Randy Heit
549712e719
- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
...
can perform based on the amount of damage actually taken after all modifications are done to
it. However, if the damage is canceled away, blood will still spawn for the original damage
amount rather than the modified amount.
SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Christoph Oelckers
b3ada01bbd
- Added Gez's patch to show the berserk icon on the alt. HUD and added a menu option for this setting.
...
SVN r4002 (trunk)
2012-12-22 22:37:58 +00:00
Randy Heit
e3b95a99e9
- Fixed: Having a WrapWidth doesn't do much good if you never use it.
...
SVN r3964 (trunk)
2012-11-10 22:45:15 +00:00
Randy Heit
e398957a4c
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
...
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
Randy Heit
ecf700b47b
- Fixed: Corpse queue accounting went awry once things started being kicked out of it.
...
SVN r3934 (trunk)
2012-11-03 02:21:55 +00:00
Randy Heit
aab12c6b0c
- Fixed: Crash when using an inventory bar with the Strife style but no INVCURS graphic.
...
SVN r3931 (trunk)
2012-11-03 00:12:38 +00:00
Braden Obrzut
d833a6015d
- Fixed some compiler warnings.
...
SVN r3901 (trunk)
2012-10-22 23:47:09 +00:00
Randy Heit
f3b40a9f36
- Fixed: WeaponGiver needs to set the MF_DROPPED flag of the spawned weapon to match its own (so
...
that it can't be used as an infinite source of ammo when sv_weaponstay is true).
- Fixed: WeaponGiver should not remember the given weapon after it is picked up (to avoid giving
a weapon owned by one player to a different player when sv_weaponstay is true).
SVN r3886 (trunk)
2012-10-11 04:38:52 +00:00
Randy Heit
81ce8b28f2
- Added the Inventory flag IF_NEVERRESPAWN.
...
SVN r3885 (trunk)
2012-10-11 04:12:35 +00:00
Randy Heit
69fc0142eb
- Precache sounds played by ASoundSequence actors. (This includes Heretic's ambient sounds.)
...
SVN r3845 (trunk)
2012-08-23 00:15:41 +00:00
Randy Heit
39ff34645f
- Precache PickupSound, UpSound, and ReadySound.
...
SVN r3842 (trunk)
2012-08-22 23:51:23 +00:00
Randy Heit
86ef939f82
- Fixed: The new HUD message layers were not declared for the garbage collector.
...
SVN r3826 (trunk)
2012-08-14 02:25:59 +00:00
Randy Heit
c9b480e0ec
- Added lowlevel support for custom alphas for HUD messages.
...
- Added HUDMSG_ADDBLEND to draw HUD messages with additive blending.
SVN r3824 (trunk)
2012-08-12 23:14:31 +00:00
Randy Heit
4056f0191a
- Safely handle unknown HUD message layers.
...
SVN r3823 (trunk)
2012-08-12 22:54:01 +00:00
Randy Heit
73552f0365
- Added HUD message visibility flags, which are ORed into the type field:
...
* HUDMSG_NOTWITH3DVIEW : This message does not appear when the 3D view is active.
* HUDMSG_NOTWITHFULLMAP : This message does not appear when the fullscreen automap is active.
* HUDMSG_NOTWITHOVERLAYMAP : This message does not appear when the overlay automap is active.
These flags may be combined, so for example: HUDMSG_NOTWITHFULLMAP | HUDMSG_NOTWITHOVERLAYMAP
would prevent the message from appearing if any form of automap is active.
- Added HUD message layers, which are ORed into the type field:
* HUDMSG_LAYER_OVERHUD : This is the default and standard behavior. The message appear on
top of most HUD elements. This definition is just included for completeness' sake; you
don't need to explicitly use it.
* HUDMSG_LAYER_UNDERHUD : The message appears underneath other HUD elements, such as the status bar.
* HUDMSG_LAYER_OVERMAP : The message appears on top of the fullscreen automap. At the moment,
this layer is functionally equivalent to using the flags HUDMSG_NOTWITH3DVIEW | HUDMSG_NOTWITHOVERLAYMAP.
