Commit graph

1303 commits

Author SHA1 Message Date
raa-eruanna
02f66fa34e - Backported blood_fade_scalar from Skulltag
- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-06 20:01:20 -04:00
Christoph Oelckers
5b350dcdd5 - gave Boom's point pusher and puller things the NOCLIP flag so that they won't get moved around by scrollers. 2016-10-05 16:27:12 +02:00
Christoph Oelckers
2d320a2e86 - added an option to disable the pickup screen flash. 2016-10-05 09:59:19 +02:00
Major Cooke
201ae3c60f Added OverlayID() for retrieving psprite layer numbers. 2016-10-03 00:44:06 +02:00
Christoph Oelckers
0bce6e3925 - added ACS and DECORATE setter functions for named translations. 2016-10-02 14:09:45 +02:00
Christoph Oelckers
51ffd6d9c6 - fixed some warnings.
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
80f2f5829f - added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument. 2016-10-02 00:43:05 +02:00
Marisa Heit
59e52b3e9b Fixed: Heretic platforms make a mid-move sound, unlike Doom's 2016-09-27 18:40:36 -05:00
Major Cooke
dfa4f38c8f Updated to new save game code. 2016-09-24 09:17:18 +02:00
Christoph Oelckers
d28d02839e - fixed: An actor's default stencil color should be set in DECORATE instead of doing some hackery elsewhere to compensate for the lack of initialization. 2016-09-23 19:19:26 +02:00
raa-eruanna
780d672b25 Adds user-definable weapon bob speed 2016-09-22 08:42:59 +02:00
Christoph Oelckers
3eb1af6957 - added a GetMissileDamage function to DECORATE which can be used to properly retrieve an actor's damage value.
The damage property should be considered deprecated inside expressions from now on.
2016-09-19 03:45:22 +02:00
Magnus Norddahl
e794e59cd2 Add con_scale for scaling just the console 2016-09-08 00:39:52 +02:00
Magnus Norddahl
6414e01354 Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext 2016-09-08 00:39:51 +02:00
Christoph Oelckers
da5cf760b0 - forgot to save this one... 2016-08-28 10:10:32 +02:00
Christoph Oelckers
e04055dbb2 - added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
Christoph Oelckers
ca8ef7f3f3 - moved bobbing menu strings into the correct file. 2016-08-16 11:20:22 +02:00
Christoph Oelckers
04c4147052 - renamed flag to be more descriptive. 2016-08-16 09:02:23 +02:00
Major Cooke
aa2ca77412 Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Major Cooke
ec14dd94a7 A_Explode now returns the number of actors damaged and can be used in expressions.
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
Christoph Oelckers
b4e712ab01 - made disabling the push window check a real compatibility option.
No idea why this was a hidden one, this one definitely needs to be in the menu.

- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +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
Magnus Norddahl
a893013dbb Adds HUD quadruple scale and a scale slider for the crosshair 2016-08-05 12:20:34 +02:00
Christoph Oelckers
2c38e20352 - update xlat/eternity.txt for reference. 2016-08-03 13:16:14 +02:00
Leonard2
8068792f4b Fixed: A_RadiusGive had an incorrect definition 2016-07-31 09:06:14 +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
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
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
Blue-Shadow
69a00ddabb Added TRANSFERTRANSLATION morph flag 2016-07-24 00:56:57 +02:00
yqco
4d6532d303 Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack 2016-07-22 02:46:41 -06:00
Blue-Shadow
c428e376cd Added INFLICTORDMGTYPE flag to A_Damage* action functions
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
MajorCooke
35c30ab62f Fixed missing constants. 2016-07-16 20:28:43 -05:00
MajorCooke
3c7e1e0528 - Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
The projectiles spawning conditions rely upon the puff successfully spawning.

# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
alexey.lysiuk
da9f4cc1dd Added 'ammo display order' item to options menu 2016-07-16 16:15:59 +02:00
MajorCooke
b121284fc0 Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead. 2016-07-14 17:14:17 +02:00
m-x-d
1cf51791de Adds //%Title property to all locks to make parsing LOCKDEFS by map editors more feasible.
Fixes: Strife Base key Message now uses LANGUAGE string.
2016-07-12 23:52:04 +02:00
Christoph Oelckers
522b2f4706 - updated xlat/eternity.txt for reference. 2016-07-12 23:50:45 +02:00
Christoph Oelckers
0b93e9b897 Merge branch 'roll' of https://github.com/MajorCooke/zdoom 2016-07-04 00:43:16 +02:00
Christoph Oelckers
148de414e0 - fixed: Checking for quest item 0 should not print an error message but silently fail. 2016-07-03 13:32:40 +02:00
Christoph Oelckers
593e2f7641 - fixed spelling. 2016-06-29 13:03:39 +02:00
jayman2000
43e62c4236 Added sliders in the display options menu to control movebob and stillbob. 2016-06-29 13:02:55 +02:00
Christoph Oelckers
ce0c2863b0 - set 'maskedmidtex' compatibility option for Caverns of Darkness MAP07. 2016-06-21 10:31:25 +02:00
MajorCooke
26408a5043 Switched the pointer to AAPTR_DEFAULT. 2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88 Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
MajorCooke
630dc8c8cd Fixed execution prevention. 2016-06-19 22:18:43 -05:00
MajorCooke
dd410876cf Added A_ClearOverlays(int start, int stop, bool safety).
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.

Added no override boolean to A_Overlay and a boolean return type.

- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Christoph Oelckers
7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
Xaser Acheron
de0301a704 split bfg self-damage code into its own function, A_RadiusDamageSelf 2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5 added SMMU-BFG11k-style 'damrad' property to A_BFGSpray 2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray 2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4 - Added limit parameter to A_RailAttack and A_CustomRailgun. 2016-06-14 18:20:43 -05:00
MajorCooke
fb286d1737 - Changed endsize to sizestep. Endsize affected more things than I thought it would. 2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677 Added GetCVar(string name)
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
f787056198 - Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Leonard2
afa708c138 Allow psprite layers to be manipulated directly from the player's own body 2016-06-03 19:18:58 +02:00
Leonard2
543414d31f Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Christoph Oelckers
9cf1d96698 - added identification for delaweare.wad to the list of supported IWADs. 2016-06-02 12:04:35 +02:00
MajorCooke
bb91723174 - Added GetCrouchFactor(ptr).
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade - Added source and inflictor parameters to all A_Damage/Kill functions.
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
Roadcrosser
334962da2c Corrected death message not being gender neutral. 2016-05-29 12:38:36 +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
MajorCooke
1b1195df6a - Added limit parameter to A_RadiusGive.
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
Leonard2
8c205ebac3 Added A_OverlayOffset
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b Added A_Overlay 2016-05-20 17:04:45 +02:00
Christoph Oelckers
f22adcc398 - be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors. 2016-05-18 21:06:07 +02:00
Christoph Oelckers
ae3f50d1b2 - set a compatibility option to build the stairs in Eternal Doom MAP03 correctly. 2016-05-18 13:11:31 +02:00
MajorCooke
cd3a3d4472 Not like this makes a difference. 2016-05-18 11:19:24 +02:00
MajorCooke
115dbd0b58 - Added A_WeaponOffset(x = 0, y = 32, flags).
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
MajorCooke
2ba26693d1 - Added 3D Floor + Portal awareness, along with flags to turn off detection of both features. 2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d Added GetZAt DECORATE function.
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z  at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
MajorCooke
39f64383cb Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap. 2016-05-11 19:41:33 +02:00
MajorCooke
952219a018 Added RTF_THRUSTZ for A_RadiusThrust.
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
MajorCooke
0bf7c3e362 - Removed FlatAngle. This will come back hopefully in another commit sometime in the future. 2016-05-01 17:19:39 -05:00
MajorCooke
f41dcc75d1 FlatAngle can now be defined directly via properties. 2016-05-01 16:33:00 -05:00
MajorCooke
a8248433e9 - Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
Christoph Oelckers
4a72c7d2f1 - fixed: Decals may not be serialized before thinkers.
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
MajorCooke
6f11a65893 - Converted rollIntensity from int to double.
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
MajorCooke
c972caa9f3 - Added rollIntensity and rollWave to A_QuakeEx.
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
Christoph Oelckers
f5afa30ee6 - added GetAngle(bool relative, int target) DECORATE function. 2016-04-27 11:52:52 +02:00
Christoph Oelckers
61b165ccc4 - fixed the camera height setting for the camera actors.
The scripting branch changed camera semantics to default to an actor's center - which for monsters and decorations makes sense - but not for simple mapspots that get used as camera. For those the CameraHeight must be explicitly set to 0.
2016-04-27 11:38:54 +02:00
Christoph Oelckers
172290224b - make modes 2 and 3 of Teleport_NoFog compatible with Eternity by defaulting to mode 1 when no line is available. 2016-04-25 01:01:28 +02:00
Randy Heit
593f6c29ad Use 2 decimal places for volume sliders, since they move in 0.05 increments 2016-04-23 22:38:55 -05:00
Christoph Oelckers
f420ccd287 - made Teleport_NoFog compatible with Hexen and Eternity.
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
 * Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
 * Mode 1 remains unchanged.
 * Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
 * Mode 3 implements the correct angle adjustment that Boom originally intended.

