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Update to ZDoom r1735:
- Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
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66 changed files with 1251 additions and 604 deletions
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@ -2549,6 +2549,78 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
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}
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}
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//===========================================================================
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//
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// A_RemoveSiblings
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(removeall,0);
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while ( (mo = it.Next()) )
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{
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if ( ( mo->master == self->master ) && ( mo != self ) && ( ( mo->health <= 0 ) || removeall) )
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{
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P_RemoveThing(mo);
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}
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}
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}
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//===========================================================================
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//
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// A_RaiseMaster
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
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{
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if (self->master != NULL)
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{
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P_Thing_Raise(self->master);
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}
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}
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//===========================================================================
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//
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// A_RaiseChildren
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while (mo = it.Next())
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{
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if ( mo->master == self )
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{
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P_Thing_Raise(mo);
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}
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}
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}
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//===========================================================================
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//
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// A_RaiseSiblings
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ( (mo = it.Next()) )
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{
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if ( ( mo->master == self->master ) && ( mo != self ) )
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{
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P_Thing_Raise(mo);
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}
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}
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}
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//===========================================================================
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//
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// A_MonsterRefire
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@ -2677,3 +2749,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
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CheckStopped(self);
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}
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}
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//===========================================================================
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//
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// A_SetArg
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(pos, 0);
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ACTION_PARAM_INT(value, 1);
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// Set the value of the specified arg
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if ((size_t)pos < countof(self->args))
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{
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self->args[pos] = value;
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}
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}
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