the status bar.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
d11b33e8fd
- scriptified the last components of the alternative HUD.
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- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
ba905321b0
- scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
fe39236ee1
- scriptified the AltHUD'S powerup drawer.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
ddaab4d2ab
- scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
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Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
4431ec06fd
- scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
714ca9b2ce
- scriptified the AltHUD's weapon drawer.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
1406c11f8e
- added the missing TNT1A0 check for icon-less keys.
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Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
fbc441673a
- AltHUD ammo drawer scriptified.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
0cd93c14af
- allow %*d etc. format specifiers in ZScript, but only for numeric types.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
4a1f011dc1
- Alt HUD scriptification, part 1.
2018-12-02 14:34:08 +01:00
Magnus Norddahl
edc05111cd
- don't use SSE for integer min/max
2018-12-02 09:58:08 +01:00
Magnus Norddahl
706a923884
- Use SSE2 for min/max instead
2018-12-02 07:35:02 +01:00
Major Cooke
49f2a38799
Fixed A_JumpIfNoAmmo not working.
2018-12-02 07:28:20 +01:00
Christoph Oelckers
a291ed21fe
- fixed the AngleToVector calls in stateprovider.txt.
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This looks like a search & replace gone wrong.
2018-12-02 00:41:23 +01:00
Christoph Oelckers
c66dae9f2c
- this was wrong...
2018-12-02 00:08:19 +01:00
Major Cooke
e9df56198c
- Restored A_SpawnItemEx's "chance" to "failchance" to prevent mod breakage from named parameters.
2018-12-01 23:39:54 +01:00
Christoph Oelckers
117537339d
- fixed script call in PickNewWeapon.
2018-12-01 23:36:48 +01:00
Christoph Oelckers
2d0b90deb1
- fixed: P_Massacre without a class restriction no longer worked.
2018-12-01 22:44:06 +01:00
Christoph Oelckers
577af8860c
- scriptified invnext and invprev CCMDs.
2018-12-01 22:37:12 +01:00
Christoph Oelckers
5c647de70c
- moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory.
2018-12-01 17:46:20 +01:00
Christoph Oelckers
bc1990b6d7
- moved AInventory::DoRespawn fully to the script side.
2018-12-01 17:29:37 +01:00
Christoph Oelckers
3922f817fb
- made CallTryPickup a global function.
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This one still gets called in too many places but stands in the way of moving Inventory fully to the script side.
2018-12-01 17:21:40 +01:00
Christoph Oelckers
7b63e088e1
- moved the GetBlend script call to the one single place where it is needed to get rid of one native AInventory method.
2018-12-01 17:21:20 +01:00
Christoph Oelckers
a14b0c58bf
- re-fixed the massacre fix for Dehacked-modified inventory items.
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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
2018-12-01 17:20:52 +01:00
Christoph Oelckers
7301bbc58e
- scriptified GiveAmmo and the one remaining piece of native code still using it.
2018-12-01 17:20:23 +01:00
Christoph Oelckers
2c59172c42
- scriptified DropInventory.
2018-12-01 17:18:26 +01:00
Christoph Oelckers
09129e0113
- scriptified UseInventory and several functions using the already scriptified ones,
2018-12-01 17:17:08 +01:00
Christoph Oelckers
588ddd185b
- scriptified TakeInventory, including the ACS/FS interfaces.
2018-12-01 17:11:09 +01:00
Christoph Oelckers
e7d309cb96
- code consolidation in invnext and invprev.
2018-12-01 17:09:43 +01:00
Christoph Oelckers
023efc7685
- scriptified RemoveInventory and Inventory.OnDestroy.
2018-12-01 17:09:23 +01:00
Christoph Oelckers
eb47fb9adc
- scriptified GiveInventory and made the interface a bit more configurable by mods.
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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.
2018-12-01 17:07:09 +01:00
Christoph Oelckers
a426655d61
- scriptified AddInventory.
2018-12-01 17:03:58 +01:00
Christoph Oelckers
d812b94d57
- disabled direct native functions for now until the problems with string arguments are fixed.
2018-12-01 16:56:55 +01:00
Christoph Oelckers
691652042c
- added direct native variants to nearly all status bar function.
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I skipped ValidateInvFirst because that one will have to be scriptified soon.
2018-12-01 16:54:31 +01:00
Magnus Norddahl
5169a5b119
- minor code cleanup now that it is working
2018-12-01 14:35:21 +01:00
Christoph Oelckers
85a3edf583
- removed the no longer needed exception prevention hack.
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# Conflicts:
# src/scripting/vm/vmframe.cpp
2018-12-01 14:27:18 +01:00
Christoph Oelckers
067e9de00a
- fixed: V_FindFontColor is not suitable for direct calls from JIT code, thanks to its FName parameter.
2018-12-01 14:26:53 +01:00
Christoph Oelckers
aa32acae25
- a bit of code reordering for adding direct native entry points.
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- offloaded key list generation for alternative HUD to non-UI parts.
This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
2018-12-01 14:18:28 +01:00