Commit graph

460 commits

Author SHA1 Message Date
Leonard2
f14a840777 The ReadyWeapon is now assumed to not be null 2016-06-03 00:37:54 +02:00
Leonard2
8668719bbc Revert "- re-added P_SetPSrite."
This reverts commit e6d89b9f71.
2016-06-02 20:02:03 +02:00
Leonard2
360ad7a844 Replaced every remaining instances of the old layer names 2016-05-28 01:19:42 +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
c82620129c Added A_OverlayFlags
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
e6d89b9f71 - re-added P_SetPSprite.
For debugging purposes it's better to have this as a function.
2016-05-24 13:05:43 +02:00
Leonard2
1966b61b8f Generalized the psprites implementation 2016-05-20 17:04:44 +02:00
Christoph Oelckers
54d78df267 - added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00
Christoph Oelckers
db86385cf6 - removed STACK_ARGS.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
Christoph Oelckers
8ad49f5d33 - removed a leftover line from before the floating point conversion in p_user.cpp. 2016-04-06 13:21:17 +02:00
Christoph Oelckers
3ee42f6aa6 - removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it. 2016-04-03 20:55:23 +02:00
Christoph Oelckers
66929cbaff - floatified p_trace, p_slopes and p_udmf.cpp.
- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
77f2530236 - floatified the sector plane movers and removed some of the ZatPoint conversion cruft. 2016-03-30 09:41:46 +02:00
Christoph Oelckers
8d071f85b3 - use float vectors for prediction. 2016-03-29 02:06:05 +02:00
Christoph Oelckers
5e1c79c050 - floatified the rest of p_mobj_cpp and removed a large part of the conversion cruft from the headers that was needed to keep the code compileable. 2016-03-28 12:03:07 +02:00
Christoph Oelckers
2fff7005ad - floatified more of p_mobj.cpp 2016-03-28 10:01:24 +02:00
Christoph Oelckers
8b4a33794a - floatified P_ChangeSector. 2016-03-27 22:35:58 +02:00
Christoph Oelckers
0c39bdd04c - floatified texture scale values. 2016-03-26 13:37:44 +01:00
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
e42b0171b3 - floatification of bot code. 2016-03-26 00:34:56 +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
7a26318bf0 - floatified friction. 2016-03-24 22:50:03 +01:00
Christoph Oelckers
f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
6b3c0ecbd3 - floatified viewheight variables and some related code. 2016-03-22 18:06:08 +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
f1602882c8 - added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
- started converting g_hexen.

Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
2016-03-21 14:00:05 +01:00
Christoph Oelckers
289cdfbefd - made AActor::floorclip a double. 2016-03-20 23:42:27 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +01:00
Christoph Oelckers
8362c6a856 - conversion of floorz to double. 2016-03-20 19:52:35 +01:00
Christoph Oelckers
ec58e70078 - replaced ceilingz with a floating point variable, also in FCheckPosition. 2016-03-20 13:32:53 +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
b140d71c49 - several fixes. 2016-03-16 22:29:35 +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
Christoph Oelckers
f8ebfb541e - use typedefs for TVector<double> etc.
(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
884a265d4a - refactored P_FindFloorCeiling to be portal aware and cleaned up its interface.
A big problem with this function was that some flags required setting up some variables before calling it and others did not. It will now set everything up itself so all initializations to AActor::floorz and ceilingz that were made before these calls (which were all identical to begin with) could be removed and the internal initialization logic streamlined.
2016-02-17 21:57:52 +01:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
33cdb4d816 - replaced all single precision floats in p_slopes.cpp with doubles.
I don't think we want to have precision and reliability issues in such a vital part of the engine...
2016-02-11 19:13:29 +01:00
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
09a17c2198 Quiet some narrowing conversion warnings from VS2015 2016-02-05 22:18:53 -06:00
Christoph Oelckers
8da6483223 - fixed some places where FStrings were incorrectly used.
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
2016-02-05 10:40:45 +01:00
Christoph Oelckers
c78344c19d Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/p_user.cpp
	src/thingdef/thingdef_expression.cpp
2016-01-20 15:16:06 +01:00
Christoph Oelckers
68c0f929dc - refactoring complete. The source compiles again with the renamed position variable. 2016-01-20 15:12:51 +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
5207aa6cc0 Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
Conflicts:
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +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
Christoph Oelckers
6a63effa1f - fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.
- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.

