Commit Graph

7675 Commits

Author SHA1 Message Date
Leonard2 2ef51d0d50 Re-allow casts in sequences 2016-08-07 22:10:00 +02:00
Leonard2 db9f4c1385 Re-allow indexes as state parameter in sequences 2016-08-07 22:10:00 +02:00
Leonard2 a4142ad9fb Re-allow action function calls with no argument list in sequences 2016-08-07 22:09:59 +02:00
Leonard2 078881a941 Parse statements as expressions in sequences
This will be needed for assignment operators to work
2016-08-07 22:09:59 +02:00
Christoph Oelckers ab837b608d - compatibility optioned triggering sector actions by indirectly initiated teleports
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
Edoardo Prezioso 5a66fdf9be - Hide Clang -Winconsistent-missing-override warnings in non-Apple targets, too. 2016-08-07 20:55:16 +02:00
alexey.lysiuk 5b079dd40b Fixed wrong height of player coordinates text 2016-08-07 11:32:55 +02:00
Christoph Oelckers fd7b833ad5 - added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap. 2016-08-06 19:20:41 +02:00
Magnus Norddahl a893013dbb Adds HUD quadruple scale and a scale slider for the crosshair 2016-08-05 12:20:34 +02:00
Leonard2 01fb2eaecc Fixed a typo in FxBoolCast::Emit 2016-08-05 12:16:13 +02:00
Leonard2 73d0ed78fe Fixed: the game could crash while resolving expressions in some places 2016-08-05 12:16:13 +02:00
Leonard2 4a859393fe Fixed: the game could crash while parsing expressions in some places 2016-08-05 12:16:12 +02:00
Christoph Oelckers 9229146eeb - fixed: DFloor set the 'gap' for one wrong movement type. 2016-08-05 12:13:47 +02:00
Christoph Oelckers 1d434add50 - fixed: monsters which were made friendly by the MBF map flag lost their friendliness when being revived with Thing_Raise. 2016-08-04 17:14:31 +02:00
Christoph Oelckers 2c38e20352 - update xlat/eternity.txt for reference. 2016-08-03 13:16:14 +02:00
Christoph Oelckers c1a4dd74c4 - added handling for Eternity's 'gap' parameter to:
Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
2016-08-03 12:59:40 +02:00
Christoph Oelckers 95c3464973 - properly handle 3D floors with inverted planes in the list sorter. 2016-08-03 12:17:22 +02:00
Leonard2 8068792f4b Fixed: A_RadiusGive had an incorrect definition 2016-07-31 09:06:14 +02:00
Leonard2 c0d3eb997a Fixed: the instant weapon switch flag didn't work anymore 2016-07-30 23:50:14 +02:00
alexey.lysiuk bd3fd22ac9 Do not use unicode characters in macOS console window
The same characters as in stdout are now used to draw bars in console window on macOS
All messages are treated as in ISO Latin 1 encoding and bars looked like garbage output
2016-07-30 16:21:48 +03:00
alexey.lysiuk cbe0a34f0b Fixed usages of abs() function with double arguments
Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
Christoph Oelckers 5ddee98e70 - fixed: Voxels with scaled to 0 caused a division by zero crash. 2016-07-30 13:19:02 +02:00
alexey.lysiuk 0648ef693f Fixed compilation with Clang and GCC
No more "error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime"
2016-07-30 13:04:16 +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.
# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke 167cb28563 Added GetProximity(classname, distance, flags, ptr).
- 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
Leonard2 d0b953cbb7 Added for loops to DECORATE 2016-07-30 00:26:42 +02:00
Leonard2 e2fa8c2257 Added do-while loops to DECORATE 2016-07-30 00:26:41 +02:00
Leonard2 d1749233ec Added while loops to DECORATE 2016-07-30 00:26:41 +02:00
Leonard2 c4eafc1c38 DECORATE can now handle jump statements
break and continue were added but are not yet useable anywhere
This was made general enough so that loops and switch statements that accept breaks/continues can be done without much difficulty as well as goto statements with explicit labels if those are ever wanted
2016-07-30 00:26:41 +02:00
Major Cooke dfed6ac1fb Added SpriteAngle and SpriteRotation properties.
- 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
Major Cooke 6ada8aa644 Fixed A_CopySpriteFrame not working under certain circumstances. 2016-07-28 15:55:49 -05:00
Leonard2 5907ff662d Added a new state that the weapon jumps to when it is lowered all the way and the player is currently dead
The state is undefined by default to preserve the original behavior of having the weapon layer deleted which modders can now avoid by defining it properly
2016-07-28 17:42:22 +02:00
Christoph Oelckers 759753eadc - replaced more copystrings with FString. 2016-07-28 09:06:49 +02:00
Christoph Oelckers 66006a5c14 - use an FString to handle the new message. 2016-07-28 08:54:51 +02:00
yqco 58a6d7df1f Added optional prompt argument to MENUDEF's SafeCommand 2016-07-28 08:41:55 +02:00
MajorCooke 3d9591229e Added A_CopySpriteFrame(from, to, flags)..
- 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
Jordon Moss c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
MajorCooke 1322ef2449 Renamed NODEATHJUMP to NODEATHDESELECT. 2016-07-28 08:29:47 +02:00
Leonard2 797f3aec0a Added a weapon flag to ignore a player's input when dead
The reason this is not set by default is because before that anyone could call A_WeaponReady within their Deselect state which would have allowed players to fire even when dead
2016-07-28 08:29:46 +02:00
Leonard2 bcb18cf7d8 Added a flag to prevent the weapon from jumping to its Deselect state when the player dies 2016-07-28 08:29:46 +02:00
alexey.lysiuk f38f7adf17 Automatic layout for ammo images in alternative HUD
When ammo icon is displayed before text its position depends on number of digits in current and maximum amounts
2016-07-28 08:19:31 +02:00
Christoph Oelckers f67243a40f - fixed: The NO_CHANGE constant shouldn't have been floatified because this is an input value for action specials which will remain integers. 2016-07-27 08:23:00 +02:00
alexey.lysiuk 4345623e28 Fixed incorrect scaling of particles
http://forum.zdoom.org/viewtopic.php?t=52906
2016-07-24 14:25:31 +03:00
MajorCooke 41414830a5 - Fixed: A_Warp never properly positioned actors on floors, if they wound up in or on one 2016-07-24 01:02:21 +02:00
Blue-Shadow 121db8fd37 Fixed: The player failed to unmorph upon resurrection
This happened if the morphing was triggered by a PowerMorph power-up.
2016-07-24 00:59:35 +02:00
Blue-Shadow 69a00ddabb Added TRANSFERTRANSLATION morph flag 2016-07-24 00:56:57 +02:00
alexey.lysiuk a1a0bdefff Added support for older versions of DeHackEd patches
Patches from DeHackEd 2.3 and 2.4 are now loaded without warnings/errors
2016-07-23 11:09:52 +03:00
yqco 4d6532d303 Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack 2016-07-22 02:46:41 -06:00
Christoph Oelckers fa22acca5d - fixed: Dehacked's 'Speed' value should be treated as signed when being assigned to a double variable. 2016-07-21 12:01:06 +02:00