Christoph Oelckers
6801d0faec
Merge branch 'pause' of https://github.com/Edward850/zdoom
2015-02-07 13:03:33 +01:00
Edward Richardson
291861bf52
Removed debug output
2015-02-05 23:53:34 +13:00
Edward Richardson
5164b78c31
Camera paths would hold indeterminate of the level
2015-02-05 22:44:51 +13:00
Edward Richardson
1e0a1466a3
Moved and rearranged transfer task
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- Some inventory pickup conditions weren't properly covered
2015-02-05 20:13:54 +13:00
Edward Richardson
de4097cc7b
Added INVENTORY.TRANSFER
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- INVENTORY.TRANSFER allows transferring all owned inventory to a new
owner on pickup.
2015-02-05 14:52:52 +13:00
Braden Obrzut
72506fa6e9
- Fixed: Regression with centered coordinates.
2015-01-26 15:00:36 -05:00
Braden Obrzut
1c2a6e8457
- Fixed: fullscreenoffset coordinates were determined by translated (offsets) coordinates instead of input coordinates.
2015-01-16 13:12:18 -05:00
Christoph Oelckers
5c658e98ec
Merge branch 'master' of https://github.com/rheit/zdoom
2014-12-27 19:20:12 +01:00
Christoph Oelckers
cef8ae5632
- fixed: The A_BossDeath code in P_MorphedDeath was missing a NULL pointer check.
2014-12-27 19:19:15 +01:00
Randy Heit
bce7d12379
Change clipping in DSBarInfo::DrawGraphic()
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- Fixed: When DSBarInfo::DrawGraphic() is used scaled, without fullscreen
offset, if one of the top and left clip locations was 0 and the other
was non-0, the 0 one would be clipped to the edge of a 4:3 box centered
on the screen instead of the edge of the screen.
2014-12-26 18:40:15 -06:00
Christoph Oelckers
e6de24a7de
- turned out that the recent change to allow cancelling a powerup blend through a powerup giver did not work well so now there's an explicit 'Powerup.Color none' to do it that works a bit differently.
2014-12-06 22:08:39 +01:00
Christoph Oelckers
fbe14d59bb
- fixed: All powerup blend colors with an alpha of 0 were treated as 'has no color' for PowerupGivers.
2014-12-03 13:05:50 +01:00
Kyle Evans
3af08f1983
Fixed weapon drawing rules to account for the death camera [backported from gzdoom], also fixed drawing rules for crosshair
2014-12-01 22:03:22 -06:00
Christoph Oelckers
5ae5d2e7eb
Merge branch 'master' of https://github.com/rheit/zdoom
2014-11-25 16:14:49 +01:00
Braden Obrzut
0123279a1f
- Work around an i386 specific optimizer bug in Apple's GCC 4.2 (GCC 4.0 has worse bugs).
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- Fixed: zdoom-info.plist used some non-existant/wrong variables.
2014-11-24 22:22:29 -05:00
ChillyDoom
e38aee070c
- Changed TThinkerIterator loops back to MAXPLAYERS loops.
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- Added STAT_BOT.
2014-11-15 08:58:29 +00:00
ChillyDoom
ee977f94d7
- Moved bot thinking logic into DBot.
2014-11-14 16:54:56 +00:00
Christoph Oelckers
edd53f22a1
- fixed: The buddha powerup set the wrong flag.
2014-10-25 12:34:46 +02:00
Christoph Oelckers
cfe97b0f0f
- Fixed: Killing a morphed monster must trigger A_BossDeath on its unmorphed self.
2014-10-25 11:33:28 +02:00
Christoph Oelckers
313245dd77
- added a Buddha powerup
2014-10-25 09:53:23 +02:00
MajorCooke
d1dc6fd59a
- Added: BUDDHA and FOILBUDDHA.
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- Fixed: mugshot didn't take the god2 cheat into account.