This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
2016-01-06 01:50:45 +01:00
Christoph Oelckers
d432df55e9 - changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
2016-01-05 15:39:21 +01:00
Randy Heit
4931c90839 Bump save version for bigger WeaponState property 2015-12-31 16:46:18 -06:00
MajorCooke
6478b98eea Update serialization to BYTE from WORD for older save games. 2015-12-31 16:46:17 -06:00
Christoph Oelckers
1070bd9beb - fixed: APlayerPawn::ViewHeight wasn't stored in savegames. 2015-12-26 16:17:56 +01:00
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
coelckers
364ca11b43 Merge pull request #359 from Leonard2/master
Added weapon interpolation.
2015-09-08 09:06:40 +02:00
Chris
99120d8442 - Fixed: A_SkullPop did not work with spy mode. 2015-09-06 12:12:57 +01:00
Leonard
86e9504d04 Added weapon interpolation. 2015-08-19 15:59:54 +02:00
Christoph Oelckers
7ba577e1b0 Merge branch 'master' into scripting
Conflicts:
	src/g_heretic/a_hereticweaps.cpp
	src/thingdef/thingdef_codeptr.cpp
2015-06-07 09:43:54 +02:00
Eevee (Alex Munroe)
221c2d2d82 Transfer flat-based damage (P_PlayerOnSpecialFlat) to 3D floors. 2015-06-06 16:07:48 -07:00
Christoph Oelckers
8447990889 Merge commit '2719ce86dc07c9f7b1ad6d61a9a49c974896abf2' into scripting
Conflicts:
	src/info.h
	src/thingdef/thingdef_codeptr.cpp

(until right before the main work for multiple tags.)
2015-04-28 13:32:50 +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
Christoph Oelckers
d6e3fc0567 Merge commit 'fb9231a38db2025eb77bfd246f36d985cbbccd2e' into scripting
Conflicts:
	src/info.cpp
	src/thingdef/thingdef_expression.cpp
	wadsrc/static/actors/constants.txt

