alexey.lysiuk
8639c1412f
- fixed 'missing interpolation point' warning
2019-04-27 12:27:26 +02:00
alexey.lysiuk
9596564d15
- workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
...
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
e2c2837aa5
- allow assignment of line IDs through LevelCompatibility.
2019-04-27 11:38:41 +02:00
drfrag
a6d5e58886
- Partial port of "made some changes to how the compatibility code works" to allow exporting to ZScript.
2019-04-27 11:38:37 +02:00
alexey.lysiuk
23a84994f5
- fixed disappearing inventory after morphing pickup
...
When player is picked up item that does morph, the corresponding toucher actor is changed in process
Previously, morhing item was removed from original actor leaving player's inventory in inconsistent state
https://forum.zdoom.org/viewtopic.php?t=63124
2019-04-26 18:15:00 +02:00
alexey.lysiuk
9e6f97930b
- fixed condition to produce blood splatter during line attack
...
https://forum.zdoom.org/viewtopic.php?t=63186
2019-04-26 18:14:54 +02:00
Christoph Oelckers
a259cd700d
- fixed: Strife was missing the move factors.
2019-04-26 18:11:24 +02:00
Christoph Oelckers
21e4f0b817
- made OP_NEW a builtin function instead of an opcode.
...
The code was present 3 times due to the JIt, and this is not something that benefits from being a real opcode, even in the interpreted case.
2019-04-26 17:23:33 +02:00
Marrub
af27d579ac
Make LevelLocals::ExecuteSpecial return int
...
# Conflicts:
# wadsrc/static/zscript/base.txt
2019-04-26 17:20:44 +02:00
Christoph Oelckers
d92ac0d802
- fixed last PR.
...
The result of GetPointer must be null checked as well!
2019-04-26 17:10:53 +02:00
Cacodemon345
745ee03bba
Move receiver NULL check above the orresult check ( #695 )
...
This is to prevent a VM abort from happening here if orresult is false.
2019-04-26 17:10:50 +02:00
Christoph Oelckers
b00a039af8
- let RunHealth clamping respect the newly added global properties.
2019-04-26 01:31:12 +02:00
Christoph Oelckers
9a99d55896
- made forwardmove and sidemove defaults configurable through the gameinfo section.
2019-04-26 01:31:07 +02:00
Christoph Oelckers
7f7c87a537
- fixed: Trying to remove the first item in an actor's inventory would lose all owned items.
2019-04-26 01:29:06 +02:00
Christoph Oelckers
251b096b48
- removed all remaining native parts of APlayerPawn.
...
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
f261ec7d53
- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
...
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
# Conflicts:
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/hwrenderer/dynlights/hw_dynlightdata.cpp
# src/hwrenderer/dynlights/hw_dynlightdata.h
# src/hwrenderer/scene/hw_renderhacks.cpp
# src/namedef.h
# src/scripting/thingdef_data.cpp
# src/swrenderer/line/r_walldraw.cpp
# Conflicts:
# src/d_main.cpp
# src/g_levellocals.h
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/gl/dynlights/gl_dynlight.h
# src/gl/dynlights/gl_dynlight1.cpp
# src/gl/scene/gl_spritelight.cpp
# src/gl/scene/gl_walls.cpp
# src/hwrenderer/dynlights/hw_shadowmap.cpp
# src/hwrenderer/dynlights/hw_shadowmap.h
# src/hwrenderer/scene/hw_flats.cpp
# src/p_setup.cpp
2019-04-26 00:19:03 +02:00
Christoph Oelckers
bc8af1cab8
Fixed initialization issues with dynamic lights.
...
Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2019-04-25 20:59:06 +02:00
Christoph Oelckers
99dd234d10
- exported all native components of APlayerPawn.
...
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.
...
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.
...
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.
...
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
4be9217215
- scriptified the declaration of AmbientSound
...
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
# Conflicts:
# src/g_shared/a_dynlight.cpp
2019-04-25 17:34:37 +02:00
Christoph Oelckers
0c1fc45df8
- fixed A_Chase default detection.
