Christoph Oelckers
9e2830a3db
- converted the rest of actors/shared.
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- moved damagetype definitions to MAPINFO. These were in DECORATE which is not correct. The old code is left for compatibility.
2016-10-14 10:46:15 +02:00
Christoph Oelckers
905e44713f
- deprecated A_SetUserVar family for ZSCRIPT due to its muddled semantics. Better use direct variable access which is a lot safer and also provides better error checking.
2016-10-14 09:32:45 +02:00
Christoph Oelckers
7de683f9f5
- converted a few more DECORATE files.
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- started with the AST converter. So far it only deals with direct function calls with simple constants as parameters.
- added an error condition for the defaults block to get rid of some asserts.
2016-10-14 00:40:20 +02:00
Christoph Oelckers
433bf46010
- removed token 'mode' because it isn't used anywhere and clashed with some actor properties.
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- fixed uninitialized counter variable in DECORATE parser.
- allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'.
- fixed crash with actor replacement in script compiler.
- add the lump number to tree nodes because parts of the property parser need that to make decisions.
- removed test stuff.
- converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully.
- removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
2016-10-13 20:45:52 +02:00
Christoph Oelckers
59ed26c0b6
- resorted some of thingdef.cpp's contents into more appropriate files.
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- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go.
- split the state finalization into several class-specific virtual functions.
2016-10-12 20:42:41 +02:00
Christoph Oelckers
900644e465
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-10-12 12:43:56 +02:00
Major Cooke
3de83b8943
Added PSPF_FLIP.
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Flips the overlay on the X axis.
2016-10-11 17:20:58 -05:00
Major Cooke
5dc94a10c3
Added A_SetInventory.
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- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
2016-10-11 14:44:31 -05:00
Christoph Oelckers
d8c689d874
- initialize function symbols. At the moment all it does is process the existing native functions. Any further processing will be done once the base classes of the engine can be parsed from the scripting files.
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- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.
The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
2016-10-11 18:53:10 +02:00
Christoph Oelckers
6989b81688
- extended the grammar so that the DECORATE function declaration list can almost be used as-is, with the sole exception of requiring any action function to declare a return type, even if it is void.
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This adds:
* builtin types color, state and sound.
* ending a parameter list with an ellipsis to declare a varargs list. (A_Jump uses this.)
* allowing to declare optional arguments by giving them a default value.
* adding an 'action' qualifier for function declarations.
2016-10-11 13:11:40 +02:00
Christoph Oelckers
acec2e5b07
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-10-11 00:57:31 +02:00
Major Cooke
31ca5a1900
Added OverlayX/Y(int layer)
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- Retrieves the X/Y positions of an overlay.
- A_OverlayFlags and A_OverlayOffset now interpret a layer of 0 to mean 'use this calling layer'.
2016-10-10 10:48:50 +02:00
Christoph Oelckers
ad43f2bc7e
- parse the list of class/struct fields and add the PField entries to their type.
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- fixed a few issues with trying to access a class's Type before it got initialized.
2016-10-09 21:54:23 +02:00
Christoph Oelckers
49f18c0a19
- renamed the symbol tables holding the tree nodes so that the code becomes clearer to read. Necessary because the unclear naming caused:
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- fixed: The tree nodes for classes and struct members were stored in the global tree nodes table.
- sort variable declarations into their own list for processing.
2016-10-09 09:09:17 +02:00
Christoph Oelckers
6bad4809c1
- uncommendted constants.txt after finishing work on the constants creation code.
2016-10-08 22:20:38 +02:00
Christoph Oelckers
08f313d011
- implemented complete resolving of constants - both global and class-local.
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This uses a different algorithm as the old implementation - instead of recursively resolving unknown symbols it will first collect all constants from all scopes and then process them in one operation, doing multiple passes over the list until no more constants can be resolved anymore.
2016-10-08 22:16:10 +02:00
Christoph Oelckers
04d4bda262
- converted all constants to enums and gave the enums names.
2016-10-07 18:09:28 +02:00
Christoph Oelckers
6487681736
- started porting constants.txt
2016-10-07 17:49:00 +02:00
Christoph Oelckers
ee66d22034
Revert "- added an option to disable the pickup screen flash."
