Commit graph

113 commits

Author SHA1 Message Date
gez
f96905a9c2 * Updated to ZDoom r3111:
- Fixed: Spawning things abuve a 3D midtexture did not provess the 'is above midtexture' state properly.
- Fixed: When teleporting an actor the destination must be checked with the new z position, not the old one.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1180 b0f79afe-0144-0410-b225-9a4edf0717df
2011-01-21 10:31:43 +00:00
Christoph Oelckers
9aefd4cddc - Update to ZDoom r3013:
* Added code submission for printing secret information.
    * Added missing TRXTCOLOR_CYAN #define.
    * Changed bridge things to be completely immobile towards sector plane movement. This problem again reared its ugly head in 007LTSD where the oversized bridges got messed up by some opening doors and lowering lifts. Now any plane trying to move such a thing will get blocked. Moving these things by other means still works normally, of course
    * Added some fudging to make sectors that are neighboring a portal plane but share the same texture properties actual parts of the portal. This is only done when portals are defined with portal things. This was necessary to preserve an effect that depended on incomplete checks in the renderer that could not be preserved with the implementation of linedef based portals.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1113 b0f79afe-0144-0410-b225-9a4edf0717df
2010-11-30 08:39:31 +00:00
gez
e0becf97db * Updated to ZDoom r2992:
- Add alpha property to sector_t::splane. Not used yet.
- Add an alpha parameter to R_FindPlane.
- Fixed: R_FindPlane must do a full visplane comparison for stacked sectors with a non-0 alpha for the sector plane.
- Made the alpha used by stacked sectors part of the visplane. This will be needed to fix the merging of stacks with the same displacement but different alpha values.
- Replaced all calls to sqrtf with sqrt. Also changed P_RadiusAttack to use doubles for all floating point calculations.
- Fixed: When playing non-looping songs GMESong::Read could return without releasing the critical section.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1074 b0f79afe-0144-0410-b225-9a4edf0717df
2010-11-07 17:18:15 +00:00
gez
6922d4da45 * Updated to ZDoom r2965:
- Made "follow player" automap option a CVAR and added a menu item for it.
- Added a CVAR to decide when to show the map label (ExMy, MAPxx) on the automap HUD. Available settings are Never, Always and Not for hubs.
- Made all crosshair related CVARs game specific. They were all global to all supportesd games.
- Fixed: When used on non-projectiles A_Explode ignored the HurtSource flag.
- Fixed: The intermission screen was not taking texture scaling into account (it was written before the introduction of scaled texture handling for 2D.)
- Fixed: The GAMEINFO parser did not correctly handle NOSPRITERENAME
- Added STTPRCNT to HUDFONT_DOOM