(Scripting branch update part 2)
2015-04-28 09:57:01 +02:00
Randy Heit
006868c072 Miscellaneous warning fixes 2015-04-14 18:02:15 -05:00
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
711ac77915 defitem != NULL -> defitem == NULL 2015-02-08 20:51:14 -06:00
Randy Heit
fd7ed2bc25 Undo most of ZzZombo's changes
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
  everything that doesn't look like an actual improvement.
2015-02-08 20:44:18 -06:00
ZzZombo
c4b742ebf0 - Part 2 of the sanity crusade. 2015-02-08 17:03:49 +08:00
Randy Heit
775e33ede7 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_doom/a_archvile.cpp
	src/g_shared/a_morph.cpp
	src/p_enemy.h
	src/p_local.h
	src/p_mobj.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_exp.h
	src/thingdef/thingdef_expression.cpp
	src/thingdef/thingdef_states.cpp
	wadsrc/static/actors/actor.txt
2015-01-29 20:53:08 -06:00
Christoph Oelckers
b5d0c5c357 - fixed: When a player drops his inventory, the dropped weapons must be checked for their class to ensure that they are not DehackedPickups which cannot be modified as intended. 2014-12-28 22:15:12 +01:00
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
ChillyDoom
ee977f94d7 - Moved bot thinking logic into DBot. 2014-11-14 16:54:56 +00:00
Christoph Oelckers
32cd4eb7c6 Merge branch 'LerpAdjustments' of https://github.com/Edward850/zdoom 2014-11-02 17:30:41 +01:00
Edward Richardson
043b28f4ba Make Prediction lerping less pick + debug
- Lerping uses int rather than fixed/float comparisons
- Added debug information
2014-11-02 17:58:59 +13:00
MajorCooke
2e085b2318 - Added ALLOWPAIN flag.
Monsters with this flag can enter pain states, regardless of
invulnerability or damage absorption.
- Fixed: god2 cheat wasn't being considered for drowning and thrusting.
2014-11-01 00:00:29 -05:00
Christoph Oelckers
fc40e9723a - fixed: CHANGELEVEL_RESETINVENTORY may not change the player's health.
APlayerPawn::GiveDefaultInventory altered the player_t's health value which was ok as long as this function was only called from G_PlayerReborn. For all other cases this initialization was wrong and G_PlayerReborn should do this itself.
2014-10-25 11:51:29 +02:00
ChillyDoom
acd4a71de2 - Fixed: New DBot instances were missing write barriers. 2014-10-21 19:33:48 +01:00
Christoph Oelckers
20b740d5fc Merge branch 'DBot' of https://github.com/ChillyDoom/zdoom 2014-10-21 14:20:01 +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
Christoph Oelckers
c9252d1919 Merge branch 'multi' of https://github.com/Edward850/zdoom 2014-10-14 11:54:40 +02:00
Edward Richardson
29cf6b0daa Fixed PredictionActor size and typo 2014-10-14 12:54:03 +13:00
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
0cd736b487 Prevent lerping when tic duplication not 1
Network dup makes player prediction inaccurate
2014-10-13 17:09:29 +13:00
Edward Richardson
98904039b7 Final work on prediction lerping
Added cl_predict_lerpscale and cl_predict_lerpthreshold
Added options in menudef
Made sure that lerping cannot extrapolate or run on small scales
Lerping gets reset when rendering interpolation does or respawn
2014-10-13 16:32:49 +13:00
Edward Richardson
3e6ad8c1a8 Further work on prediction lerping 2014-10-13 00:29:15 +13:00
Edward Richardson
e1b8b4a871 Started work on prediction lerping 2014-10-06 15:27:13 +13:00
Edward Richardson
0f9a8176f5 Unprediction needs to restore selected inventory 2014-10-05 16:57:31 +13:00
Edward Richardson
53b6e7d4d5 Added silent line teleport prediction
- Allow activation of line teleport specials during prediction
- Moved prediction functions to improve uncapped framerates
2014-09-26 15:48:45 +12:00
Edward Richardson
42e6737803 Player prediction now updates listener 2014-09-26 15:48:44 +12:00
Christoph Oelckers
46ec364443 - fixed: When validating the crouch sprite it was assumed that both the regular and the crouch sprite were having full rotations. 2014-09-13 10:08:22 +02:00
Edward Richardson
2838c4b25b Prediction was rebuilding too much thinglist data
- Stopped player prediction from rebuilding more sector list data then
the player originally had.
2014-06-16 03:34:33 +12:00
Edward Richardson
546ae759fd Cleanup old prediction fix development code 2014-04-02 21:25:45 +13:00
Edward Richardson
be33d2894a Fixed prediction thinglist order restoration
Prediction didn't take sector_thinglist and thinglist order into
account.
This notably broke the order in which things were damaged.
2014-04-02 21:25:12 +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
Edward Richardson
a993b0288a Stop prediction from playing and stopping sounds
Player prediction would play *jump and stop falling sounds, creating odd
cases of sound repetition before the gametic caught up.
2013-12-16 23:02:27 +13:00
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
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
Christoph Oelckers
34b71baad1 - added Player.Aircapacity property which is used as a multiplier for the level's air supply. 2013-08-09 11:57:14 +02:00
Randy Heit
9c86f1c220 Merge branch 'master' into scripting for plugged userinfo memory leak
Conflicts:
	src/d_player.h
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-07-23 21:01:13 -05:00
Christoph Oelckers
f3d8790995 Merge branch 'maint' of https://github.com/rheit/zdoom into maint 2013-07-22 22:54:45 +02:00
Christoph Oelckers
83bd8ba1b8 - added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Christoph Oelckers
3e8e587ac7 - fixed another leak with userinfos: Since they are no longer POD they may not be memset to 0 in the player_t constructor. 2013-07-14 12:37:25 +02:00
Randy Heit
459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
b845fdb5d5 - Fixed: There's more than one place where the CROUCHABLEMORPH flag needs to be checked.
SVN r4228 (trunk)
2013-04-28 02:31:34 +00:00
Randy Heit
cb64014494 - Added CROUCHABLEMORPH flag for the PlayerPawn class. Use this to indicate that a morphed
player class can crouch. (Regular players can always crouch, hence the name CROUCHABLEMORPH
  and not CANMORPH or ALLOWMORPH.)

