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.
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# 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
Christoph Oelckers
488fface50
- started port of Doom status bar to ZScript.
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Fullscreen HUD done with the exception of key and inventory bar. I also used the opportunity to make it a bit more resistant against badly designed inventory icons.
2017-03-25 21:40:17 +01:00
Christoph Oelckers
9bffe4ee50
- scriptified the main statusbar interface and the Strife status bar.
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Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.
Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
2c789a2d75
- looks like the last commit missed a few files.
2017-03-19 11:35:24 +01:00
Christoph Oelckers
a2f2be17ef
- status screen fully scriptified but not active yet.
2017-03-18 19:35:26 +01:00
Christoph Oelckers
745b96beec
- made the status screen a class and scriptified a few more functions.
2017-03-18 15:45:36 +01:00
Christoph Oelckers
5fd86cf98c
- added some syntactic help to the ZScript parser to allow defining the arrays with native structs on the script side instead of having to define them internally.
2017-03-13 12:51:09 +01:00
Rachael Alexanderson
527a172fcd
Merge https://github.com/coelckers/gzdoom
2017-03-07 22:03:56 -05:00
Christoph Oelckers
7ce8009576
- made several read-only actor functions accessible to UI code.
2017-03-07 18:59:48 +01:00
Rachael Alexanderson
b8b5360de1
Merge https://github.com/coelckers/gzdoom
2017-03-04 07:28:02 -05:00