2014-10-25 09:39:00 +02:00
Christoph Oelckers
9402bcf6cd
- fixed: The targeter must reset its HUD sprites when being reactivated during the blinking phase.
2014-10-24 22:47:40 +02:00
John Palomo Jr
4496885366
Added Inventory.AlwaysRespawn flag.
2014-10-24 04:46:43 -04:00
ChillyDoom
db323643f8
- Renamed FBot to DBot and made it inherit from DThinker.
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- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
2014-10-14 19:57:11 +01:00
ChillyDoom
83d84eaae9
- Moved bot related variables from player_t into a new FBot class.
2014-10-13 18:40:25 +01:00
ChillyDoom
5de6b535ae
- Removed unnecessary 'id' variable from AActor.
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- Removed unused 'backpack' variable from player_t.
- Removed duplicate code from b_move.cpp.
- General cleanup.
2014-10-13 08:45:36 +01:00
Edward Richardson
4db8b3e421
Made delay updates less erratic
2014-09-26 15:48:44 +12:00
Edward Richardson
97586c317e
Further refinements to network balancing
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- Added delay times of all players to the scoreboard
- Removed balancing from packet-server (tried it, didn't work)
- Calculations remove an extra tic to account for possible bias
2014-09-26 15:48:42 +12:00
Edward Richardson
542b8a7171
Added network load balancing
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- Guests can now attempt to match latency with the arbitrator.
(net_loadbalance)
- Added althud feature to show arbitrator and local latency.
(hud_showlag 1 is on for netgames, 2 is always on)
2014-09-26 15:48:42 +12:00
Christoph Oelckers
a0f507d18f
- fixed: The crosshair setting code checked for existence of lumps, not textures and missed anything defined in a TEXTURES lump.
2014-09-13 09:51:49 +02:00
Braden Obrzut
27ebfa783e
- Added IfHealth based on Blue Shadow's patch.
2014-09-12 00:49:09 -04:00
Braden Obrzut
0223b7f460
- Fixed: InInventory didn't work quite right with multiple items.
2014-09-12 00:39:36 -04:00
Christoph Oelckers
f0eccb9d15
- BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses.
2014-08-11 10:08:49 +02:00
Christoph Oelckers
259466c3d4
fixed time printing.
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- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
2014-08-11 09:39:38 +02:00
Edward Richardson
9716a61219
Add CVar for drawing weapons in the althud
2014-08-02 19:34:16 +12:00
Christoph Oelckers
a21f01bc5f
- added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags.
2014-07-26 10:15:07 +02:00
Edward Richardson
3817bed0b3
Weap scroll could sometimes miss sameslot weapons
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In rear cases, when using next/prevweap, defined weapons in the same
slot couldn't cycle when looping to another when you only had weapons in
1 slot.
2014-06-01 18:13:47 +12:00
Christoph Oelckers
8f5683e23d
- moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
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- added 'showsecretsector' CVAR to show the sector number with the secret found message.
2014-05-29 17:50:14 +02:00
Christoph Oelckers
75cde0b221
- allow locks to check for a key's species so that newly defined keys can open previously defined locks without the need to redefine them.
2014-05-29 17:30:01 +02:00
Christoph Oelckers
24886b6734
- removed the last static character arrays from FLevelLocals.
2014-05-13 23:16:13 +02:00
Christoph Oelckers
e49e926bd9
- added option to ASectorAction to remove itself upon triggering by setting the STANDSTILL flag on the map thing.
2014-05-13 21:26:51 +02:00
Christoph Oelckers
30f57c0b8e
- added new renderstyles AddStencil and AddShaded.
2014-05-13 21:16:06 +02:00
Christoph Oelckers
ca4179caa3
- allow texture lookup by full path names. Due to technical limitations this may result in double textures if the same graphics lump is also referenced by its short texture name.
2014-05-13 20:51:16 +02:00
Christoph Oelckers
a22670626c
- expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used.