2019-04-25 16:31:58 +02:00
Marrub
d623ede89d
Fix A_CustomBulletAttack's spawnofs_xy parameter
...
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
2019-04-25 13:10:44 +02:00
Player701
3d1e810e72
- Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.
2019-04-25 13:10:41 +02:00
alexey.lysiuk
b706e8fead
- fixed everlasting fast projectile after hitting ceiling
...
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely
https://forum.zdoom.org/viewtopic.php?t=63023
2019-04-25 13:04:25 +02:00
Christoph Oelckers
f1b345dc73
- fixed crash in AutoUseStrifeHealth
...
The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed.
As native code this just failed silently, but with the VM it needs to be explicitly checked.
2019-04-25 13:04:21 +02:00
Major Cooke
5209d43bf3
- Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller.
2019-04-25 13:03:50 +02:00
Christoph Oelckers
5bb0428fa8
- made PlayerPawn.TweakSpeeds virtual.
2019-04-25 12:55:16 +02:00
alexey.lysiuk
32f0bbfe03
- fixed ammo check for weapon with 'uses both' flags
...
https://forum.zdoom.org/viewtopic.php?t=63047
2019-04-25 12:52:20 +02:00
alexey.lysiuk
8e230eebaf
- fixed missing attack sound in A_CustomPunch
...
See 7bb3855439/src/p_actionfunctions.cpp (L1729)
https://forum.zdoom.org/viewtopic.php?t=63049
2019-04-25 12:51:49 +02:00
Erick Tenorio
3262af7514
- TNT.WAD fixes
2019-04-25 12:45:25 +02:00
Erick Tenorio
63313d0214
- Have Plutonia MAP16 pit kill player
2019-04-25 12:45:23 +02:00
Major Cooke
662b2ed759
Split off pain chance triggering from ReactToDamage into its own function and gave ZScript access to it.
...
- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
2019-04-18 19:56:38 +02:00
alexey.lysiuk
4044a6e724
- declared Actor's Morph() and UnMorph() functions virtual
...
They are expected to be virtual on C++ side
2019-04-18 19:55:26 +02:00
Magnus Norddahl
3a76840f87
- remove shadow acne when dynlights perfectly align with planes
2019-04-18 17:49:57 +02:00
Christoph Oelckers
18cec62458
- fixed random number generation in SpawnFizzle.
...
This should now produce the same value range as Hexen's original code.
2019-04-18 17:46:21 +02:00
Christoph Oelckers
ff12eab7e5
- fixed bad attempt at restoring position in A_CustomBulletAttack.
2019-04-18 17:46:19 +02:00
Christoph Oelckers
cc34946e80
- missed this.
2019-04-18 17:46:17 +02:00
Christoph Oelckers
18dd23c79d
- gave the strifehumanoid's burn states dynamic lights.
...
Unlike everything else from the IWADs this had to use the 'light' keyword in ZScript because this is merely a base class for many others and the light definitions here need to be inheritable.
2019-04-18 17:46:15 +02:00
Christoph Oelckers
0dcbc02cd7
- renamed back arguments of A_FireProjectile.
2019-04-18 17:46:14 +02:00
Christoph Oelckers
e6af596af0
- removed the redundant GetOffsetPosition export and added direct native support to its existing variants
2019-04-18 17:01:17 +02:00
Christoph Oelckers
999894af25
- cleaned up use of the random function in script files.
...
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2019-04-18 17:01:14 +02:00
Christoph Oelckers
bda2a75466
- fixed PlayerInfo.FindMostRecentWeapon
...
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
3291cecad9
- fixed: For an initial weapon pickup, sv_unlimited_pickup wasn't checked for the included ammo.
2019-04-18 16:23:04 +02:00
Cacodemon345
fdd6e3cec9
Export P_GetOffsetPosition and ADynamicLight::SetOffset to ZScript
2019-04-18 16:23:01 +02:00
Player701
5c248053f3
- Fixed the position of the soul sphere within one of the secret areas (sector 324) of Alien Vendetta MAP28.