SVN r4221 (trunk)
2013-04-19 02:24:20 +00:00
Randy Heit
0a9a54fca8 - Multiply the resulting velocity by the player's speed when "jumping" underwater.
SVN r4209 (trunk)
2013-04-09 21:57:48 +00:00
Randy Heit
324b13c89b - Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
even if they have enough ammo to be used.

SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00
Randy Heit
e4127111b1 - A player's Speed is now applied to their upmove as well as their forwardmove and sidemove.
SVN r4195 (trunk)
2013-03-21 03:47:39 +00:00
Braden Obrzut
356bfe81e3 - Cleared GCC warnings.
SVN r4159 (trunk)
2013-02-22 18:16:23 +00:00
Randy Heit
951adbb21f - Fixed: When adding a forwardmove value, P_Bob() needs to do the same pitch-dependent scaling
as P_ForwardThrust().

SVN r4132 (trunk)
2013-02-14 01:29:53 +00:00
Randy Heit
62b23901eb - Fixed: spynext/prev were unreliable with player prediction.
SVN r4130 (trunk)
2013-02-12 23:23:33 +00:00
Randy Heit
ed8a33aeaf - Use P_DropWeapon() everywhere it makes sense.
SVN r4045 (trunk)
2013-01-25 03:32:49 +00:00
Randy Heit
281ac3a49a - Separate the player weapon state flags from the other player "cheat" flags.
SVN r4041 (trunk)
2013-01-25 03:09:17 +00:00
Braden Obrzut
dcb1a3c8bd - GCC warning cleanup
SVN r4031 (trunk)
2013-01-21 22:30:30 +00:00
Randy Heit
60fb004a78 - Do not double-scale player classes that use non-1.0 default scales.
SVN r4011 (trunk)
2013-01-02 03:52:58 +00:00
Randy Heit
67eda6b1ad - Changed P_CheckPlayerSprites() so that it does not alter any actor data. It is now called by
R_ProjectSprite() to modify the appropriate data right before it is needed for rendering.

SVN r4004 (trunk)
2013-01-02 02:10:26 +00:00
Randy Heit
80782d7e5e - Fixed: Because PClass is a child of DObject now, attempts to serialize them get caught by
the DObject serialization template. Therefore, FArchive::SerializeObject() needs to be
  able to handle them specially from other objects.

SVN r3924 (scripting)
2012-10-30 01:38:05 +00:00
Randy Heit
47eec0b275 - Added tracking of time spent specifically in running action functions. I feel kind of stupid
about this now. I spent three days trying to figure out why the VC++ debug version was so slow.
  It turns out I had a conditional breakpoint set in a high-traffic area. D'oh!

The rest of this stuff should get merged into trunk:

- Fixed: Writing to debugfile uses the standard fprintf, which does not understand %td on VC++.
- Fixed: Instead of crashing when a sprite has been scaled to 0, just don't draw it.

