Commit graph

1001 commits

Author SHA1 Message Date
Christoph Oelckers
ac352dc48c Merge branch 'master' of https://github.com/rheit/zdoom 2015-02-19 19:53:01 +01:00
Randy Heit
2d4f02c560 Merge branch 'MajorCooke-quakeex' 2015-02-18 15:01:45 -06:00
MajorCooke
0f4bca8607 - Added SXF_TRANSFERROLL. 2015-02-14 16:51:05 -06:00
MajorCooke
7050d03222 Added A_QuakeEx(intensity x, y, z, duration, damrad, tremrad, sound, flags)
- Unlocks the full potential of using quakes, including the Z axis. Each intensity applies to X/Y/Z planes whenever a player is experiencing it.
- Flags:
- QF_RELATIVE - Adjusts the quaking of the camera to go in the direction its aiming (X: forward/backward. Y: Left/right.)
- Plans for including pitch will be implemented in the future for the Z axis with relativity.
2015-02-14 15:58:39 -06:00
Christoph Oelckers
c2e155bb9f - with floatbobbing items no longer having no gravity, we don't need the corresponding compatibility setting anymore. 2015-02-12 16:29:08 +01:00
Christoph Oelckers
7db035abba - undid NOGRAVITY for all floatbobbing items.
I have no idea why this was ever deemed proper - but it clearly breaks some Hexen maps and it not even remotely mimics the original behavior. Even now, it's not the same but since the items fall down they at least end up where they are supposed to be.
2015-02-12 16:27:28 +01:00
Christoph Oelckers
c6cb8493ea - missed a menu option. 2015-02-10 23:07:14 +01:00
Christoph Oelckers
962fc64d2b - updated video menu in menudef.z. 2015-02-10 20:27:09 +01:00
Christoph Oelckers
e49572b713 Merge branch 'master' of https://github.com/rheit/zdoom 2015-02-10 20:25:55 +01:00
MajorCooke
c93f96c303 Typo in SXF_TRANSFERSPRITEFRAME fixed. 2015-02-08 08:54:55 -06:00
Christoph Oelckers
34c4041a44 Merge branch 'master' of https://github.com/rheit/zdoom 2015-02-08 11:54:39 +01:00
Christoph Oelckers
20036a907a Merge remote-tracking branch 'remotes/zdoom/master' 2015-02-08 10:58:59 +01:00
alexey.lysiuk
bd93ce63a9 Added menu option to customize ammo display in alternative HUD 2015-02-08 11:08:52 +02:00
MajorCooke
b37a98689a - Added SXF_TRANSFERSPRITEFRAME. Now it's possible to make starting frames that start with "####" "#" 0 in Spawn.
- Fixed a compile warning with FAF_NODISTFACTOR.
2015-02-07 10:04:33 -06:00
Christoph Oelckers
e846d06a9f Merge remote-tracking branch 'remotes/zdoom/master'
Conflicts:
	src/posix/sdl/hardware.cpp
2015-02-07 14:29:31 +01:00
MajorCooke
53fd57d6b7 - Added ang_offset and pitch_offset to A_Face, along with 4 new flags:
- ang_offset: the extra angle to apply to the actor after calculating the maximum turn.
- pitch_offset: Just like ang_offset, with pitch instead.
- FAF_BOTTOM: Aim straight for the actor's z coordinate, not with +32 units.
- FAF_MIDDLE: Aims for the direct middle of the actor.
- FAF_TOP: Aims for the very top of the actor.
- FAF_NODISTFACTOR: Use the raw pitch offset without calculating it into the distance of the aimed actor.
2015-01-30 16:48:24 -06:00
Christoph Oelckers
4446922f26 Merge branch 'master' of https://github.com/rheit/zdoom 2015-01-23 21:01:00 +01:00
MajorCooke
301c061ec3 - Added pointer for A_SetRoll. 2015-01-23 10:24:23 -06:00
MajorCooke
19b43d4752 - Added A_ResetHealth(ptr). Defaults to AAPTR_DEFAULT (the action caller).
- Added pointers to the following functions, all of them set to AAPTR_DEFAULT:
- A_SetAngle
- A_SetPitch
- A_SetScale
- A_SetSpeed
- A_ScaleVelocity
2015-01-23 09:26:34 -06:00
Christoph Oelckers
ae282eea53 Merge branch 'sethealthredux' of https://github.com/MajorCooke/zdoom 2015-01-22 13:59:59 +01:00
MajorCooke
4fd87a1ce9 - Redid A_SetHealth.
- This function will not take the actor's health below 1, and any attempts to do so will simply set it to 1 in its place.
2015-01-20 22:54:30 -06:00
MajorCooke
105a62cc20 - Added pointer field to A_ChangeVelocity.
- Defaults to AAPTR_DEFAULT, otherwise known as the calling actor.
2015-01-19 14:54:20 -06:00
Christoph Oelckers
df2e7c37fb Merge branch 'master' of https://github.com/rheit/zdoom 2015-01-08 20:01:29 +01:00
alexey.lysiuk
f3cc872677 Added Retina/HiDPI option to video mode menu (OS X only) 2015-01-08 12:50:23 +02:00
Christoph Oelckers
1c3561d71e Merge branch 'master' of https://github.com/rheit/zdoom 2015-01-08 09:27:30 +01:00
Randy Heit
f71b1a8983 Whoops. 2015-01-06 19:34:11 -06:00
Randy Heit
b2abf224b5 Save function name for error message in ParseStates()
- The error "You cannot pass parameters to..." used the most recent token,
  which was always ( and not the function name. (Note that this was
  already fixed in the scripting branch, so this is probably going to be a
  conflict. Meh.)
2015-01-06 19:31:00 -06:00
MajorCooke
643d37ab7c - Added A_SetFloatBobPhase(int). Takes a number between 0 and 63. If it's outside that range, it does nothing.
- Added A_Warp flags:
- WARPF_BOB: Gets the bob offset of actor pointer with the FLOATBOB flag.
- WARPF_MOVEPTR: The function is inversed to move the pointed actor with applied flags, but only the original caller will make the success/jump.
2015-01-06 11:55:41 -06:00
nashmuhandes
2b12db153b New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
Blue-Shadow
ba3988290c Added an option to A_Check[SightOr]Range to be able to perform a 2D-based distance check. 2015-01-01 22:16:51 +03:00
Christoph Oelckers
4d34e0f548 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-31 10:55:55 +01:00
MajorCooke
4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
Christoph Oelckers
c39e962fd5 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/CMakeLists.txt
	src/posix/sdl/hardware.cpp