2019-04-18 15:01:11 +02:00
Christoph Oelckers
f7fe19ee51
- made Ammo.GetParentAmmo virtual
2019-04-18 14:34:28 +02:00
Magnus Norddahl
3d69fc327b
- vWorldNormal is not normalized but R_DoomColormap requires this
2019-04-18 14:34:27 +02:00
Chronos Ouroboros
218b7e95ca
Added a function for triggering use/push specials for usage in custom monster AI.
2019-04-18 14:22:07 +02:00
Chronos Ouroboros
803cb16d99
Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript.
2019-04-18 14:22:05 +02:00
Christoph Oelckers
4d7e945dc1
- fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context.
2019-04-18 14:22:02 +02:00
Magnus Norddahl
b3cd6f4460
- fix vanilla light mode angle calculation
2019-04-18 12:50:25 +02:00
Magnus Norddahl
bafc5e6a3c
- add vanilla lightmode that behaves exactly as Doom's original light did
...
# Conflicts:
# src/hwrenderer/scene/hw_drawinfo.cpp
# src/hwrenderer/scene/hw_renderstate.cpp
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/scene/hw_skyportal.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/g_level.cpp
# src/gl/compatibility/gl_20.cpp
# src/gl/renderer/gl_lightdata.cpp
# src/gl/renderer/gl_renderstate.h
# src/gl/scene/gl_skydome.cpp
# src/gl/scene/gl_weapon.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# src/hwrenderer/utility/hw_lighting.cpp
2019-04-18 12:50:03 +02:00
Rachael Alexanderson
f442d4bd54
- split gl_texture_hqresize into two variables - one for mode, one for multiplier.
...
# Conflicts:
# src/textures/hires/hqresize.cpp
# Conflicts:
# src/gl/textures/gl_hqresize.cpp
# src/r_videoscale.cpp
2019-04-17 21:04:41 +02:00
drfrag666
7e45b40d4b
Revert "- Removed 5x and 6x xBRZ modes from the menu since they require a lot of video memory. They crash on my 1 GB amd card at least with MinGW-w64."
...
This reverts commit 097c2268df24133dc4a48452dabb4c00567545dd.
# Conflicts:
# wadsrc/static/menudef.txt
2019-04-17 21:00:22 +02:00
alexey.lysiuk
77e47087b7
- fixed stuck memory usage warning in options menu
...
https://forum.zdoom.org/viewtopic.php?t=62186
2019-04-17 20:59:49 +02:00
Rachael Alexanderson
301246236c
- added normal5x and normal6x
2019-04-17 20:59:20 +02:00
Rachael Alexanderson
cd126b08ba
- use correct multipliers for the memory warnings for normalNx scalers
2019-04-17 20:58:47 +02:00
drfrag
96f996d8aa
Revert "Revert "- update xBRZ upscaler to version 1.6""
...
This reverts commit 285791622d
.
# Conflicts:
# src/gl/textures/gl_hqresize.cpp
# wadsrc/static/menudef.txt
Goodbye to TDM-GCC.
2019-04-17 20:33:41 +02:00
Player701
c6ab780555
- Force node rebuild for Plutonia 2 MAP29 to fix BSP glitches
2019-04-17 19:59:14 +02:00
Rachael Alexanderson
c8d545b293
- added a number of darken2.wad maps to rebuild nodes in compatibility.txt
2019-04-17 19:59:13 +02:00
Player701
764e9b552e
- Force node rebuild for Plutonia 2 MAP25 to fix BSP glitches
2019-04-17 19:57:24 +02:00
Christoph Oelckers
f40e5c7edc
- re-added PlayerInfo.BringUpWeapon.
2019-04-17 19:44:12 +02:00
Player701
8277de8626
- Added Plutonia 2 MAP10 and MAP11 to the "rebuildnodes" compatibility list.
2019-04-17 18:44:10 +02:00
Rachael Alexanderson
dacad6c4eb
- add plutonia map32 to node regen compatibility - https://forum.zdoom.org/viewtopic.php?f=2&t=62777
2019-04-17 18:39:54 +02:00
Christoph Oelckers
cf4f573a25
- more direct native entry points.
...
- 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.