SVN r3896 (scripting)
2012-10-21 03:46:17 +00:00
Randy Heit
38d7b7d203 - Fixed errors and warnings when compiling with GCC. (Unfortunately, the VC++ debug builds
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
  fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
  version of the main VM loop, because I don't relish the thought of being stuck with GDB
  for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
  names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
  DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.


SVN r3893 (scripting)
2012-10-18 03:19:27 +00:00
Randy Heit
e7efa1d802 - Update to latest version in trunk.
SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit
0ac94c5265 - Precache player sounds at level load.
SVN r3841 (trunk)
2012-08-22 23:46:47 +00:00
Randy Heit
a505352da3 - Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors.
SVN r3832 (trunk)
2012-08-22 21:31:48 +00:00
Randy Heit
100391507e - Added two new PlayerPawn properties:
* GruntSpeed: The minimum speed a player must be falling at the time of landing to play *grunt.
  * FallingScreamSpeed: When a player is falling within this range of speeds, they will play *falling.

SVN r3829 (trunk)
2012-08-14 03:24:59 +00:00
Randy Heit
37dffe210f - Fixed: player_t::settings_controller was not serialized.
SVN r3780 (trunk)
2012-07-21 03:04:59 +00:00
Randy Heit
562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit
b6fb733a81 - Oh, dear I committed the wrong version of the fix in r3722.
SVN r3723 (trunk)
2012-07-01 03:35:52 +00:00
Randy Heit
a71b2210a1 - Fixed: Do not override the player's sprite if it's TNT1 and the player is uncrouched without
a specific crouch sprite defined by both the player class and skin.

SVN r3722 (trunk)
2012-07-01 03:33:49 +00:00
Christoph Oelckers
3a24790056 - fixed: The newly added checks for printing weapon obituaries failed if the weapon used a puff with a special damage type. To handle this, P_DamageMobj will now pass the damage flags to AActor::Die and from there to ClientObituary so that P_LineAttack - which is a better place to decide this - can flag an attack as coming from a player weapon.
- fixed: The same rules that are used for deciding if a weapon attack took place should be used when checking the PIERCEARMOR flag in P_LineAttack: It should be ignored if the attack doesn't originate from the weapon.

SVN r3649 (trunk)
2012-05-13 07:54:44 +00:00
Randy Heit
da08b14895 - Moved the regeneration powerup's effect out of P_PlayerThink() and into APowerRegeneration::DoEffect().
SVN r3640 (trunk)
2012-05-11 04:05:55 +00:00
Christoph Oelckers
75dc6cb0b2 - changed damage screen blending code so that the same version can be used by any renderer.
- added GZDoom's version of blending for Strife's hazard sectors as an option to the paletteflash CVAR.


SVN r3613 (trunk)
2012-05-01 11:27:54 +00:00
Randy Heit
118e513d03 - Fixed: The player's position was only predicted during the duration of R_SetupFrame().
Consequently, if somebody used the chasecam while predicting, they would appear to lag
  behind the camera, because their actor would be at its unpredicted position by the time
  sprites were processed.

SVN r3603 (trunk)
2012-04-28 03:04:21 +00:00
Randy Heit
fc6d55c508 - Fixed: PowerTimeFreezer needs to use different bits to mark timefreezing initiated by different
players, or overlapping uses of PowerTimeFreezer will malfunction.

SVN r3599 (trunk)
2012-04-27 01:40:50 +00:00
Randy Heit
f19a6a2a29 - Fixed: Do not play skinned sounds when the player has the NOSKIN flag set.
SVN r3561 (trunk)
2012-04-14 03:10:07 +00:00
Randy Heit
d0bba7c3c3 - Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
  A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.

SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Randy Heit
c5a3d846dd - Implement multitick viewpitch centering logic.
SVN r3512 (trunk)
2012-04-03 04:09:30 +00:00
Randy Heit
49ea87f8bc - Fixed: Poison damage lost damage type information if the poisoner was destroyed before poisoncount
reached 0.
- Fixed: Poisoners without a PainType should use their own DamageType to pick the Pain state
  to make the target enter, not the target's DamageType.

SVN r3475 (trunk)
2012-03-23 20:57:10 +00:00
Randy Heit
096725503c - Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the
owned-weapons display on the status bar.

SVN r3466 (trunk)
2012-03-22 22:29:25 +00:00
Randy Heit
77c663a9b8 - In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose
  cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
  network stream and lets Net_DoCommand() take care of it later. The logic here is that if
  a player is viewing from something that isn't another player, then every player needs to know
  about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
  to a player, everybody needs to know about that too. But if they are viewing from a
  player, it doesn't matter which player it is, so they can spynext/spyprev all they want
  without letting the other players know about it (and without potentially breaking demos--due
  to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
  ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
  do substitutions of old objects that are pending deletion.

SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit
58f7e72d1b - Restored savegame compatibility that was removed in r3427.
SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Christoph Oelckers
e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Christoph Oelckers
d3981197c5 - moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call.


SVN r3404 (trunk)
2012-03-07 01:03:56 +00:00
Randy Heit
d9713669f1 - Fixed: Totally freezing a player did not ignore crouch toggling.
SVN r3341 (trunk)
2012-01-22 00:31:42 +00:00
Randy Heit
7279e2ad62 - Fixed: Player pitch limits were reset to 0 when changing levels and loading
saved games.



SVN r3332 (trunk)
2011-12-14 00:16:19 +00:00
Randy Heit
b41dbf8a52 - A_SetPitch now clamps the player's pitch within the valid range. It can
be made to clamp other actors' pitches to within the range (-90,+90)
  degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.



SVN r3323 (trunk)
2011-12-06 01:25:37 +00:00
Randy Heit
f00f5d2304 - Allow subclasses when checking for PowerWeaponLevel2.
SVN r3314 (trunk)
2011-11-07 00:43:41 +00:00
Braden Obrzut
bb1b825f24 - Backported kgsws's weapon dropitem changes from Skulltag.
SVN r3289 (trunk)
2011-09-08 00:55:47 +00:00
Christoph Oelckers
5bfcaab25c - separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
SVN r3263 (trunk)
2011-07-07 15:37:47 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
03177090c0 - removed some unnecessary r_ header #includes.
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
e90b86acce - added 'player.flechettetype' property so that the appropriate flechette type can be set per player class.
- bumped savegame version for flechette type changes.

SVN r3085 (trunk)
2011-01-01 11:16:46 +00:00
Christoph Oelckers
770a879f6a - fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.

SVN r3039 (trunk)
2010-12-15 00:09:31 +00:00
Christoph Oelckers
0715b7dfc6 - cleaned up switch code and fixed several problems:
* savegames stored an index in the switch table and performed no validation when loading a savegame.
  * setting of a random switch animation duration was broken.
  * separated the 2 values stored in the Time variable into 2 separate variables.
  * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- added function for serializing switch and door animation pointers.
- bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.


SVN r3030 (trunk)
2010-12-12 15:43:35 +00:00
Randy Heit
ad200d8a56 - Tweaked jumpTics again. As before, it now counts down whenever it is non-zero. If the player
is on the ground and it counts below -18, it is zeroed so that the player can jump again. This
  handles cases where either the player did not actually jump when they pressed +jump (because
  there was a ceiling in the way) or when they land on something other than the floor.