However, if Blzut3 decides to implement support for drawing the automap permanently on a
second screen, messages on this layer will move to that screen with the automap and be permanently
visible as long as the map is visible on that other screen.
These are not flags, so for example HUDMSG_LAYER_UNDERHUD | HUDMSG_LAYER_OVERHUD is not valid.
SVN r3821 (trunk)
2012-08-12 22:24:15 +00:00
Randy Heit
6bb6df483a
- Fixed: DSBarInfo::ScreenSizeChanged() must call its supermethod.
...
SVN r3783 (trunk)
2012-07-22 03:20:34 +00:00
Braden Obrzut
c53a4f3ae1
- Fixed: 1 pixel border was drawn when there was no status bar.
...
SVN r3782 (trunk)
2012-07-22 03:06:51 +00:00
Randy Heit
6760a3bfe9
- Fixed: hud_scale is supposed use strictly integral scaling factors.
...
SVN r3776 (trunk)
2012-07-21 02:32:04 +00:00
Randy Heit
ffc4398aa7
- Added a 90 degree offset to all voxels, since Build's compass directions start at north
...
rather than east.
SVN r3774 (trunk)
2012-07-21 01:34:29 +00:00
Braden Obrzut
340db9160b
- Draw 1 pixel of border at the edges of the status bar to prevent imprecision HOMs (only top and bottom for non-widescreen for now).
...
- The completeborder command is handled at the base statusbar now since it can do so more efficiently.
SVN r3771 (trunk)
2012-07-18 22:30:10 +00:00
Randy Heit
a26cd841ae
- Fixed: Getting remorphed into a chicken should give you a Tome of Power so that you become a
...
super chicken. Rawr! The PlayerPawn flag CANSUPERMORPH now enables this.
SVN r3763 (trunk)
2012-07-15 03:10:00 +00:00
Randy Heit
8a925757f5
- Added the item flag IF_RESTRICTABSOLUTELY. When this is set, players of the wrong class cannot
...
pickup an item at all. (For instance, normally players in Hexen can still pick up other players'
weapons for ammo. With this flag set, they cannot do that either.)
SVN r3751 (trunk)
2012-07-08 02:45:46 +00:00
Randy Heit
5e2b4bddda
- Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.
...
SVN r3744 (trunk)
2012-07-06 03:42:03 +00:00
Randy Heit
e1641da881
- Make APoisonCloud::DoSpecialDamage() and P_PoisonDamage() respect damage factors.
...
- Pass the damage type to AActor::DoSpecialDamage().
SVN r3717 (trunk)
2012-06-29 04:21:31 +00:00
Braden Obrzut
d652acb9e4
- Fixed: Auxilery statusbars didn't respect the forcescaled flag.
...
SVN r3699 (trunk)
2012-06-19 05:22:24 +00:00
Braden Obrzut
df7c03b933
- Also allow string constants on font names.
...
SVN r3678 (trunk)
2012-06-04 22:39:49 +00:00
Braden Obrzut
9b7e44c026
- Fixed: Allow string constants in SBarInfo whenever an actor name is required. The only exception is drawing the inventory icon with drawimage since it would be ambiguous, so I would advise using valid identifiers for class names even if it isn't required. Parenthesized syntax is required to use this feature where applicable.
...
SVN r3677 (trunk)
2012-06-04 22:26:26 +00:00
Randy Heit
23acb77030
- Fixed: When DHUDMessageTypeOnFadeOut stops typing, it should reset Tics so that
...
DHUDMessageFadeOut::Tick() starts counting from the time the last line was fully displayed, not
from the time its first character was displayed.
SVN r3665 (trunk)
2012-05-26 00:55:27 +00:00
Braden Obrzut
4753be45fc
- The SBarInfo AspectRatio command should treat 17:10 ratios as 16:10 for better compatibility with existing status bars unless the statusbar explicitly checks for it.
...
SVN r3663 (trunk)
2012-05-19 08:44:58 +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
Braden Obrzut
432aa7e6bb
- Added support for text colorization in SBarInfo.
...
