alexey.lysiuk
9596564d15
- workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
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Multiple values in returned from a subfunction cannot be used directly as a function result
https://forum.zdoom.org/viewtopic.php?t=63284
2019-04-27 12:10:39 +02:00
Christoph Oelckers
b00a039af8
- let RunHealth clamping respect the newly added global properties.
2019-04-26 01:31:12 +02:00
Christoph Oelckers
251b096b48
- removed all remaining native parts of APlayerPawn.
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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.
2019-04-26 01:20:02 +02:00
Christoph Oelckers
99dd234d10
- exported all native components of APlayerPawn.
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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
2019-04-25 17:42:11 +02:00
Christoph Oelckers
94eb0ecdda
- scriptified the remaining PlayerPawn methods.
2019-04-25 17:35:44 +02:00
Christoph Oelckers
b28faa6793
- took several methods out of the native PlayerPawn implementation, either by scriptification or moving them to other places.
2019-04-25 17:34:56 +02:00
Christoph Oelckers
6f2a32ecbe
- scriptified PlayerPawn.ResetAirSupply.
2019-04-25 17:34:53 +02:00
Christoph Oelckers
1c577e4c97
- scriptified APlayerPawn's DamageFade handling.
2019-04-25 17:34:51 +02:00
Christoph Oelckers
cf890a24c3
- scriptified P_CalcHeight.
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This was the only code using the ViewBob member variable.
This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
2019-04-25 17:34:49 +02:00
Christoph Oelckers
8e376754fc
- did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled.
2019-04-25 17:34:47 +02:00
Christoph Oelckers
cb2e46a4fe
- scriptified A_SkullPop and ObtainInventory.
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These were the last relevant items to access PlayerPawn.InvFirst.
2019-04-25 17:34:43 +02:00
Christoph Oelckers
08e2a86f64
- made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
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These are only used during initialization and they should have been readonly from the start.
2019-04-25 17:34:41 +02:00
Christoph Oelckers
51499e167d
- scriptified useflechette CCMD's item finding code.
2019-04-25 17:34:39 +02:00
Christoph Oelckers
5bb0428fa8
- made PlayerPawn.TweakSpeeds virtual.
2019-04-25 12:55:16 +02:00
Christoph Oelckers
bda2a75466
- fixed PlayerInfo.FindMostRecentWeapon
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returning multiple values from a subfunction is currently not working so this has to add an indirection.
2019-04-18 17:01:07 +02:00
Christoph Oelckers
f40e5c7edc
- re-added PlayerInfo.BringUpWeapon.
2019-04-17 19:44:12 +02:00
Christoph Oelckers
d40de21bae
- scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory
2019-04-16 23:57:19 +02:00
Christoph Oelckers
e176410ab6
- fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
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This is still an error, so now this throws a meaningful exception.
2019-04-16 21:53:00 +02:00
Christoph Oelckers
e8a6f82682
- scriptified G_PlayerFinishLevel.
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Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2019-04-16 21:28:24 +02:00
Christoph Oelckers
7caa6a922d
- moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.
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# Conflicts:
# src/g_inventory/a_pickups.cpp
2019-04-15 22:29:35 +02:00
Christoph Oelckers
951ed466b3
- scriptified P_BobWeapon as a virtual function on PlayerPawn.
2019-04-15 22:29:19 +02:00
Christoph Oelckers
82ffdd5e6b
- moved the weapon selection logic to PlayerPawn as overridable virtual functions.
2019-04-15 21:59:07 +02:00
Christoph Oelckers
27c67716df
- change teleport freeze handling to a player property plus virtual override on PlayerPawn for increased configurability.
...
# Conflicts:
# src/g_inventory/a_pickups.cpp
2019-04-15 21:59:03 +02:00
Christoph Oelckers
08059f718b
- scriptified FilterCoopRespawnInventory.
2019-04-15 21:59:00 +02:00
Christoph Oelckers
d123230fb1
- scriptified APlayerPawn::Die and fixed a few things I encountered while doing it.
2019-04-15 21:58:56 +02:00
Christoph Oelckers
e234d450aa
- scriptified GetDefaultInventory.