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This reverts commit 2d320a2e86
.
The feature has been superseded by pickup_fade_scalar and is no longer needed.
2016-10-07 08:46:06 +02:00
raa-eruanna
3ccc85876c
- Forgot to add language entries.
2016-10-06 20:05:30 -04:00
raa-eruanna
02f66fa34e
- Backported blood_fade_scalar from Skulltag
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- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-06 20:01:20 -04:00
Christoph Oelckers
5b350dcdd5
- gave Boom's point pusher and puller things the NOCLIP flag so that they won't get moved around by scrollers.
2016-10-05 16:27:12 +02:00
Christoph Oelckers
2d320a2e86
- added an option to disable the pickup screen flash.
2016-10-05 09:59:19 +02:00
Major Cooke
201ae3c60f
Added OverlayID() for retrieving psprite layer numbers.
2016-10-03 00:44:06 +02:00
Christoph Oelckers
0bce6e3925
- added ACS and DECORATE setter functions for named translations.
2016-10-02 14:09:45 +02:00
Christoph Oelckers
51ffd6d9c6
- fixed some warnings.
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- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
80f2f5829f
- added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument.
2016-10-02 00:43:05 +02:00
Marisa Heit
59e52b3e9b
Fixed: Heretic platforms make a mid-move sound, unlike Doom's
2016-09-27 18:40:36 -05:00
Major Cooke
dfa4f38c8f
Updated to new save game code.
2016-09-24 09:17:18 +02:00
Christoph Oelckers
d28d02839e
- fixed: An actor's default stencil color should be set in DECORATE instead of doing some hackery elsewhere to compensate for the lack of initialization.
2016-09-23 19:19:26 +02:00
raa-eruanna
780d672b25
Adds user-definable weapon bob speed
2016-09-22 08:42:59 +02:00
Christoph Oelckers
3eb1af6957
- added a GetMissileDamage function to DECORATE which can be used to properly retrieve an actor's damage value.
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The damage property should be considered deprecated inside expressions from now on.
2016-09-19 03:45:22 +02:00
Magnus Norddahl
e794e59cd2
Add con_scale for scaling just the console
2016-09-08 00:39:52 +02:00
Magnus Norddahl
6414e01354
Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext
2016-09-08 00:39:51 +02:00
Christoph Oelckers
da5cf760b0
- forgot to save this one...
2016-08-28 10:10:32 +02:00
Christoph Oelckers
e04055dbb2
- added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
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- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
Christoph Oelckers
ca8ef7f3f3
- moved bobbing menu strings into the correct file.
2016-08-16 11:20:22 +02:00
Christoph Oelckers
04c4147052
- renamed flag to be more descriptive.
2016-08-16 09:02:23 +02:00
Major Cooke
aa2ca77412
Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
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- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Major Cooke
ec14dd94a7
A_Explode now returns the number of actors damaged and can be used in expressions.
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- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
Christoph Oelckers
b4e712ab01
- made disabling the push window check a real compatibility option.
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No idea why this was a hidden one, this one definitely needs to be in the menu.
- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
Christoph Oelckers
ab837b608d
- compatibility optioned triggering sector actions by indirectly initiated teleports
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There's several old maps depending on this not happening.
- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
Magnus Norddahl
a893013dbb
Adds HUD quadruple scale and a scale slider for the crosshair
2016-08-05 12:20:34 +02:00
Christoph Oelckers
2c38e20352
- update xlat/eternity.txt for reference.
2016-08-03 13:16:14 +02:00
Leonard2
8068792f4b
Fixed: A_RadiusGive had an incorrect definition
2016-07-31 09:06:14 +02:00
Xaser Acheron
a1a0da1f13
added SWF_SELECTPRIORITY flag to A_SelectWeapon
2016-07-29 18:48:54 -05:00
Major Cooke
13fa06fe7a
Renamed GetProximity to CountProximity.
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# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke
167cb28563
Added GetProximity(classname, distance, flags, ptr).
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- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:26:55 +02:00
Major Cooke
dfed6ac1fb
Added SpriteAngle and SpriteRotation properties.
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- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
MajorCooke
3d9591229e
Added A_CopySpriteFrame(from, to, flags)..
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- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00