2014-05-13 13:40:02 +02:00
Christoph Oelckers
a05e62f3f7
- changed storage of lump and texture names in gameinfo to allow long names (with the exception of view border elements.)
2014-05-13 12:44:17 +02:00
Braden Obrzut
bbd3106cbb
Merge commit 'b3f5de356f14e2026cc9e5738e8b58e22e7daa44'
2014-01-06 04:04:51 -05:00
Braden Obrzut
d8ff4ec281
- Fixed: All clang 5.0 warnings.
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- Renamed autostart/autozend since Xcode’s build process links in strictly alphabetical order.
2014-01-05 19:50:09 -05:00
Braden Obrzut
b3f5de356f
- Fixed: SBarInfo's gamemode command used to ignore unknowns (for cross compatibility). On top of restoring the old behavior, generate a warning for only the first ignored instance.
2014-01-05 15:46:11 -05:00
Braden Obrzut
b0f40c0733
- So we did end up restoring the variable that the last commit was compensating for.
2014-01-04 00:37:15 -05:00
Braden Obrzut
4770b9b27b
- Fixed: Rampage timer should only reset when the weapon is ready to be fired.
2014-01-03 01:21:21 -05:00
Randy Heit
242f2ab7b0
Merge branch 'maint'
2013-10-08 21:51:51 -05:00
Randy Heit
d558cf51a9
- Fixed: ABackpackItem::CreateTossable did not check for failure from the supermethod.
2013-10-08 19:59:46 -05:00
Christoph Oelckers
eb186a5b92
Merge branch 'maint'
2013-10-07 11:58:53 +02:00
Christoph Oelckers
c4d2a021b0
- fixed: AInventory::BecomePickup must not restore the MF_COUNTITEM flag when transforming the inventory item into a pickup again.
2013-10-07 11:53:58 +02:00
Braden Obrzut
ffae34c5fd
- Changed the new default alignment keyword for drawimage from topleft to none in order to allow a potential topleft without image offsets.
2013-09-30 20:02:05 -04:00
Braden Obrzut
f73275ad88
- Applied Tesseract's patch for drawimage extensions. (Extended icon support and maximum width/height.)
2013-09-21 12:46:19 -04:00
Christoph Oelckers
c1aac878b0
Merge branch 'maint'
2013-09-15 23:12:21 +02:00
Christoph Oelckers
8847d5649a
- fixed: Bridge needs to call Super::Destroy.
2013-09-15 23:11:55 +02:00
Christoph Oelckers
e4e26e7aa7
Merge branch 'maint'
2013-09-13 10:17:38 +02:00
Christoph Oelckers
ea0e4ed344
- fixed: The Hexen bridge must make its balls disappear when it gets destroyed.
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Hexen did this with a call to A_BridgeRemove in Thing_Destroy which merely set a flag in the bridge object, which cannot be done safely in ZDoom because it's not guaranteed that the ball object calls A_BridgeOrbit and the garbage collector may delete the bridge actor before it can be checked so now the Bridge's Destroy method deletes all balls attached to the bridge object itself.
2013-09-13 10:07:43 +02:00
Christoph Oelckers
9c2454eacc
Merge branch 'maint'
2013-08-28 11:20:53 +02:00
Christoph Oelckers
f8899f98fc
- fixed: The secret counter was not incremented for items that had the UDMF COUNTSECRET flag set.
2013-08-28 11:14:48 +02:00
Christoph Oelckers
aa03609b69
- added IF_TOSSED inventory flag.
2013-08-12 21:00:23 +02:00
Christoph Oelckers
ecfe67dd78
- removed weirdness from Powerup.Strength property that was specifically tailored to its use on PowerInvisibility and made its use problematic elsewhere.
2013-08-12 09:13:55 +02:00
Christoph Oelckers
35764ff3b2
- fixed: Powerup.Strength is a fixed point value, so using it as health amount for PowerRegeneration requires division by FRACUNIT.