2019-04-15 21:58:50 +02:00
Christoph Oelckers
c326c4c521
- exported a few more weapon handling functions so that the native GetDownState stub could be removed.
2019-04-15 21:58:45 +02:00
Christoph Oelckers
c1442fae0d
- scriptified P_BringUpWeapon because this was the only native function still referencing AWeapon::GetReadyState.
2019-04-15 21:58:41 +02:00
Christoph Oelckers
b886219f53
- scriptified P_MorphMonster.
2019-04-15 21:56:23 +02:00
Christoph Oelckers
02f785f794
- testing and cleanup of scripted morph code.
2019-04-15 21:56:20 +02:00
Christoph Oelckers
9b1e96262c
- P_UndoPlayerMorph scriptified.
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Not tested yet and still missing a new native interface.
2019-04-15 21:56:18 +02:00
Christoph Oelckers
395413fc9a
- scriptified P_MorphPlayer and dependencies.
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It still needs its counterpart scriptified as well before it can work.
# Conflicts:
# src/gi.cpp
# wadsrc/static/zscript/base.txt
2019-04-15 21:56:16 +02:00
Marrub
0f6f23350d
Add "neutral" gender option and better obit formatting
2018-10-31 11:24:01 +01:00
player701
3e0ed1c907
- Fixed indentation
2018-10-14 10:31:47 +02:00
player701
dcc2006c76
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 10:31:46 +02:00
alexey.lysiuk
c9e9504394
Enabled playing of *gasp sound by default
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https://forum.zdoom.org/viewtopic.php?t=60361
(cherry picked from commit c8eefd84fa
)
2018-05-10 13:52:52 +02:00
alexey.lysiuk
af7648a151
Made PlayerRespawn skill definition consistent
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Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Rachael Alexanderson
66773b6a1a
- added 'classicflight' user cvar which allows players to move forward and backward without pitch when flying
2017-10-23 12:16:02 -04:00
Christoph Oelckers
7cbf45d76d
- let PlayerPawn.ForwardThrust use its angle parameter.
2017-08-12 12:35:01 +02:00
Christoph Oelckers
4388d97db6
- PlayerPawn.PlayerThink needs to consider the possibility of the player getting unmorphed and must call any function after a potential unmorph through 'player.mo' instead of 'self'.
2017-05-20 20:56:43 +02:00
alexey.lysiuk
60fe34349e
Fixed applying of speed factor to player
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Part of https://forum.zdoom.org/viewtopic.php?t=56333
2017-05-08 16:54:22 +03:00
Christoph Oelckers
ce0547aacb
- fixed: The player speed factor was only retrieved from the topmost item in the inventory.
2017-05-06 10:58:16 +02:00
Christoph Oelckers
b84f7bcada
- scriptified the weapon firing logic.
2017-05-01 01:55:35 +02:00
Christoph Oelckers
abee2805cb
- the last scriptified bits of P_PlayerThink.
2017-05-01 00:27:58 +02:00
Christoph Oelckers
6e25c34fda
- more player code exported
2017-04-30 22:17:51 +02:00
Christoph Oelckers
10deb5ce56
- exported P_PlayerThink to ZScript.
2017-04-30 22:17:50 +02:00
Christoph Oelckers
1ee9256842
- did a complete workover of the weapon sprite translucency code that got inherited from QZDoom.
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This was very poorly done without ever addressing the issues a composite render style can bring, it merely dealt with the known legacy render styles.
The same, identical code was also present in two different places.
The oversight that AlterWeaponSprite overrode even forced styles was also fixed.
OpenGL is not implemented yet but with the problems eliminated should be doable now.
2017-04-15 16:41:00 +02:00
Christoph Oelckers
5935dc706d
- prevent infinite recursion in PlayerPawn.GetObituary when the inflictor is the same as the origin for the kill.
2017-04-09 00:06:23 +02:00
Christoph Oelckers
bdf761e457
- moved th player resurrection code into a player_t method.
2017-03-28 21:29:14 +02:00
Christoph Oelckers
e791c957d9
- implemented the regular Doom status bar.
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The DOOM status bar and HUD are complete, except the inventory bar.
2017-03-26 22:04:58 +02:00