Commit graph

16421 commits

Author SHA1 Message Date
Marisa Kirisame
739999b5ed Fix RemoveInventory not calling DetachFromOwner when an item is the first in the owner's inventory.
Fix CheckAddToSlots not working because it uses GetReplacement incorrectly.
2019-04-16 21:52:50 +02:00
Christoph Oelckers
fc341c901f - fixed issues with Dehacked's ad-hoc script code generation
* The functions had no prototype and caused crashes.
* even after creating a prototype it didn't work because CreateAnonymousFunction was set up incorrectly for the case where a known return type was given.
2019-04-16 21:52:47 +02:00
drfrag
48c2f6451e - disable alpha test on models if the renderstyle isn't STYLE_Normal
- compare against the thing renderstyle since the local copy has been modified
(patches by dpJudas)
2019-04-16 21:51:19 +02:00
Christoph Oelckers
ba0e19f2a2 - made the BUddha checks readable again. 2019-04-16 21:34:55 +02:00
Christoph Oelckers
dc29eee077 - fixed compile warning 2019-04-16 21:34:53 +02:00
Christoph Oelckers
0a36ad0182 - removed assert that got triggered in an edge case that must pass here. 2019-04-16 21:34:51 +02:00
Christoph Oelckers
1bfa1fd5a6 - implemented missing 'exact' parameter for ThinkerIterator.Next. 2019-04-16 21:34:49 +02:00
Christoph Oelckers
7e75aa1d36 - fixed accidentally misnamed parameter in A_Explode. 2019-04-16 21:34:47 +02:00
Christoph Oelckers
5043106e97 - started replacing direct references to class AInventory.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
2019-04-16 21:34:23 +02:00
Major Cooke
4e8d88f7df - fixed: P_PoisonPlayer and P_PoisonDamage did not check for NODAMAGE.
- fixed: P_PoisonDamage's check for Buddha2 and the Buddha powerup were inverted.
- fixed: P_PoisonDamage checked the modified damage instead of the raw, allowing amplifiers to boost the damage beyond telefrag and circumventing regular buddha.
2019-04-16 21:28:39 +02:00
Christoph Oelckers
9f2b62c99c - scriptified AInventory::Tick.
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2019-04-16 21:28:37 +02:00
Magnus Norddahl
abc4406d18 - ptest is a SSE 4.1 instruction 2019-04-16 21:28:35 +02:00
Christoph Oelckers
bdd6d31a63 - scriptified the AutoUseHealth feature.
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2019-04-16 21:28:34 +02:00
Christoph Oelckers
80e3ce735b - scriptified the decision making of the invuseall CCMD.
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2019-04-16 21:28:32 +02:00
Christoph Oelckers
9ff5257ce9 - scriptified P_DropItem. 2019-04-16 21:28:30 +02:00
Christoph Oelckers
17862639a1 - scriptified the no-spawn flag check for armor and health items. 2019-04-16 21:28:29 +02:00
Christoph Oelckers
e9dd8f3e4f - consolidated the check for "is actor an owned inventory item" into a subfunction.
This check occured 9 times in the source, better have it only once.
2019-04-16 21:28:26 +02:00
Christoph Oelckers
e8a6f82682 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2019-04-16 21:28:24 +02:00
Christoph Oelckers
8dfcdc1219 - fixed incomplete null checks in A_RadiusThrust. 2019-04-16 21:28:23 +02:00
Christoph Oelckers
9315a217b3 - scriptified AActor::ClearInventory 2019-04-16 21:28:21 +02:00
Christoph Oelckers
a2ffe6327b - took the last methods aside from Tick and Serialize out of AInventory.
# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2019-04-16 21:28:19 +02:00
drfrag
8ef732704c - Missing include. 2019-04-16 19:55:28 +02:00
Christoph Oelckers
a1615457ac - properly hook up the alt HUD with the status bar.
# Conflicts:
#	src/d_main.cpp
2019-04-16 19:09:14 +02:00
Christoph Oelckers
0d8975ed31 - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.

# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/info.cpp
2019-04-16 19:03:43 +02:00
Christoph Oelckers
376266b6a0 - scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source. 2019-04-16 19:02:01 +02:00
Christoph Oelckers
9d8dd5c529 - scriptified the AltHUD'S powerup drawer. 2019-04-16 19:01:55 +02:00
Christoph Oelckers
f509fdfdaa - scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2019-04-16 19:01:53 +02:00
Christoph Oelckers
eb07b8e543 - scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD. 2019-04-16 19:01:51 +02:00
Christoph Oelckers
e0915877b4 - scriptified the AltHUD's weapon drawer. 2019-04-16 19:01:50 +02:00
Christoph Oelckers
045d6d4355 - added the missing TNT1A0 check for icon-less keys.
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2019-04-16 19:01:48 +02:00
Christoph Oelckers
437c72a089 - AltHUD ammo drawer scriptified. 2019-04-16 19:01:46 +02:00
Christoph Oelckers
cbb92af1db - allow %*d etc. format specifiers in ZScript, but only for numeric types. 2019-04-16 19:01:45 +02:00
Christoph Oelckers
1033dc3b10 - Alt HUD scriptification, part 1. 2019-04-16 19:01:43 +02:00
Magnus Norddahl
08f415bad9 - don't use SSE for integer min/max 2019-04-16 18:46:09 +02:00
Magnus Norddahl
1e533d726c - Use SSE2 for min/max instead 2019-04-16 18:46:07 +02:00
Major Cooke
7ff76366ef Fixed A_JumpIfNoAmmo not working. 2019-04-16 18:46:06 +02:00
Christoph Oelckers
1b55e708bc - fixed the AngleToVector calls in stateprovider.txt.
This looks like a search & replace gone wrong.
2019-04-16 18:46:04 +02:00
Christoph Oelckers
ca67327d1c - this was wrong... 2019-04-16 18:46:01 +02:00
Major Cooke
4ae14c402b - Restored A_SpawnItemEx's "chance" to "failchance" to prevent mod breakage from named parameters. 2019-04-16 18:46:00 +02:00
Christoph Oelckers
ff9eaed1ba - fixed script call in PickNewWeapon. 2019-04-16 18:45:58 +02:00
Christoph Oelckers
53c1614a51 - fixed: P_Massacre without a class restriction no longer worked. 2019-04-16 18:45:56 +02:00
Christoph Oelckers
d18ed18d2e - scriptified invnext and invprev CCMDs. 2019-04-16 18:45:54 +02:00
Christoph Oelckers
081d0bbcca - moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory. 2019-04-16 18:45:52 +02:00
Christoph Oelckers
d021d63d33 - moved AInventory::DoRespawn fully to the script side. 2019-04-16 18:45:49 +02:00
Christoph Oelckers
a7909c16e5 - made CallTryPickup a global function.
This one still gets called in too many places but stands in the way of moving Inventory fully to the script side.
2019-04-16 18:45:47 +02:00
Christoph Oelckers
9981674a27 - re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.

# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2019-04-16 18:45:43 +02:00
Christoph Oelckers
be8d1c950d - scriptified GiveAmmo and the one remaining piece of native code still using it. 2019-04-16 18:45:41 +02:00
Christoph Oelckers
f1bf1cc44e - scriptified DropInventory. 2019-04-16 18:45:38 +02:00
Christoph Oelckers
a614f2a81e - scriptified UseInventory and several functions using the already scriptified ones,
# Conflicts:
#	src/g_statusbar/sbar.h
2019-04-16 18:45:36 +02:00
Christoph Oelckers
e7c798f58f - scriptified TakeInventory, including the ACS/FS interfaces. 2019-04-16 18:45:03 +02:00