Randy Heit
ec98937c88
Read script number as signed when parsing SARY chunks
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- Fixed: Script arrays didn't work in named scripts because the loader
read the script number as an unsigned word, hence it would never find
named scripts, since they are stored with negative numbers.
2014-12-26 14:41:01 -06:00
Christoph Oelckers
4f383e5aa7
- Nash's force fake contrast submission.
2014-12-26 13:43:49 +01:00
Christoph Oelckers
14d7b8b777
- fixed: Since no DrawText calls actually use the non-functional DTA_DestWidth, DTA_DestHeight or DTA_Translation and GCC cannot handle the fudging of the varargs, these will now trigger an assertion. No need to try to make something work that's always a programming error.
2014-12-25 21:08:31 +01:00
Christoph Oelckers
a5a17e45cf
- fixed: Checking the terrain for any texture that was created after initializing the terrain data either returned random garbage or could even create an access violation. Added a range check to the array access function to prevent this.
2014-12-25 20:43:40 +01:00
Christoph Oelckers
1a39ac9243
- forgot to save this before committing...
2014-12-25 19:56:38 +01:00
Christoph Oelckers
6fd70ff320
- fixed: Trying to rotate a polyobject into its actual position during loading of a savegame still inflicted damage on all touching actors - including incomplete player pawns - and also got blocked by them.
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Similar code already existed for the MovePolyobj function but apparently was overlooked here.
2014-12-25 18:46:50 +01:00
MajorCooke
f2551dceda
- Corrected the species checking.
2014-12-24 17:49:58 -06:00
ChillyDoom
7d628a8c03
- Fixed: FCajunMaster::End() was missing a bot check.
2014-12-24 19:41:49 +00:00
Christoph Oelckers
23009bddb5
Merge branch 'hotfix2' of https://github.com/MajorCooke/zdoom
2014-12-24 10:46:52 +01:00
Christoph Oelckers
4384811745
Merge branch 'NetFix' of https://github.com/ChillyDoom/zdoom
2014-12-24 10:45:38 +01:00
MajorCooke
62a4945ca4
- Fixed: CAUSEPAIN didn't work with A_Explode calls featuring no damage.
2014-12-23 23:30:00 -06:00
Randy Heit
3fb9e754f1
Rename 'Pick' to 'RandomPick'
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... because 'pick' is way too generic a name to spend a keyword on.
2014-12-23 21:46:27 -06:00
rheit
bfb94f13d2
Merge pull request #198 from MajorCooke/filters
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- Added name filtering to all A_Damage/Kill/Remove functions.
2014-12-23 21:42:31 -06:00
rheit
39adff5e9e
Merge pull request #200 from ChillyDoom/BotFixes
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Bot fixes
2014-12-23 21:34:57 -06:00
Randy Heit
5caadeba4c
Use a null check instead of strlen in ShoveChatStr
2014-12-23 21:33:47 -06:00
Randy Heit
d3272f75e7
Merge branch 'chat-len-fix' of git://github.com/Edward850/zdoom into Edward850-chat-len-fix
2014-12-23 21:31:53 -06:00
Randy Heit
d7d022144e
Call A_Face() directly from A_CustomBullletAttack
2014-12-23 21:30:24 -06:00
Randy Heit
c13f1551e6
Merge branch 'custommissileptr' of git://github.com/MajorCooke/zdoom into MajorCooke-custommissileptr
2014-12-23 21:27:05 -06:00
rheit
0bd331b34b
Merge pull request #203 from Edward850/ps-disconnect
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Allow players to be popped in packet-server
2014-12-23 21:19:17 -06:00
Edward Richardson
dfa6a44402
Ignore 0 length chat messages
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- There is no reason to send empty messages, and they just produced
strange output anyway
2014-12-23 22:38:12 +13:00
Edward Richardson
b24f173d03
Allow players to be popped in packet-server
2014-12-23 22:20:39 +13:00
alexey.lysiuk
bf2a6dbc05
Merge branch 'z_osx_pure' into cocoa_no_sdl
2014-12-23 07:15:12 +02:00
ChillyDoom
f7405a1d24
- Changed two loops from using doomcom.numnodes back to MAXPLAYERS as nodeingame[i] is not necessarily the same as playeringame[playerfornode[i]].
2014-12-22 20:48:27 +00:00
Braden Obrzut
d4bac5776a
Merge branch 'SDL2'
2014-12-22 15:25:22 -05:00
Randy Heit
2b323d01ed
Reorder pick parsing to require one parameter.
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- This function is pointless without any parameters, so don't allow that.
2014-12-21 21:22:14 -06:00
ChillyDoom
aebf0e7526
- Fixed: Adding multiple bots at the same time could cause the game to crash if there were too few bots defined.
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- The 'loaded_bots' variable no longer needs to be stored.