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1065 b0f79afe-0144-0410-b225-9a4edf0717df
2010-10-24 08:40:22 +00:00
Christoph Oelckers
6e67fe0302 - Fixed the compatibility handler of AAmbientSound::Serialize.
- Fixed: When moving a sector plane P_CheckPosition must do the same anti-overlap checks for monsters like P_Move to avoid monster pile-ups.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@971 b0f79afe-0144-0410-b225-9a4edf0717df
2010-09-16 20:53:41 +00:00
gez
210825b5ec * Updated to ZDoom r2627:
- Fixed: P_LineAttack mixed up two flags variables.
- Added PinkSilver's LOF_NOJUMP submission for A_LookEx.
- Fixed: Clearing a pickup message for inventory items was not possible. Changed it so that "You got a pickup" is AInventory's pickup message and not a default returned when nothing valid is set.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@921 b0f79afe-0144-0410-b225-9a4edf0717df
2010-08-28 22:17:58 +00:00
gez
2934a611c9 * Updated to ZDoom r2601:
- Added: Let the kill CCMD also kill replacements of the monster that is specified.
- Add a GetReplacement method to PClass to clean up some really ugly code
- Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@908 b0f79afe-0144-0410-b225-9a4edf0717df
2010-08-27 08:41:43 +00:00
gez
2306c9896e - Factorized 3D floor plane code into a new function.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@883 b0f79afe-0144-0410-b225-9a4edf0717df
2010-08-11 20:06:29 +00:00
gez
ab92845b8b - Fixed: the dropoff detection code needs to be aware of extra floors.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@882 b0f79afe-0144-0410-b225-9a4edf0717df
2010-08-11 18:26:12 +00:00
Christoph Oelckers
0970747641 - fixed: The checks for doing poison damage were not correct.
- fixed: Poisoner was not declared as pointer.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@860 b0f79afe-0144-0410-b225-9a4edf0717df
2010-07-29 06:57:50 +00:00
gez
0a35f861ce * Updated to ZDoom r2456:
- Added DavidPH's code submission: explicit angle for A_CustomBulletAttack function, A_Saw extension, A_RailAttack extension, and A_JumpIfTargetInLOS extension.
- added PinkSilver's APROP_MasterTid submission.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@850 b0f79afe-0144-0410-b225-9a4edf0717df
2010-07-24 09:26:26 +00:00
gez
5c0247886e * Added missing po_man.h.
* Updated to ZDoom r2450:
- Added DavidPH's Poison damage extension but changed it so that the metadata can be removed.
- Added Firebrand's patch to rename 'swap' due to naming conflicts in newer MSVC compilers.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@848 b0f79afe-0144-0410-b225-9a4edf0717df
2010-07-23 22:01:12 +00:00
gez
f7e60ec995 * Updated to ZDoom r2391:
- Remove fakedblocker, since it was unused.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@828 b0f79afe-0144-0410-b225-9a4edf0717df
2010-06-27 21:09:25 +00:00
gez
46bdcdb47d * Updated to ZDoom r2373:
- Fixed: All melee attack functions only used the target acquired by P_AimLineAttack for all subsequent calculations, not the actual victim of the attack. 
- Set +NEVERRESPAWN flag for several Strife monsters that should not respawn in Bloodbath skill.
- Fixed: Setting +NOCLIP for a player class did not work.
- Fixed: A_Print and related functions should not make a use state chain succeed.
- Fixed: APowerIronFeet must continuously reset the player's air supply.
- Fixed: Stopping music did not clear the variable used to restart the last played song.
- Fixed: Classes inherited from PowerScanner didn't work anymore.
- Added some options to A_CustomPunch, including calling Strife's dagger alert function.
- Added support for Risen3D/PrBoom+'s MUSINFO lump.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@816 b0f79afe-0144-0410-b225-9a4edf0717df
2010-06-13 13:33:27 +00:00
gez
5e0e4aef22 * Updated to ZDoom r2350:
- fixed: Poison clouds spawned by the PoisonShroom should not be pushable by the Disc of Repulsion.
- Added support for DRO version 2 files.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@810 b0f79afe-0144-0410-b225-9a4edf0717df
2010-05-30 23:41:36 +00:00
gez
08ebe42674 * Updated to ZDoom r2342:
- fixed: Heretic's 666 lower floor must be of type LowerToHighest unlike Doom which is LowerToLowest.
- restored original Doom behavior for hitscans to only check actors which have their center in the blockmap cells being checked, compatibility optioned by COMPATF_HITSCAN.
- added a Boom (strict) compatibility mode.
- Restored some original Doom behavior that received complaints from users:
* reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN.
* re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@804 b0f79afe-0144-0410-b225-9a4edf0717df
2010-05-28 23:10:08 +00:00
gez
910e9fd447 * Updated to ZDoom r2337:
- Changed AActor::GetTag() to use language lookups for strings that start with $.
- Fixed: Animated doors should only leave ML_BLOCKING set if the door was created with it set. Otherwise, monsters will be unable to open it after it has been used once if it isn't set for push activation.
- Response file improvements:
  * Fixed: Trying to use a response file would result in infinite looping until memory was exhausted.
  * Fixed: Response files were read after coalescing file parameters, which would lead to non-coalesced parameters if the original command line and response file both had them.
  * You can now use more than one response file.
  * Response files can include other response files.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@801 b0f79afe-0144-0410-b225-9a4edf0717df
2010-05-25 07:28:51 +00:00
gez
fdfcc89567 * Updated to ZDoom r2302:
- Added a new 'playeruseback' linedef trigger type that allows using lines from the back side.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@784 b0f79afe-0144-0410-b225-9a4edf0717df
2010-04-25 08:22:26 +00:00
Christoph Oelckers
1aea448d05 - Fixed: It was no longer possible to talk to non-shootable NPCs. Also took
the opportunity to merge the various boolean parameters to P_AimLineAttack into one flag parameter.