2013-08-11 20:39:53 +02:00
Christoph Oelckers
1c889dc9fa
- let APowerRegeneration use the Strength property to define the amount of regeneration it gives.
2013-08-10 09:51:48 +02:00
Christoph Oelckers
c253d40fbb
- externalize labels for automap statistics display to the string table.
2013-07-28 16:18:57 +02:00
Randy Heit
e845b292c2
- Always clear bEvilGrin after checking it in FMugShot::UpdateState(). If
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it's not an appropriate time to show the grin when the flag is set, it
shouldn't be saved until later.
2013-07-02 14:48:03 -05:00
Randy Heit
b9e771576f
- Fixed: The time freezer power should do nothing while predicting.
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SVN r4333 (trunk)
2013-06-06 20:15:04 +00:00
Randy Heit
e32e44209e
- Added SpawnDecal ACS function:
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int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
Traces a line from tid's actor until hitting a wall, then creates a decal there. Returns the
number of decals spawned.
* tid = Which actor(s) to start the trace at.
* decalname = Which decal to spawn.
* flags =
* SDF_ABSANGLE = Angle parameter is an absolute angle. Otherwise, it's relative to the origin actor's angle.
* SDF_PERMANENT = Decal ignores cl_maxdecals. Otherwise, it will eventually disappear.
* angle = Direction in which to search for a wall. Defaults to 0.0.
* zoffset = Offset from the middle of the origin actor for the Z height of the decal. Defaults to 0.
* distance = Maximum distance to search for a wall. Defaults to 64.
SVN r4330 (trunk)
2013-06-05 02:15:21 +00:00
Randy Heit
78437d917c
- Added edward850's patch to cope with stalled network games.
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SVN r4285 (trunk)
2013-05-25 22:01:26 +00:00
Braden Obrzut
7fd0950ab9
- Changed the way DrawSelectedInventory is casted so that clang doesn't warn about it.
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SVN r4275 (trunk)
2013-05-20 21:27:50 +00:00
Randy Heit
2668988870
- Switched to a genericly extensible representation for userinfo.
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- Fixed: The playerinfo CCMD did not range check the player number.
SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
a5b5172449
- Remove now-unused dropammofactor variable from AWeaponGiver::TryPickup().
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SVN r4248 (trunk)
2013-05-04 19:24:24 +00:00
Randy Heit
d86b16d540
- Added a DropAmmoFactor field to WeaponGiver so that ModifyDropAmount() can record the drop
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amount modifier into it without fiddling with the actual AmmoGiveX fields.
SVN r4246 (trunk)
2013-05-02 00:24:53 +00:00
Randy Heit
ecdde24bda
- Fixed: WeaponGiver did not give half ammo when dropped.
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SVN r4238 (trunk)
2013-04-30 03:07:39 +00:00
Randy Heit
92d54ca0fc
- Instead of setting the default skybox in every sector without an explicit skybox set, set it
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once in the level struct and then use that for sectors with a NULL skybox. This fixes zpack's
E2M3 so that when it removes its sector stacks, you will get the default skybox in their
place, since stacked sectors and skyboxes use the same pointers in a sector.
SVN r4224 (trunk)
2013-04-21 02:22:37 +00:00
Randy Heit
c069295f19
- Fixed: When trying to unmorph a monster, make sure the morphed version doesn't have the
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TOUCHY flag set, or checking the position of the unmorphed version will kill the morphed
version, since they will both exist in the same place at the same time, and TOUCHY is
really touchy about that.
SVN r4219 (trunk)
2013-04-16 20:39:54 +00:00
Randy Heit
a5d770b433
- Dropped items with the DONTGIB flag set will no longer be destroyed by crushers.
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SVN r4215 (trunk)
2013-04-16 17:55:17 +00:00
Randy Heit
2fb64108a7
- Fixed: Monsters with STAYMORPHED set would still unmorph.
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SVN r4213 (trunk)
2013-04-09 22:45:20 +00:00
Randy Heit
f7c55c0936
- Do copy a monster's special to its morphed version so that it can be properly restored when
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it unmorphs.