 (Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
2016-04-23 21:32:40 +02:00
Christoph Oelckers
ed070cfe06 - updated xlat/eternity.txt. 2016-04-21 13:01:57 +02:00
Randy Heit
074bce643a Fixed: A_SetAngle had accidentally had the "action" specifier removed 2016-04-20 20:03:05 -05:00
Christoph Oelckers
082042818b - refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Randy Heit
60966f472f Revert "Revert "Remove "action" from Actor functions that don't actually need it""
- This reverts commit 06216d733e.
- I don't know what I was thinking. Since stateowner is always available
  to the wrapper function, and this code is only generated for the wrapper
  function, it's a nonissue. The state is already located before calling
  any function that uses it.
2016-04-19 21:09:15 -05:00
Randy Heit
06216d733e Revert "Remove "action" from Actor functions that don't actually need it"
- This reverts commit 39df62b20e.
- Anything that needs to lookup a state also needs stateowner. See
  FxMultiNameState::Emit(). I will need to be more selective when
  de-actionifying functions.
2016-04-19 20:56:43 -05:00
Randy Heit
5d3e413d42 Make A_Stop an action function again
- A_Stop takes no parameters, so it should be an action function to avoid
  creating the wrapper when called.
2016-04-19 20:46:30 -05:00
Randy Heit
39df62b20e Remove "action" from Actor functions that don't actually need it
- An actor function really only needs to be an action function if:
  1. It can be called with no parameters specified, either because it takes
     none or because all its parameters are optional. This lets SetState()
     call it directly without creating a wrapper function for it.
  2. It wants access to the callingstate or stateowner parameters. Most
     functions don't care about them, so passing them is superfluous.
2016-04-19 20:28:49 -05:00
Randy Heit
c795f29cc4 Reduce calling overhead for A_SetUser* functions by making them non-action functions 2016-04-18 23:18:34 -05:00
Christoph Oelckers
30a530b178 - fixed: TAG_BLASTERP was on the wrong actor. 2016-04-19 02:06:36 +02:00
Christoph Oelckers
e48c4d3e44 - added tag strings for Heretic's powered weapon versions. 2016-04-19 01:00:09 +02:00
Christoph Oelckers
fd27c8db9e Merge branch 'master' into floatcvt
# Conflicts:
#	src/dobjtype.cpp
#	src/dobjtype.h
#	src/version.h
2016-04-04 01:21:24 +02:00
Randy Heit
0cc2705b99 Added A_LogFloat 2016-04-03 16:12:35 -05:00
Christoph Oelckers
0eb35d6c6e Merge branch 'master' into floatcvt
# Conflicts:
#	src/dobjtype.cpp
#	src/dobjtype.h
2016-03-30 09:47:25 +02:00
Randy Heit
b6e3358b1c Add A_SetUserVarFloat and A_SetUserArrayFloat 2016-03-29 22:41:37 -05:00