git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@759 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-28 10:52:09 +00:00
Christoph Oelckers
298f0d2e80 Update to ZDoom r2249:
- fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
- cleaned up P_CheckSight flag handling.
- Use normal texture animation for the main menu cursors. This required updating animations
  all the time and not just when inside a level.
- fixed: IDBEHOLD altered the item counter.
- fixed: P_SpawnMapThing always reduced the angular precision to 45 degrees.
- removed AngleIncrements because it's not really useful.
- fixed: Level redirection checked the wrong level.
- Fixed: ClearActorInventory used the wrong stack index to get its parameter.
- P_ZMovement() temporarily disables jumping after a landing. Don't do this if the jump
  timer is already running or for short falls (e.g. along the edges of slopes, since the
  slope floorz calculation is pretty crappy.)
- Keep all damage factors in the table, even those that are 1.0.
- 256 is a valid pain chance, so clamp to that, not 255.
- Fixed: TMap::DelKey failed if the key's main position was nil, because it tried checking
  for it at the "next" position, which is an invalid pointer in that case.
- Changed A_SetUserVar and A_SetUserArray so they affect the actor that called it, which
  is not necessarily "self". The only visible change from this should be that inventory items
  now set their own variables and not their owners'.
- added a CrushPainSound actor property for Strife.
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.



git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@756 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-27 07:46:42 +00:00
Christoph Oelckers
95f2bb538d - Fixed: Voodoo dolls must not check reactiontime in P_SlideMove.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@741 b0f79afe-0144-0410-b225-9a4edf0717df
2010-02-11 17:10:12 +00:00
Christoph Oelckers
e47966c1f8 Update to ZDoom r2150:
- Fixed: Closing doors early would never restart the sound sequence if it was manually placed.
- Fixed: "Animation <X> in ANIMATED has only one frame" message was missing a newline.
- fixed positioning of player mugshot background on Doom status bar.
- added Gez's Plane_Copy submission with some extensions and improvements.
  This line special is the last of the slope creation methods being processed so it can copy any other type of slope.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@739 b0f79afe-0144-0410-b225-9a4edf0717df
2010-02-03 12:55:21 +00:00
Christoph Oelckers
e96944df13 Update to ZDoom r 2145:
- fixed: Rocket trail particle positioning only worked when the rocket was moving.
- fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
- added Gez's A_Mushroom extension.
- added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag.
- fixed: Chex Quest's finale pic was wrong.
- fixed: Being resurrected by an Arch Vile did not restore flags5 and flags6 to the defaults.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@738 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-30 14:54:56 +00:00
Christoph Oelckers
3d55375a01 - fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer.
Update to ZDoom r2113:

    * Added full stops to more Strife messages.
    * Change StrifePlayer's RunHealth to 15.
    * Fixed: DORWS04 should not make a sound when it switches off.
    * Fixed copy-paste fail for DoorCloseSmallWood.
    * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it.
    * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map.
    * Fixed: Two Strife pickup messages were off by one character each.
    * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.)
    * Fixed: Don't color the teleporter beacon's rebels in single player.
    * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers.
    * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this:
          o Using puzzle items on actors has been restored to its original range of 64.
          o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way.
          o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player.
    * Corrected several Strife switches that had the wrong sounds.
    * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
Christoph Oelckers
4df6f92af2 - Fixed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that 
  nothing can be placed in a slot where it is guaranteed to be run after all actors 
  have ticked. But this is required for any thinker that moves an actor 
  (i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed 
  because they were added at the end of the list so almost nothing they moved was
  behind them in a thinker list. However, when an actor was spawned on a moving 
  floor it did not move smoothly. The default statnum is now 100 so that there's 
  sufficient slots above where such thinkers can be placed.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@691 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-30 19:02:20 +00:00
Christoph Oelckers
7c30ee567f Update to ZDoom r2059:
- fixed: Movement performed by actor movers was not interpolated because
  it happened outside the moved actor's Tick function. This got particularly
  obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
  example.)


