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Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - Fixed some improper preprocessor lines in autostart/autozend.cpp. - Added XInput support. For the benefit of people compiling with MinGW, the CMakeLists.txt checks for xinput.h and disables it if it cannot be found. (And much to my surprise, I accidentally discovered that if you have the DirectX SDK installed, those headers actually do work with GCC, though they add a few extra warnings.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
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@ -249,7 +249,7 @@ static cheatseq_t StrifeCheats[] =
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{ CheatTopo, 0, 0, 0, {0,0}, Cht_AutoMap },
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{ CheatDots, 0, 1, 0, {0,0}, Cht_Ticker },
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{ CheatOmnipotent, 0, 0, 0, {CHT_IDDQD,0}, Cht_Generic },
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{ CheatGripper, 0, 0, 0, {CHT_NOMOMENTUM,0},Cht_Generic },
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{ CheatGripper, 0, 0, 0, {CHT_NOVELOCITY,0},Cht_Generic },
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{ CheatJimmy, 0, 0, 0, {CHT_KEYS,0}, Cht_Generic },
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{ CheatBoomstix, 0, 0, 0, {CHT_IDFA,0}, Cht_Generic },
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{ CheatElvis, 0, 0, 0, {CHT_NOCLIP,0}, Cht_Generic },
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