be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
as FNames. Serializing them as ints is not safe because name indices are not
guaranteed to be the same each time the game is started. Same for APlayerPawn's
MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE.
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
straight ahead and altered the projectile's angle according to the resulting
direction. If the 6th parameter is 1 now it will aim at the specified angle
directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
the Heretic specific EggFX. The EggFX properties are now prefixed with
'MorphProjectile.'.
SVN r297 (trunk)
- Created a new MorphedMonster class that Chicken and Pig now derive from.
This class automatically takes care of unmorphing the monster when its
time is up.
- Made PlayerClass and MonsterClass properties of EggFX. You can override
these in a subclass to create new kinds of morpher projectiles. Along with
that, MorphWeapon is a new property of PlayerPawn that controls what type
of weapon you have available while morphed ("None" means you have no
weapons).
- Changed morphed monsters to record the time when they want to unmorph, not
the time left until they unmorph. This simplifies calling
P_UpdateMorhpedMonster() because you don't need to pass it a tic count.
- Added an optional second parameter to A_SpawnDebris and an optional
fifth parameter to A_SpawnItem that both do the same thing: If you set it
to 1, then the spawned actor will be assigned the same translation table
as the actor that called the function.
- Moved the blood colorization in P_SpawnBlood() ahead of the SetDamage()
call so that the blood color will available to the states of the blood
actor.
- Extended the puke command so that giving it a negative script number will
act like ACS_ExecuteAlways and always execute the script. (Ugh. Why did I
use's Raven's cheat code to name this command?)
SVN r296 (trunk)
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)
- Added a PickupMessage property to the internal actor parser, replaced
most of the virtual PickupMessages with it and placed the code that
reads the metadata into AInventory::PickupMessage. Now the
PickupMessage method is truly virtual and I can do:
Added a Health.LowMessage property to define double message items like
Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
method means that this item defeats all ammo checks in the game it might
as well be defined as a CustomInventory item. At least this fixes the
amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
to use fuglyname as for DECORATE definitions. This allows to export
the ammo definitions into DECORATE definitions without doing it for
the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.
SVN r196 (trunk)
dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
explicit settings will take precedence over the compatflags CVAR.
SVN r164 (trunk)
were supposed to hate them.
- Since I was editing the file anyway I added checks for Heretic's and Strife's
damaging floor types to DCajunMaster::IsDangerous.
- Added a NULL pointer check to DCajunMaster::TurnToAng because a crash log
indicated that this can happen.
- Fixed: Strife's energy pod contains 20 units when dropped by monsters.
To achieve this I added an Ammo.DropAmount property because there are
no other means to control this from inside a conversation script.
SVN r151 (trunk)
calculating a non-NULL state. When compiling with Visual C++, states are
stored in the defaults list as byte values, but when compiling with GCC,
they are passed as 32-bit arguments to the function directly. So in VC++,
using ~0 to specify a NULL state appears as 255, but in GCC, it appears as
-1.
SVN r121 (trunk)
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
which is deciding what to do. To keep backwards compatibility this flag
is unset for projectiles in Doom and Strife and set for them in Heretic
and Hexen. The same applies to DECORATE but of course the flag can be
manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom.
This allows using the same states in every game, including the
Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
each time they are called.
SVN r112 (trunk)