SVN r4212 (trunk)
2013-04-09 22:40:27 +00:00
Randy Heit
85d4350190
- Fixed: AInventory::Touch() should check for a local player view before trying the pickup,
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because if it's a morph powerup, after being picked up, the toucher this function received will
no longer be the active player.
SVN r4211 (trunk)
2013-04-09 22:24:18 +00:00
Braden Obrzut
316faf59b4
- Fixed: Skin mugshots didn't load. (This adds a texture usetype for skin graphics.)
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SVN r4205 (trunk)
2013-03-25 18:20:39 +00:00
Randy Heit
324b13c89b
- Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
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even if they have enough ammo to be used.
SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00
Randy Heit
2874d927b1
- Random spawners no longer move the missile forward when spawning them, because presumably
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whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely
move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
might happen to be standing next to).
SVN r4194 (trunk)
2013-03-21 03:06:04 +00:00
Braden Obrzut
18bf56d3d7
- Fixed: NULL pointer dereference in DrawGem.
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SVN r4186 (trunk)
2013-03-18 21:56:15 +00:00
Randy Heit
be0845acf1
- Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
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SVN r4167 (trunk)
2013-02-27 03:10:25 +00:00
Braden Obrzut
e6f66e3c93
- Fixed: GCC build.
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SVN r4165 (trunk)
2013-02-24 17:17:20 +00:00
Randy Heit
1c9396cd6c
- Properly transfer powerups between morphed and unmorphed actors by calling EndEffect() on the
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powerups before they transfer ownership, then calling InitEffect() on them after they transfer
ownership.
SVN r4162 (trunk)
2013-02-23 03:25:33 +00:00
Randy Heit
445bc148b7
- Fixed: r4067 completely disabled weapon switching via A_ReFire.
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SVN r4157 (trunk)
2013-02-22 02:42:42 +00:00
Randy Heit
e0db52629d
- Fixed: RandomSpawner could hang on lists with monsters when nomonsters is enabled or with 'None' items.
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SVN r4155 (trunk)
2013-02-22 01:34:16 +00:00
Randy Heit
7d90117fb9
- Fixed: RandomSpawner should observe the nomonsters flags when deciding what to spawn.
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SVN r4153 (trunk)
2013-02-20 02:47:01 +00:00
Christoph Oelckers
e50de1e5fc
- fixed: APowerSpeed::Serialize needs to call the super method.
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SVN r4150 (trunk)
2013-02-19 08:10:33 +00:00
Randy Heit
f5891dea25
- Added time display for alt hud.
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SVN r4148 (trunk)
2013-02-19 02:58:03 +00:00
Randy Heit
bd601a1bc8
- Added NOTRAIL flag for PowerSpeed.
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SVN r4146 (trunk)
2013-02-19 02:44:49 +00:00
Randy Heit
ae6b0c6215
- Added IF_NOSCREENFLASH>
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SVN r4145 (trunk)
2013-02-19 02:27:41 +00:00
Randy Heit
87dbfb68e9
- Fixed: PCD_MORPHACTOR and P_MorphMonster() needed NULL pointer checks.
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SVN r4141 (trunk)
2013-02-19 01:51:07 +00:00
Braden Obrzut
5965c45932
- Fixed: Using interpolation on drawbar would sometimes result in the last pixel hanging longer than it should.
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- Improved draw bar clipping fix from last commit.
SVN r4057 (trunk)
2013-02-01 02:16:02 +00:00
Braden Obrzut
b958215b50
- Fixed: DrawBar's clipping didn't take the texture offset into account.
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SVN r4056 (trunk)
2013-01-30 00:56:24 +00:00
Randy Heit
83320626e5
- Use "Map time color" for single maps, whether in a hub or not. Only use "Hub time color" for hub times.
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SVN r4049 (trunk)
2013-01-26 03:21:09 +00:00