SVN r2979 (trunk)
2010-11-04 02:19:34 +00:00
Randy Heit
92d11da8a5 - Revised usage of jumpTics. In Hexen, it went like this:
* When you jump, it gets set to 18.
  * When you land, it gets set to 7.
  * As long as it is non-zero, it counts down, and you cannot jump.
  Of note here, is that setting it to 18 upon jumping seems useless, since you can't jump unless
  you're on the ground, and when you reach the ground, it will always be set to 7. With that in
  mind, the new behavior is:
  * When you jump, it gets set to -1.
  * When you land, if it is less than zero or you fall far enough to squat, jumpTics will
    be set to 7. Otherwise, jumpTics is left alone.
  * If jumpTics is positive, it will count down each tic.
  * As long as JumpTics is non-zero, you cannot jump.

SVN r2970 (trunk)
2010-11-03 02:07:56 +00:00
Christoph Oelckers
d9970ab9b6 - merged finale branch back into trunk.
SVN r2911 (trunk)
2010-10-06 10:44:03 +00:00
Christoph Oelckers
583cbd49a6 - try to encapsulate access to the player class's display name for printing purposes.
SVN r2839 (trunk)
2010-09-21 09:43:54 +00:00
Christoph Oelckers
9a8a446840 - added player class definition through the GAMEINFO section in MAPINFO. Also added a NOMENU flag that can be set for a player class. This means that the use of KEYCONF is now deprecated except for its original purpose: To define mod specific key binding options.
SVN r2832 (trunk)
2010-09-19 08:27:20 +00:00
Christoph Oelckers
3662bf8a15 - reverted r2783 because it was causing problems.
SVN r2792 (trunk)
2010-09-16 06:51:42 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers
a0d7693f33 - added Spleen's fix for not running 2 frames of the weapon when the player spawns.
SVN r2783 (trunk)
2010-09-15 14:09:48 +00:00
Christoph Oelckers
e9211aaad3 - added some NULL pointer checks to the kill CCMD and APlayerPawn::PostBeginPlay.
SVN r2697 (trunk)
2010-09-05 20:51:13 +00:00
Randy Heit
a2573e4bb3 - Fixes to compile with GCC 4.5.0.
SVN r2660 (trunk)
2010-09-01 03:30:18 +00:00
Randy Heit
08a40b22be - BOOM compatibility fix: Allow voodoo dolls to spawn inside narrow pits.
SVN r2641 (trunk)
2010-08-29 17:57:10 +00:00
Christoph Oelckers
b452bec0ee - merge USDF branch into trunk.
- add USDF spexs.


SVN r2561 (trunk)
2010-08-20 12:20:51 +00:00
Randy Heit
5b63fd0675 - Added an optional parameter to DamageScreenColor to scale the amount of damage for pain
flash calculations. This can range from 0.0 to 1.0.

SVN r2435 (trunk)
2010-07-16 03:46:20 +00:00
Christoph Oelckers
6ff2abc53d - fixed: Setting +NOCLIP for a player class did not work.
SVN r2371 (trunk)
2010-06-13 10:44:06 +00:00
Randy Heit
ee55e0319f - Standardized use of PClassActor::AllActorClasses for iterating over all classes of actors
instead of PClass::m_Types (now PClass::AllClasses).
- Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the
  problem just as well.
- Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it).

SVN r2281 (scripting)
2010-04-16 02:57:51 +00:00
Randy Heit
900324c205 - Move color sets into the PlayerPawn metadata.
SVN r2270 (scripting)
2010-04-04 17:06:04 +00:00
Randy Heit
42ac75e894 - Sync scriptbranch with trunk.
SVN r2269 (scripting)
2010-04-04 04:09:24 +00:00
Randy Heit
06995e26d9 - Be stricter about types accepted by spawning functions.
SVN r2265 (scripting)
2010-04-03 04:07:17 +00:00
Randy Heit
604b5ef673 - Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as
  normal fields.

SVN r2242 (scripting)
2010-03-25 20:38:00 +00:00
Randy Heit
f88f601230 - Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
2010-03-24 02:49:37 +00:00
Christoph Oelckers
0569d948df - added a 'player.clearcolorset' property so that inherited color sets can be removed.
- fixed: Player color sets were not inheritable.


