Commit graph

161 commits

Author SHA1 Message Date
Leonard2
5c182c7fd7 Fixed a crash with heretic's ChickenPlayer class 2016-07-13 13:01:32 +02:00
Leonard2
2f5ae3b51e Changed the default layer indices and renamed them
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
8f360f3bea Small refactor 2016-05-27 23:37:35 +02:00
Christoph Oelckers
d767d10322 - made PSprites submission GC aware. 2016-05-21 13:11:43 +02:00
Leonard2
8c205ebac3 Added A_OverlayOffset
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1966b61b8f Generalized the psprites implementation 2016-05-20 17:04:44 +02:00
Christoph Oelckers
c2e7858e05 - looks like the oldz parameter in UpdateWaterLevel is not needed at all... 2016-03-26 01:13:36 +01:00
Christoph Oelckers
4d22b346f4 - floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere. 2016-03-24 23:50:29 +01:00
Christoph Oelckers
6b3c0ecbd3 - floatified viewheight variables and some related code. 2016-03-22 18:06:08 +01:00
Christoph Oelckers
af427b80bd - did some cleanup and consolidation on damage factor code while converting it all to floating point.
- made armor properties floating point.
2016-03-22 16:35:41 +01:00
Christoph Oelckers
a652c061f6 - converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut. 2016-03-22 12:42:27 +01:00
Christoph Oelckers
4155e84a1c - made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
ada5097e34 - converted scale variables in AActor, FMapThing and skin to float. 2016-03-20 12:13:00 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
f332a098cd - reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles. 2016-03-18 00:43:05 +01:00
Christoph Oelckers
671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers
651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
6ce0c9f78e - split up PClass::Derive and its child functions because part of them is also needed when initializing an inherited native class with the properties of its parent - but calling the base version in PClass is not possible.
- moved a few AActor properties out of the EXE so that I could easily test if it works.
2016-02-10 00:17:00 +01:00
Christoph Oelckers
b484cbf18a - fixed: It is not guaranteed that the class object that is created by FindClassTentative actually matches the real object that is required later, so it needs to be replaced wherever it could be referenced once the real object is created.
- removed some unneeded code from earlier attempts to fix the class type resolving issue.
2016-02-09 23:08:51 +01:00
Randy Heit
b3b0886b64 Merge branch 'scripting'
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_blastradius.cpp
	src/p_enemy.cpp
	src/p_enemy.h
	src/thingdef/thingdef.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
Christoph Oelckers
8068fca601 - fixed: player_t::Uncrouch should only reset the view height if the player is actually crouched. 2016-01-31 22:36:37 +01:00
Christoph Oelckers
0ddf9db8dd - fixed: Uncrouching a player also needs to reset the viewheight to its default. 2016-01-30 12:51:15 +01:00
Christoph Oelckers
bf747075e8 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_hexen/a_clericstaff.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
cfcd2668cc Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
Conflicts:
	src/p_pspr.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers
154e106315 - make better use of the damageinterval value for Strife's delayed damage. 2016-01-06 14:16:42 +01:00
Christoph Oelckers
6afd76e5db - enable damage types for Strife's delayed damage. It will always use the type of damage that was last encountered. 2016-01-06 13:36:22 +01:00
Randy Heit
1d759283c0 Cleanup the zoom/reload/userX handling for A_WeaponReady
- There was lots of code duplication. Consolidated it.
- Renamed WRF_UserX to WRF_AllowUserX for consistancy.
2015-12-31 16:46:19 -06:00
MajorCooke
b09a81126f - Changed WeaponState from 8-bit to 16-bit integer.
- Because the flags for WF_USER#OK are 256 on up, this is required in order to work.
2015-12-31 16:46:17 -06:00
MajorCooke
eed6680a67 Added support for weapon states User#.
- Added keybinds for the user state triggering.
- Added WRF_USER# flags which must be specified in order to use.
- # can be 1-4.
2015-12-31 16:46:16 -06:00
Christoph Oelckers
b613db4ae5 Revert "Merge pull request #359 from Leonard2/master"
This reverts commit 364ca11b43, reversing
changes made to dae0e217d1.