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@689 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-30 12:24:00 +00:00
Christoph Oelckers
f531ae17a9 Update to ZDoom r2027:
- Fixed: Morphed players tried endlessly to switch to a weapon they picked up.
- fixed: P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
  But that's insufficient because it doesn't factor in any subsequent velocity
  change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
  multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
  NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@661 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-17 14:16:00 +00:00
Christoph Oelckers
0b978c341b - added some code that prevents overlapping monsters from getting stuck in
each other. PIT_CheckThing will return true under the following contitions 
  now:
  * It was called from P_Move
  * The actor that is blocking the move already overlaps with the monster
    that is being moved.
  * the move will take the 2 actors further apart.  


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@651 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-06 22:12:34 +00:00
Christoph Oelckers
964d7d4c8a - Update to ZDoom r2002:
- Make the palette indexes used by FRemapTable subject to the global remap
  table, just as the images they translate are.
- Added MF4_ALLOWPARTICLES checks to blood spawning code.
- Fixed: EV_DoDonut, EV_DoElevator and EV_StartWaggle did not to any 0-tag
  checks.
- Fixed: Doom line type 44 (lower ceiling to 8 above floor) must halt
  movement if blocked which essentially means it acts like a Hexen-style
  crusher.
- Fixed: Not all places checking for player start spots did it correctly.
  The editor number for player start spot 5 is now stored in the game info
  so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles.
- Added Windows 7 (aka Windows NT 6.1) and Server 2008 identification to
  I_DetectOS().
- Fixed: ArtiPork did not use all its sprite frames.
- Fixed: FWadCollection::AddFile() did not call FixPathSeperator(), so
  savegames would hold the full file path for wads that had been specified
  with backslash characters, because GetWadName() would not trim off the
  path.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@636 b0f79afe-0144-0410-b225-9a4edf0717df
2009-11-26 23:03:27 +00:00
Christoph Oelckers
9b4f7c5ea7 Update to ZDoom r1986:
- fixed: P_NowayTraverse was called with a trace distance of 128 instead of
  the 64 that should have been used.
- reverted the change that makes 0-damage projectiles call P_DamageMobj.
  Both Hexen and Heretic depend on such projectiles not doing it as do many
  mods that create snow/rain effects plus any terrain splash mod.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@627 b0f79afe-0144-0410-b225-9a4edf0717df
2009-11-17 23:24:59 +00:00
Christoph Oelckers
8543602063 - Update to ZDoom r1966:
- Fixed: R_GetOneSkyColumn() and R_GetTwoSkyColumns are mulscaling an
  unsigned integer that can use all 32 bits. They must therefore use
  the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
  variable warnings flagged by GCC.



git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@615 b0f79afe-0144-0410-b225-9a4edf0717df
2009-11-08 06:53:15 +00:00
Christoph Oelckers
9e2ef91806 Update to ZDoom r1947:
- Added Gez's patch for IWAD detection of Blasphemer and Action Doom 2.
- Fixed: 0 damage projectiles did not call P_DamageMobj.
- Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get
  the side effects from it. PainThreshold also needs to be inclusive, as
  the docs already state.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@583 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-29 06:43:20 +00:00
Christoph Oelckers
83bc5817e1 - fixed: Calculating sector heights with transparent door hacks was wrong.
- fixed: Sector height was wrong for sectors that have a slope transfer for
  a horizontal plane.
- better error reporting for shader compile errors.


Update to ZDoom r1942:

- Changes to both A_MonsterRail() and A_CustomRailgun(): Save actor's pitch,
  use a larger aiming range, ignore non-targets in P_AimLineAttack(), and
  aim at the target anyway even if P_AimLineAttack() decides it has no
  chance of hitting.
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
  this is non-NULL, then all actors between the shooter and the target will
  be ignored.
- Added new sound sequence ACS functions:
    SoundSequenceOnActor(int tid, string seqname);
    SoundSequenceOnSector(int tag, string seqname, int location);
    SoundSequenceOnPolyobj(int polynum, string seqname);
  SoundSequenceOnSector takes an extra parameter that specifies where in the
  sector the sound comes from (floor, ceiling, interior, or all of it). See
  the SECSEQ defines in zdefs.acs.
- Fixed: R_RenderDecal() must save various Wall globals, because the originals
  may still be needed. In particular, when drawing a seg with a midtexture is
  split by foreground geometry, the first drawseg generated from it will have
  the correct WallSZ1,2 values, but subsequent ones will have whatever
  R_RenderDecal() left behind. These values are used to calculate the upper
  and lower bounds of the midtexture. (Ironically, my work to Build-ify things
  had done away with these globals, but that's gone now.)