Please note that this will NOT(!!!) compile on Linux without adjusting sdlglvideo.cpp!
2014-12-25 22:50:15 +01:00
MajorCooke
15cd0debc1 - Fixed: Species was not defined in actor.txt. 2014-12-25 09:23:59 -06:00
MajorCooke
d94be8f57b - Reverted back and set filter to "None" instead. 2014-12-24 17:15:21 -06:00
rheit
bfb94f13d2 Merge pull request #198 from MajorCooke/filters
- Added name filtering to all A_Damage/Kill/Remove functions.
2014-12-23 21:42:31 -06:00
MajorCooke
91bfe4cceb - Added pointers for A_CustomMissile and A_CustomBulletAttack. 2014-12-21 12:29:19 -06:00
MajorCooke
2c7a3f2eba - Optimized DoDamage and DoKill.
- Do a filter and species check first to save time.
- Added DMSS/KILS/RMVF_EITHER, which means if the actor is of type or species, it counts.
- A_DamageTarget(20,"Normal",DMSS_EITHER,"DoomImp","CyberdemonSpecies")
- This affects actor DoomImp, and anything that's of species CyberdemonSpecies.
- Added a little more documentation via comments.
2014-12-21 10:38:51 -06:00
MajorCooke
5a472e815b - Added species checking.
- Added two more flags for each of the functions, EXFILTER and EXSPECIES.
- Stands for "exclude filter/species" and makes the function not take them into account.
- Cleaned up the code and placed all the checking in their own subfunctions.
2014-12-21 09:31:24 -06:00
Christoph Oelckers
58a3b86813 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-21 13:49:23 +01:00
MajorCooke
c168761eda - Couple additional fixes:
- The wiki said the minimum distance to teleport defaults to 0, actor.txt on the other hand said otherwise. I was wondering why it was still broken somewhat...
- Prevent stickiness from happening, a.k.a. getting stuck in ceiling or floor and letting the engine unstick the actor. This caused velocity loss.
2014-12-20 22:51:43 -06:00
MajorCooke
e5a41a1358 - Added name filtering to all A_Damage/Kill/Remove functions.
- A_DamageChildren(20,"Normal",0,"DoomImp") for example will only target actors of DoomImp specifically.
2014-12-20 16:57:00 -06:00
Christoph Oelckers
5f8d140424 Merge branch 'menu-updates' of https://github.com/Edward850/zdoom 2014-12-20 11:38:22 +01:00
Christoph Oelckers
a19f0219c5 Merge branch 'master' of https://github.com/Blue-Shadow/zdoom 2014-12-20 11:36:10 +01:00
MajorCooke
86b0065c0b - Added a multitude of flags for A_Teleport.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
2014-12-19 12:37:02 -06:00
Edward Richardson
80bc95d3bc Added absent cl_capfps and cl_maxdecals entries 2014-12-19 21:57:34 +13:00
Blue-Shadow
a150e0686c Added 'lifestealmax' parameter and STEALARMOR flag to A_Saw and A_CustomPunch. 2014-12-18 23:05:59 +03:00
MajorCooke
c6fd4c5aaf - Added the two definitions to actor.txt. 2014-12-18 09:46:19 -06:00
MajorCooke
a2bb673370 - I really need to stop coding so late at night. 2014-12-17 21:58:30 -06:00
MajorCooke
30acb72006 - Added per-actor teleport fog modifications.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
2014-12-17 16:11:07 -06:00