SVN r3624 (trunk)
2012-05-05 23:01:16 +00:00
Christoph Oelckers
4f255a2652
- fixed: Weapons that were dehacked to use no ammo did not work anymore.
...
SVN r3622 (trunk)
2012-05-05 14:23:00 +00:00
Christoph Oelckers
cbcc7443c6
- added Xaser's bobbing style options submission.
...
SVN r3615 (trunk)
2012-05-02 20:58:29 +00:00
Christoph Oelckers
5dbf486806
- added menu entries for HUD flash options.
...
SVN r3614 (trunk)
2012-05-01 18:20:04 +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
Christoph Oelckers
81b4f782f7
- fixed: powered up weapons must not be added to the weapon slots.
...
SVN r3612 (trunk)
2012-05-01 10:30:08 +00:00
Randy Heit
1656744827
- Fixed: When PlayerIsGone() destroys a morphed player, it needs to destroy the unmorphed player too.
...
- Fixed: Destroying a morphed player would try to unmorph the player twice.
SVN r3611 (trunk)
2012-05-01 03:43:14 +00:00
Braden Obrzut
c07eaa4d31
- Fixed typo in SBarInfo WeaponIcon code. That said, I do wonder if the new behavior might break some existing status bar since it might be intended that weapons such as the fists draw no icon.
...
SVN r3604 (trunk)
2012-04-28 03:13:39 +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
Christoph Oelckers
b2e5e15d3c
- changed icon lookup for weapons in SBARINFO so that it uses the alternative HUD's method if the weapon does not have an icon defined.
...
SVN r3587 (trunk)
2012-04-22 09:41:06 +00:00
Christoph Oelckers
44519f3972
- added Gez's fixed palette flashes for Hexen.
...
SVN r3585 (trunk)
2012-04-22 07:58:04 +00:00
Randy Heit
aa227b1df4
- Fixed: DHUDMessageTypeOnFadeOut::Tick() did not skip over color escapes.
...
SVN r3566 (trunk)
2012-04-15 03:13:07 +00:00
Randy Heit
280ca05554
- In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
...
- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.
SVN r3562 (trunk)
2012-04-14 03:55:46 +00:00
Randy Heit
66a1b8be9d
- Fixed: DSBarInfo did not declare its object pointers for the garbage collector.
...
SVN r3559 (trunk)
2012-04-14 02:55:47 +00:00
Randy Heit
2b52d686e9
- Use 3D midtexture restrictions when respawning actors.
...
SVN r3550 (trunk)
2012-04-10 03:28:53 +00:00
Randy Heit
12e23a56f8
- Only adjust the ceiling position of solid actors in A_RestoreSpecialPosition.
...
SVN r3549 (trunk)
2012-04-10 03:22:07 +00:00
Randy Heit
837126ae57
- Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
...
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
2012-04-08 21:12:14 +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
Christoph Oelckers
235a09d92a
- Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
...
SVN r3530 (trunk)
2012-04-07 13:07:25 +00:00
Christoph Oelckers
81eef71067
- added FDARI's Default/global damagetype properties submission.
...
SVN r3523 (trunk)
2012-04-07 12:11:17 +00:00
Christoph Oelckers
b044c134d3
- fixed ammo usage issues with Dehacked modified weapons that switch attack code pointers. Unless Dehacked specifies an 'ammo use' value for a weapon any Dehacked modified weapon determines ammo use by attack function, like Doom did originally, and not by the weapon's AmmoUse property. This also addresses that the Cells/BFG shot value always modified the BFG itself.
...
- fixed: A_Saw depleted ammo after the attack so it still went through with it, even though it was out of ammo.
SVN r3522 (trunk)
2012-04-07 11:33:35 +00:00
Christoph Oelckers
f6817f9544
- moved S_NoiseDebug call from FStatusBar::Draw to FStatusBar::DrawTopStuff so that it also gets drawn with the alternative HUD and stays on top of other HUD content.
...
SVN r3520 (trunk)
2012-04-06 10:32:27 +00:00
Christoph Oelckers
7642aba6ce
- fixed: It was possible to give inventory items to the base actors of something morphed. This would cause an assertion failure when unmorphing.
