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)
and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
them telling P_RadiusAttack() that the target is the source.
SVN r3860 (trunk)
- 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)
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)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
for compile time checks of all class names being used in DECORATE so many
incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
made me think that delaying this until FMod calls the end of sound callback
may simply be too late.
SVN r1276 (trunk)
so that all files are included by a central one instead of compiling
each one separately. This speeds up the compilation process by 25%
when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.
SVN r1226 (trunk)
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
SVN r1221 (trunk)
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
SVN r1132 (trunk)
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
SVN r1129 (trunk)
and vice versa.
- Fixed: In deathmatch specral missiles spawned by players should hurt other
players.
- Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning
projectiles it spawned.
- Changed the EntityBoss's attack function to call the equivalent spectre
functions instead of duplicating their code.
- Gave many of Strife's code pointers that only had a number as name more
meaningful names.
- Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn
is called.
SVN r1071 (trunk)
- Added a check for PUFFGETSOWNER to A_BFGSpray.
- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
to players only.
- Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits
instead of FMapThing::ClassFilter.
- Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn.
It must do this itself after setting the proper owner.
- Fixed: CCMD(give) increased the total item count.
- Fixed: A_Stop didn't set the player specific variables to 0.
SVN r1066 (trunk)
consideration the size and shape of the sector producing the sound. See
the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
S_Sound() for both names and IDs from now on.
SVN r1034 (trunk)
- Reorganized the HackHack code so that the image creation was moved into
MakeTexture. This was necessary because Unload deleted the pixel data
and broke the whole thing.
- Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the
obsolete and uninitialized variable Near255.
- Removed the span creation code specific to FPatchTexture. It only has an
advantage when the lump has already been loaded in memory but since that
is no longer the case now the generic version in FTexture is actually better.
- Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer
directly. Since most patches in multipatch textures are non transparent
the added overhead from creating the spans far outweighs any savings they
might provide. It is also simpler to handle for mirrored or rotated patches now.
- Changed: Textures only create the spans when really needed. Flats and native
textures, for example, do not and it only created needless overhead that they
were always created along with the pixel buffer.
- Made use of player and actor variables consistent in a_hereticweaps.cpp.
- Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle
SVN r911 (trunk)
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
SVN r879 (trunk)
like doors. This flag is on by default for any monster which was the
previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
the deprecated flags. As a side effect of this optimization the deprecated
flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.
SVN r517 (trunk)
- Fixed: Due to the changes for custom states the internal weapons shouldn't
define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
whether it was set by default or not. Now the MF2_SLIDE check checks both
flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
SVN r422 (trunk)
warnings. At first, I was going to try and clean them all up. Then I decided
that was a worthless cause and went about just acting on the ones that
might actually be helpful:
C4189 (local variable is initialized but not referenced)
C4702 (unreachable code)
C4512 (assignment operator could not be generated)
SVN r420 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)
damage is truly thrustless. The 'thrustless' parameter disabled all
thrust done by PIT_RadiusDamage but not the one done by P_DamageMobj.
Also gave Hexen's poison cloud the MF3_BLOODLESSIMPACT flag and made
spawning of blood decals in PIT_RadiusAttack depend on that. Since with
these changes the 'bombthrustless' argument to P_RadiusAttack is no
longer useful I removed it.
SVN r285 (trunk)
- Changed A_AlertMonsters so that it can be placed directly in a weapon state.
- Fixed: Frozen corpses of stealth monsters were invisible.
- Added: Calling Radius_Quake with a tid of 0 now uses the activator
as the quake's center.
SVN r275 (trunk)