Conflicts:
	src/r_data/r_interpolate.cpp
2015-09-18 17:41:16 +02:00
Leonard
86e9504d04 Added weapon interpolation. 2015-08-19 15:59:54 +02:00
Christoph Oelckers
792cad89b3 Merge commit '3849cb86231ce24131a86e9c29795a8cf3706a3d' into scripting
Conflicts:
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/p_acs.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_expression.cpp

(Scripting branch update part 4)
2015-04-28 11:59:33 +02:00
Randy Heit
3463b87876 Fixed: MUSINFO was not multiplayer-aware
- Move MUSINFO change request out of FLevelLocals and into player_t. This
  allows the MusicChanger actors to change music for each player
  independantly. This is similar to PrBoom+, which switches depending on
  the displayplayer. The difference being, we don't actually track the
  music other players are listening to. (Which might not be a bad idea to
  implement at some point.)
- Moved a few fields in player_t for better packing.
2015-03-26 23:19:05 -05:00
Randy Heit
b5e4153c78 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
2014-12-21 21:15:11 -06:00
Randy Heit
2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
MajorCooke
b980069367 - Added GOD2 and BUDDHA2 cheats.
- Ensures that not even telefrag damage can kill the player.
- Fixed: Players with NODAMAGE could still hurt and kill themselves via
voodoo dolls.
2014-10-25 09:38:40 +02:00
ChillyDoom
db323643f8 - Renamed FBot to DBot and made it inherit from DThinker.
- 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
Christoph Oelckers
952d03da7c Merge branch 'multi' of https://github.com/Edward850/zdoom 2014-10-13 10:37:51 +02:00
ChillyDoom
5de6b535ae - Removed unnecessary 'id' variable from AActor.
- 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
ae71f94ed2 Remove disconnecting players safely
Players who were disconnecting would be removed outside of the playsims
control, causing problems with sector lists.
2014-10-05 18:04:11 +13:00
Edward Richardson
79abe2d4e9 Made onground a player property
"onground" was a global, despite being treated as a player property and
crossed with instances from other players or prediction.
2014-03-03 01:00:47 +13:00
Randy Heit
e7f427aa60 Merge branch 'maint' 2014-02-24 19:26:50 -06:00
Randy Heit
db4763b14a Delay skin setting on save load until player class is known.
- Fixed: Loading players from savegames set the skin before their current
  class was retrieved, so they could not validate their skins with the
  correct class.
2014-02-24 16:27:57 -06:00
Randy Heit
7052d4e14e Fixed: userinfo_t::SkinChanged() was unaware of player classes 2014-02-24 16:18:10 -06:00
Randy Heit
1f723c10ae Add CF_INTERPVIEW for players.
- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
  similar ACS APROPs set this when changing an angle. This forces the
  renderer to interpolate the view angles instead of updating with the
  latest mouse positions. The effect lasts one tick.
2013-10-09 21:50:24 -05:00
Randy Heit
0cf68af7d2 Overload operator = for player_t
- This fixes crashes when quitting multiplayer games because the default
  byte-for-byte copy caused PredictionPlayerBackup and the console player
  to point to the exact same userinfo data and to both try and free it
  when they are deleted.
2013-09-18 21:14:44 -05:00
Randy Heit
285be8db92 Fixed: wi_noautostartmap was not sync safe
- Make wi_noautostartmap a userinfo cvar. This allows it to be
  communicated across the network and saved in demos. If any player has it
  set, then the intermission screen will not automatically advance to the
  next level.
2013-09-18 20:45:39 -05:00
Christoph Oelckers
bba092cc0b Merge branch 'master' into scripting
Conflicts:
	src/d_player.h
	src/g_doom/a_archvile.cpp
	src/thingdef/thingdef.h
	src/thingdef/thingdef_properties.cpp
2013-08-09 13:03:28 +02:00