...
SVN r3519 (trunk)
2012-04-06 09:43:18 +00:00
Randy Heit
5358fd594b
- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
...
The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Christoph Oelckers
9f58a15e28
- check for overflows when giving inventory items.
...
SVN r3515 (trunk)
2012-04-03 09:16:19 +00:00
Randy Heit
f312926e9f
- Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
...
SVN r3509 (trunk)
2012-04-03 03:35:20 +00:00
Randy Heit
c2b320d408
- Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.
...
SVN r3484 (trunk)
2012-03-25 03:25:59 +00:00
Randy Heit
23e88c88c9
- Add 17:10 aspect ratio, for 1024x600 screens.
...
SVN r3482 (trunk)
2012-03-25 02:57:28 +00:00
Randy Heit
9fcc6ebc89
- Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
...
SVN r3469 (trunk)
2012-03-23 01:20:45 +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
b4d3870ce6
- When morphing, transfer the score to the new actor, and when unmorphing, transfer the morphed
...
actor's score back to the old actor.
SVN r3453 (trunk)
2012-03-18 01:56:48 +00:00
Randy Heit
5f23b4f64a
- Fixed: Destroying a weapon that claimed it was its own sister would crash.
...
SVN r3441 (trunk)
2012-03-15 23:18:13 +00:00
Randy Heit
977b2caa30
- Applied a modified version of FDARI's patch to prevent giving health to dead things:
...
* P_GiveBody() now takes a max parameter so that it can also do the bulk of the work
AHealth::TryPickup() previously did.
* Setting an actor's health to 0 or below with SetActorProperty will now kill the actor
properly.
SVN r3438 (trunk)
2012-03-15 21:21:00 +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
Braden Obrzut
9cd0e48ea3
- Fixed: Forgot to initialize inventoryItem to NULL in DrawBar.
...
SVN r3370 (trunk)
2012-02-18 02:01:28 +00:00
Braden Obrzut
da974c3444
- Allow any parameterized SBarInfo value to use parentheses to help make the syntax a little more consistent.
...
SVN r3361 (trunk)
2012-02-16 05:01:17 +00:00
Braden Obrzut
25b73ac023
- Added ability to use a constant for the maximum comparator for health and armor drawbars.
...
SVN r3360 (trunk)
2012-02-16 04:21:43 +00:00
Braden Obrzut
3b8f5e0d39
- Fixed: levellump for drawstring should be all uppercase for consistency.
...
SVN r3330 (trunk)
2011-12-09 00:59:38 +00:00
Randy Heit
f00f5d2304
- Allow subclasses when checking for PowerWeaponLevel2.
...
SVN r3314 (trunk)
2011-11-07 00:43:41 +00:00
Christoph Oelckers
3c47a30249
- added Gez's submission for inventory restrictions but changed the added checks to be in the main CallTryPickup function.
...
SVN r3296 (trunk)
2011-09-23 08:23:51 +00:00
Christoph Oelckers
a0bb1c2546
- added Gez's patch for proper splash checks with 3D-floors.
...
SVN r3295 (trunk)
2011-09-21 19:39:12 +00:00
Christoph Oelckers
5747406776
- fixed some more potential NULL pointer accesses.
...
SVN r3286 (trunk)
2011-08-31 06:14:28 +00:00
Braden Obrzut
ba4630f0df
- Added ammo1capacity and ammo2capacity to drawnumber.
...
SVN r3277 (trunk)
2011-08-13 20:30:59 +00:00
Braden Obrzut
c8b8cdd13b
- Fixed: SBarInfo string center alignment didn't work with non-monospace fonts.
...
SVN r3271 (trunk)
2011-07-14 09:31:39 +00:00
Christoph Oelckers
f08188b0e5
- removed unneeded includes of r_local.h.
...
SVN r3261 (trunk)
2011-07-06 18:12:16 +00:00
Christoph Oelckers
463c276014
- removed more r_ header dependencies from the rest of the code.
...
SVN r3260 (trunk)
2011-07-06 15:31:05 +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
42091b1bb3
- changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.