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@581 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-28 20:14:24 +00:00
Christoph Oelckers
4799da28a3 - fixed damage calculation for OLDRADIUSDMG case of P_RadiusAttack.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@580 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-25 23:12:49 +00:00
Christoph Oelckers
daf0e06890 Update to ZDoom r1921:
- added 'defaultterrain' option to terrain parser for mods that want to have
  a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
  that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
- added ACS CheckActorClass function
- fixed: When a blasted actor collided with another one this other actor's
  DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
  by this factor in addition to damage type specific damage factors.
- added better earthquake functions for ACS and DECORATE.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@549 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-16 16:17:24 +00:00
Christoph Oelckers
8268f773b1 Update to ZDoom r1909:
- Added MF6_NOTRIGGER flag that disables all line actions for an actor.

Also added the missing wadsrc files for last update.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@541 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-11 20:05:18 +00:00
Christoph Oelckers
979e4bd083 - Added MF6_NOTRIGGER flag that disables all line actions for an actor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@540 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-10 13:11:13 +00:00
Christoph Oelckers
33a4058533 Update to ZDoom r1905:
- Added Gez's seeker missile submission.
- Added Gez's thing activation submission.
- added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed: AAmbientSound::Serialize was adjusting its timer value for savegames
  even when it was set to a 'don't check' value.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@539 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-10 11:37:36 +00:00
Christoph Oelckers
947148c6d7 - Update to ZDoom r1991:
- Fixed some GCC warnings.
- fixed: The BossCube could be blocked by floors and ceiling resulting
  in incorrect movement. I changed it so that A_BrainSpit now sets the
  MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
  flag. For travelling cubes active collision detection makes no sense
  and only causes problems. This should also make the boss brain
  work in the other games which previously were excluded by a game mode
  check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
  overlapping each other (common mapping bug, check Herian 2 MAP30.)



git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@507 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-01 21:04:23 +00:00
Christoph Oelckers
57ec0763dd - Update to ZDoom r1837:
- added PinkSilver's A_Respawn enhancement patch.
- added RandomSpawner update from Gez's experimental build.
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
  a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
  flag.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@457 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 22:09:18 +00:00
Christoph Oelckers
22ec6e8f71 - ZDoom r1833.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@453 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:39:32 +00:00
Christoph Oelckers
2352d102e9 Update to ZDoom r1831:
fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by
  yesterday's additions. Changed it so that the parser first checks for 
  the presence of a '-' sign before deciding whether to use strtol or
  strtoul to convert the string into a number.
- Added PinkSilver's A_LookEx fix.
- added resources needed for MBF support.
- removed unused score items from DECORATE file.
- Fixed: Argument count for UsePuzzleItem was wrong.
- Added a few things from Gez's experimental build:
  * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because
    it wouldn't work and is more or less useless anyway.
  * MBF's dog (definition only, no sprites yet.)
  * User variables. There's an array of 10. They can be set and checked in
    both DECORATE and ACS.
  * Made the tag name changeable but eliminated the redundancy of having
    both the meta property and the individual actor's one. Having one is
	fully sufficient. TO BE FIXED: Names are case insensitive but this
	should better be case sensitive. Unfortunately there's currently nothing
	better than FName to store a string inside an actor without severely
	complicating matters. Also bumped savegame version to avoid problems
	with this change.
  * MBF grenade and bouncing code.
  * several compatibility options.
  * info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.
  * Beta Lost Soul (added DoomEdNum 9037 to it)
  * A_Mushroom extensions
  * Vavoom compatible MAPINFO keynames.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
Christoph Oelckers
44fcd47cdf - changed line_t's sidenum into sidedef pointers.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@445 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-06 21:11:24 +00:00
Christoph Oelckers
e213c8a39f Update to ZDoom r1799:
- Added PinkSilver's SetActorVelocity code submission (with optimizations.)
- Added the frandom decorate function, which is exactly like random except
  that it works with floating point instead of integers.
- Split the bounce types completely into separate flags and consolidated
  the various bounce-related flags spread across the different Actor flags
  field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
  square root and not P_AproxDistance(), because the latter can cause
  them to speed up or slow down.
- made menu dimming a mapping option but kept the CVARS as user override.
- Fixed: R_CreatePlayerTranslation() only initialized the first truecolor
  palette entry.
- Fixed: D3DPal::Update() used BorderColor == 0 as the condition for skipping
  an entry. It should be SM14 as in UploadPalette().
- Fixed: The aliasing of CPUInfo was still wrong. (Yarr! The things I do
  for you, GCC!) The AMD feature flags weren't stored anywhere, either; not
  that it really matters.
- Add an alternate PIC-compliant __cpuid macro in x86.cpp.
- Fixed: S_LoadSound() did not byte-swap the frequency and length it reads
  from DMX sounds.
- Fixed: PNGTexture must not use the FArchive >> operator as a short hand
  for reading 4-byte integers, because that operator works with little
  endian numbers--a no-op on Intel processors, but bad joojoo on PowerPCs.
- fixed: Weapons must first check if they can be switched and afterwards
  if they can be fired. These checks were reversed.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@443 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-06 16:58:38 +00:00
Christoph Oelckers
ef8fbb6413 - Update to ZDoom r1777:
- fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
  that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@427 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-30 19:31:59 +00:00
Christoph Oelckers
82a658fbfe - Update to ZDoom r1776:
- Fixed: The first lighting plane added to a light stack had the bOverlaps
  flag set, causing it to be ignored during rendering. Why this didn't cause
  more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
  TranslucentLine to P_FinishLoadingLineDef().
- Fixed: genStringEnter mode acted on key up events rather than key repeat
  events.
- Fixed: paletted texture composition with part translucent patches
  did not work.
- Fixed: A_SorcOffense2 depended on args being bytes and overflowing.
- Fixed: Even though P_DamageMobj checked an attack's originator
  for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
  called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
  the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
  players.
- Fixed: The pause sprite was not centered correctly when it was a scaled
  graphic.
- Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
- Fixed: The UDMF loader did not initialize the sectors' sectornum property.
- Fixed: The true color texture compositing code did not clip the edges
  of multipatch textures used as patches on other multipatch textures.