2014-12-21 19:21:51 +00:00
MajorCooke
91bfe4cceb
- Added pointers for A_CustomMissile and A_CustomBulletAttack.
2014-12-21 12:29:19 -06:00
MajorCooke
2c7a3f2eba
- Optimized DoDamage and DoKill.
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- Do a filter and species check first to save time.
- Added DMSS/KILS/RMVF_EITHER, which means if the actor is of type or species, it counts.
- A_DamageTarget(20,"Normal",DMSS_EITHER,"DoomImp","CyberdemonSpecies")
- This affects actor DoomImp, and anything that's of species CyberdemonSpecies.
- Added a little more documentation via comments.
2014-12-21 10:38:51 -06:00
MajorCooke
5a472e815b
- Added species checking.
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- Added two more flags for each of the functions, EXFILTER and EXSPECIES.
- Stands for "exclude filter/species" and makes the function not take them into account.
- Cleaned up the code and placed all the checking in their own subfunctions.
2014-12-21 09:31:24 -06:00
alexey.lysiuk
18c7709007
Cleanup video part of native OS X backend, phase 4
2014-12-21 12:35:43 +02:00
MajorCooke
c168761eda
- Couple additional fixes:
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- The wiki said the minimum distance to teleport defaults to 0, actor.txt on the other hand said otherwise. I was wondering why it was still broken somewhat...
- Prevent stickiness from happening, a.k.a. getting stuck in ceiling or floor and letting the engine unstick the actor. This caused velocity loss.
2014-12-20 22:51:43 -06:00
Randy Heit
549ba3d817
Merge branch 'master' of github.com:rheit/zdoom
2014-12-20 19:20:19 -06:00
MajorCooke
e5a41a1358
- Added name filtering to all A_Damage/Kill/Remove functions.
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- A_DamageChildren(20,"Normal",0,"DoomImp") for example will only target actors of DoomImp specifically.
2014-12-20 16:57:00 -06:00
Blue-Shadow
9446edc068
Fixed a case of an undeclared variable with A_Saw.
2014-12-21 01:10:54 +03:00
alexey.lysiuk
ebc0916bc6
Cleanup video part of native OS X backend, phase 3
2014-12-20 17:20:45 +02:00
Christoph Oelckers
2a53ebb6b9
- fixed state checking in A_Teleport.
2014-12-20 14:48:22 +01:00
alexey.lysiuk
797cf624df
Cleanup video part of native OS X backend, phase 2
2014-12-20 15:03:36 +02:00
alexey.lysiuk
41c949f8ac
Cleanup video part of native OS X backend, phase 1
2014-12-20 13:18:47 +02:00
Christoph Oelckers
48b65f3c76
Merge branch 'osx_x360_gamepad' of https://github.com/alexey-lysiuk/gzdoom
2014-12-20 11:43:36 +01:00
Christoph Oelckers
3ecc5d494f
Merge branch 'hitbounce' of https://github.com/MajorCooke/zdoom
2014-12-20 11:38:47 +01:00
Christoph Oelckers
a19f0219c5
Merge branch 'master' of https://github.com/Blue-Shadow/zdoom
2014-12-20 11:36:10 +01:00
alexey.lysiuk
08cd03dbb7
Fixed hanging on startup in native OS X backend when Xbox 360 gamepad is connected
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Apple's HID Utilities has a issue with device elements enumeration while using unofficial drivers from here:
http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver
2014-12-20 11:49:19 +02:00
MajorCooke
31ad642843
- HITTARGET, HITMASTER and HITTRACER now apply to actors that bounce off of other actors.
2014-12-19 13:43:24 -06:00
MajorCooke
86b0065c0b
- Added a multitude of flags for A_Teleport.
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- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
2014-12-19 12:37:02 -06:00
MajorCooke
7bc2e5c67e
- Tiny fix to ACS.
2014-12-19 06:21:37 -06:00
Blue-Shadow
a150e0686c
Added 'lifestealmax' parameter and STEALARMOR flag to A_Saw and A_CustomPunch.
2014-12-18 23:05:59 +03:00
MajorCooke
2747f9a9f3
- Make ACS SetTeleFog follow the same format as the DECORATE version too.
2014-12-18 09:29:23 -06:00
MajorCooke
ba346616e5
- Fixed: ACS version of SetTeleFog and SwapTeleFog targeted the caller despite TID.
2014-12-18 09:24:35 -06:00
MajorCooke
dcab57b236
- Allow NULL.
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- Instead of reverting the teleport fog back to defaults, if there wasn't a class or if the class failed to be found, set it to NULL.
- P_SpawnTeleportFog will not spawn anything if it's NULL.
- Added "" so it can be used to mean 'don't change anything' for A_SetTeleFog.
2014-12-18 09:19:39 -06:00
alexey.lysiuk
1433bf3f78
Put all non-Windows source code into posix directory and its subdirectories
2014-12-18 11:52:29 +02:00