SVN r2202 (trunk)
2010-03-07 09:13:41 +00:00
Randy Heit
e78fd195d8 - Added support for the original games' player translations, including Hexen's table-based ones.
SVN r2193 (trunk)
2010-03-06 02:51:23 +00:00
Randy Heit
913555aa4e - Synced the scripting branch with trunk.
SVN r2166 (scripting)
2010-02-17 04:46:11 +00:00
Randy Heit
739e684549 - Converted all action functions be directly callable by the VM (though they are not yet
usable).

SVN r2154 (scripting)
2010-02-12 06:04:57 +00:00
Randy Heit
870628dda5 - Split conversation initiation out of P_UseTraverse() and into a separate function. It no
longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife,
  using P_AimLineAttack() to find something to talk to and includes some slight left and right
  "autoaim". I can think of a few consequences of this:
  * Using puzzle items on actors has been restored to its original range of 64.
  * Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can
    probably set up situations where you can talk to somebody that you couldn't talk to before
    because some special line was in the way.
  * You don't need to stick a guard flush against the wall to block players from using a switch
    behind them, because now the autoaim will get the player.

SVN r2102 (trunk)
2010-01-06 04:36:38 +00:00
Christoph Oelckers
9b5c2c81f1 - Added full sound definitions for Heretic's ChickenPlayer and Hexen's
PigPlayer (submitted by NeuralStunner.)
- Added unmorph fix by Gez.


SVN r2056 (trunk)
2009-12-28 22:41:14 +00:00
Christoph Oelckers
abd9c62983 - fixed usedown code from this morning.
SVN r2049 (trunk)
2009-12-25 16:22:57 +00:00
Christoph Oelckers
85c683e0c7 - Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.


SVN r2045 (trunk)
2009-12-25 11:09:56 +00:00
Randy Heit
f667e68c94 - Fixed: P_CheckPlayerSprites() ignored the MF4_NOSKIN flag. It now also sets
the X scale, so switching skins while morphed does not produce weird
  stretching upon unmorphing.


SVN r2042 (trunk)
2009-12-25 01:02:19 +00:00
Christoph Oelckers
fdec06ff9b - fixed:P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
But that's insufficient because it doesn't factor in any subsequent velocity
  change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
  multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
  NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.


SVN r2026 (trunk)
2009-12-16 16:09:48 +00:00
Christoph Oelckers
cc2b0b0dcf - made max. view pitch a property of the renderer so that it's overridable without
changing game code.
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global
  variable.
- added a stub to the DECORATE parser for defining dynamic lights directly
  in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE 
  which uses this GZDoom feature in the future.


SVN r1935 (trunk)
2009-10-25 15:26:19 +00:00
Christoph Oelckers
4add2809a3 - fixed: Savegames stored the global fixed light levels when saving a player.
SVN r1893 (trunk)
2009-10-02 09:21:37 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Christoph Oelckers
afab7855c4 - removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway.
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.

SVN r1824 (trunk)
2009-09-14 22:12:31 +00:00
Christoph Oelckers
ea8c94d637 - Fixed: Argument count for UsePuzzleItem was wrong.
- Added more things from Gez's experimental build:
  * MBF grenade and bouncing code.
  * Arch Vile ghosts emulation (only for compatibility.txt.)
  * Several MBF related compatibility options.



SVN r1821 (trunk)
2009-09-14 20:47:53 +00:00
Christoph Oelckers
238d4c3fac - More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


SVN r1819 (trunk)
2009-09-14 19:44:14 +00:00
Randy Heit
f9088bd2cf - Added buddha cheat.
SVN r1756 (trunk)
2009-08-07 04:08:38 +00:00
Randy Heit
f2b7417020 - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
  from being thrusted while taking damage. (Non-players were already
  unthrusted.)


SVN r1695 (trunk)
2009-06-30 23:23:12 +00:00