2019-04-17 17:27:39 +02:00
Christoph Oelckers
082cb5b656
- scriptified P_CheckMeleeRange2.
2019-04-17 16:24:10 +02:00
Christoph Oelckers
15ab1fb09b
- deprecated a few functions that depend on AAPTR_* to be useful.
...
- fixed wrong name for the LineAttack action function.
2019-04-17 16:24:05 +02:00
Christoph Oelckers
792aaa5b88
Added direct native entry points to a larger number of functions.
...
# Conflicts:
# src/scripting/vmthunks_actors.cpp
2019-04-17 15:11:22 +02:00
Christoph Oelckers
77e60865a0
- fixed: SlotPriority must be a float.
...
It was a fixed before but I missed that when refactoring it into an automatic property.
2019-04-17 15:11:12 +02:00
Christoph Oelckers
a5e16e3261
- moved a large part of the VM thunks out of p_mobj.cpp.
2019-04-17 14:55:58 +02:00
Christoph Oelckers
f22aaca74d
- scriptified ASpecialSpot.
...
This only had two simple native methods so the class is not fully scripted.
2019-04-17 14:32:10 +02:00
Christoph Oelckers
c87724ef0a
Removed all native components from AInventory.
2019-04-16 23:57:22 +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
d2225040ea
- scriptified A_SelectWeapon
2019-04-16 23:57:15 +02:00
Christoph Oelckers
b8e1218645
Removed all remaining references to AInventory
...
What remains is the class definition and one single reference that will be scriptified.
2019-04-16 23:57:12 +02:00
Christoph Oelckers
36af613dfa
- The 'A' prefix has no meaning in class names on the script side - even in comments.
2019-04-16 22:01:06 +02:00
Christoph Oelckers
318a9d7893
- fixed max. ammo display on AltHud.
2019-04-16 22:00:59 +02:00
Christoph Oelckers
e176410ab6
- fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
...
This is still an error, so now this throws a meaningful exception.
2019-04-16 21:53:00 +02:00
Christoph Oelckers
c0686309fc
- removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code.
2019-04-16 21:52:53 +02:00
Marisa Kirisame
739999b5ed
Fix RemoveInventory not calling DetachFromOwner when an item is the first in the owner's inventory.
...
Fix CheckAddToSlots not working because it uses GetReplacement incorrectly.
2019-04-16 21:52:50 +02:00
Christoph Oelckers
7e75aa1d36
- fixed accidentally misnamed parameter in A_Explode.
2019-04-16 21:34:47 +02:00
Christoph Oelckers
9f2b62c99c
- scriptified AInventory::Tick.
...
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.
2019-04-16 21:28:37 +02:00
Christoph Oelckers
bdd6d31a63
- scriptified the AutoUseHealth feature.
...
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2019-04-16 21:28:34 +02:00
Christoph Oelckers
80e3ce735b
- scriptified the decision making of the invuseall CCMD.
...
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2019-04-16 21:28:32 +02:00
Christoph Oelckers
9ff5257ce9
- scriptified P_DropItem.
2019-04-16 21:28:30 +02:00
Christoph Oelckers
17862639a1
- scriptified the no-spawn flag check for armor and health items.
2019-04-16 21:28:29 +02:00
Christoph Oelckers
e8a6f82682
- scriptified G_PlayerFinishLevel.
...
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
8dfcdc1219
- fixed incomplete null checks in A_RadiusThrust.
2019-04-16 21:28:23 +02:00
Christoph Oelckers
9315a217b3
- scriptified AActor::ClearInventory
2019-04-16 21:28:21 +02:00
Christoph Oelckers
0d8975ed31
- scriptified the last components of the alternative HUD.
...
- 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.
# Conflicts:
# src/d_main.cpp
# Conflicts:
# src/info.cpp
2019-04-16 19:03:43 +02:00
Christoph Oelckers
376266b6a0
- scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source.
2019-04-16 19:02:01 +02:00
Christoph Oelckers
9d8dd5c529
- scriptified the AltHUD'S powerup drawer.
2019-04-16 19:01:55 +02:00