git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@425 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-29 18:16:02 +00:00
Christoph Oelckers
1e1d3c556d Update to ZDoom r1757:
- Added player MugShotMaxHealth property. Negative values use the player's
  max health as the mug shot max health, zero uses 100 as the mug shot max
  health, and positive values used directly as the mug shot max health.
- Added buddha cheat.
- Added TELEFRAG_DAMAGE constant, and changed the two places that still used
  1000 as the threshold for god mode damage to use it instead. (Players with
  MF2_INVULNERABLE set already used 1000000 as their threshold.)
- Added MF6_NOTELEFRAG flag.
- Fixed: M_QuitResponse() tried to play a sound even when none was specified
  in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@412 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-07 19:34:42 +00:00
Christoph Oelckers
09f0220a3b - Update to ZDoom r1762:
- Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one
  consistent definition across all source files.
- Swapped the order of floor and ceiling moves in DElevator::Tick() so that
  if an elevator contains an actor exactly the same height as it, it will not
  be blocked.
- Fixed: FWeaponSlot::PickWeapon() wrapped around improperly when the starting
  value for i was 0.
- Added kgsws's SummonActor enhancement and bumped netgame and demo versions
  because this submission changes an existing command.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@410 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-06 19:41:11 +00:00
Christoph Oelckers
2978f8247d Update to ZDoom r1715:
- Backported 2 fixes from Skulltag:
  * A_SentinelAttack must check for a NULL target
  * Monsters with CANTLEAVEFLOORPIC could not move because their floor
    texture was not initialized.
- Fixed: The 'idclev' cheat set the player's health to 0 which caused the
  level to end when in a sector of type 'end level when health below 10'.
- Fixed: The 'kill' cheat set the player to nonshootable even if it did not
  succeed.
- Added joystick config loading and saving support; moved generic joystick
  interfaces to m_joy.h.
- Added Raw Input PS2 adapter support.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@393 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-13 20:46:53 +00:00
Christoph Oelckers
fda31121ae Update to ZDoom r1711:
- Added Gez's A_WeaponReady enhancement submission.
- Added Gez's CheckActorProperty submission.
- Added code submissions for non-piercing railguns and new skill options.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@377 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-06 17:28:49 +00:00