...
- FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.
SVN r3258 (trunk)
2011-07-06 13:00:51 +00:00
Christoph Oelckers
03177090c0
- removed some unnecessary r_ header #includes.
...
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
fbff5ca932
- moved r_interpolate.cpp and r_translate.cpp to r_data.
...
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5
- rename src/resources to src/r_data.
...
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
5bf6398d85
- moved render style and border drawing code out of r_draw.cpp.
...
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Christoph Oelckers
17ed7aaabd
- moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
...
SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Christoph Oelckers
4626492f50
- separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
...
SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Christoph Oelckers
6748432014
- fixed: The compatibility savegame handling for the lightning code did not read the obsolete LightningLightLevels data from the savegame.
...
SVN r3244 (trunk)
2011-06-21 07:28:48 +00:00
Randy Heit
2dd4ea8400
- Fixed: LightningLightLevels[] was not just an array of light levels. The latter part was also
...
a bitmask describing which sectors had lightning. When this was expanded to shorts, the
result was that random sectors would have their lighting zero'ed after a lightning flash. I
really have to wonder what I was thinking when I decided to cram two completely unrelated
things into the same array. Since a short is wide enough, I did away with the bitmask and
just use SHRT_MAX to mark sectors that weren't lightninged.
SVN r3243 (trunk)
2011-06-21 03:38:32 +00:00
Randy Heit
ee8ca0de87
Fixed: Light levels outside the range [0,255] really do matter.
...
SVN r3223 (trunk)
2011-06-11 23:58:33 +00:00
Christoph Oelckers
2e4e5bdb28
- added DavidPH's damage type specific damage color submission.
...
SVN r3220 (trunk)
2011-06-06 22:23:43 +00:00
Randy Heit
2effba9504
- Add NULL pointer to check to FWeaponSlot::PickWeapon() (for when this is called outside of a game).
...
SVN r3186 (trunk)
2011-04-17 17:10:47 +00:00
Braden Obrzut
c8e8edb1c5
- Added a prefix option to drawnumber.
...
- Added a flag to remove the cap on drawnumber (this means on the lower length numbers will be drawn).
SVN r3165 (trunk)
2011-03-12 02:20:31 +00:00
Christoph Oelckers
1ea5cc8bd8
- added a function to execute action specials and changed all calls to use this function. This was done to make it easier to check such calls.
...
SVN r3152 (trunk)
2011-02-13 10:18:28 +00:00
Christoph Oelckers
898b0d679d
- added a new 'playertype' command for SBARINFO that checks by class type not display name.
...
- fixed: Status bar display for Hexen's fourth weapons only worked when they were obtained by picking up the weapon pieces.
SVN r3080 (trunk)
2010-12-27 16:14:26 +00:00
Christoph Oelckers
231e7a1c6d
- added a new render style 'Shadow'. Essentially it's just a black translucent stencil with an alpha of 0.3. The purpose of this style is to be used as a software renderer approximation of GZDoom's spectre effect.
...
- allow setting 'Shadow' as default fuzz effect
- changed CVAR conversion that strings 'false' and 'true' get evaluated as integers 0 and 1 respectively so that changing boolean CVARs to int does not destroy their values.
SVN r3076 (trunk)
2010-12-25 23:27:26 +00:00
Braden Obrzut
bada44a291
- Fixed: The background on some bars was cliped incorrectly.
...
SVN r3065 (trunk)
2010-12-20 22:29:15 +00:00
Christoph Oelckers
bd0378a44b
- added Gez's Hexenarmor on AltHud submission.
...
SVN r3061 (trunk)
2010-12-20 10:07:44 +00:00
Christoph Oelckers
c7c4377600
- clamp parameter to P_GiveBody to prevent overflows.
...
SVN r3058 (trunk)
2010-12-17 22:30:47 +00:00
Christoph Oelckers
a06b88fa50
- added new IF_UNTOSSABLE flag for items that should be removable by any inventory function but not be droppable by the 'drop' CCMD.
...
SVN r3049 (trunk)
2010-12-16 08:21:38 +00:00