Commit Graph

7284 Commits

Author SHA1 Message Date
Christoph Oelckers 018615ca0d - fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter. 2016-06-17 14:14:35 +02:00
Edoardo Prezioso 574f2936d4 - Fixed GCC/Clang compiler errors and warnings. 2016-06-17 10:19:03 +02:00
Christoph Oelckers cfaa3e3fa9 - changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers 7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
MajorCooke c9f4620702 Reimplemented P_SetPsprite. 2016-06-16 07:24:00 -05:00
Xaser Acheron de0301a704 split bfg self-damage code into its own function, A_RadiusDamageSelf 2016-06-16 00:43:07 +02:00
Xaser Acheron 481ef7a5b5 added SMMU-BFG11k-style 'damrad' property to A_BFGSpray 2016-06-16 00:43:07 +02:00
Xaser Acheron 8e8248284a added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray 2016-06-16 00:43:06 +02:00
MajorCooke 2d4eb8dde4 - Added limit parameter to A_RailAttack and A_CustomRailgun. 2016-06-14 18:20:43 -05:00
Christoph Oelckers f1597a5d26 - fixed: Trace should set CrossedWater only if a water surface actually is crossed, i.e. the start of the trace and the end of the trace are on different sides of the surface.
This was incorrectly spawning splashes when shooting inside a deep water sector, but in most cases the splash just was not visible. It could become visible if its position got clipped by a nearby one-sided wall.
2016-06-13 21:30:58 +02:00
MajorCooke 82bc5e7bd1 Fixed wrong token for Light keyword. 2016-06-13 09:50:12 -05:00
Christoph Oelckers d74584e5b2 - fixed: DAnimatedDoor must not start an interpolation on the door sector's ceiling. 2016-06-13 13:58:39 +02:00
Braden Obrzut 624c935385 - Fixed: Floating point conversion error in SBarInfo DrawBar which broke interpolation. 2016-06-12 06:28:50 -04:00
Christoph Oelckers b8e392eaa5 - do not try to load empty BEHAVIOR lumps.
These would otherwise print an error message but there's a lot of maps out there which only have an empty entry to mark the map as Hexen format.
2016-06-12 11:45:25 +02:00
Christoph Oelckers 373c59f924 - fixed inverse sign for rocket trail particle movement. 2016-06-12 00:05:23 +02:00
Christoph Oelckers db2cef96d6 - removed unnecessary FLOAT2FIXED call in particle code. 2016-06-11 23:43:07 +02:00
MajorCooke 4c8028d64b - Fixed a discrepancy with A_FaceMovementDirection involving pitch adjustments going the wrong way both in motion, and standing still. 2016-06-11 14:07:27 -05:00
MajorCooke fb286d1737 - Changed endsize to sizestep. Endsize affected more things than I thought it would. 2016-06-11 08:05:29 -05:00
Leonard2 ebe3f23677 Added GetCVar(string name)
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke d8bf958a06 Fixed: Frozen particles would still be deleted when frozen instead of doing nothing with. 2016-06-11 10:00:50 +02:00
MajorCooke f787056198 - Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Christoph Oelckers c4d8950a7f - fixed: APROP_Friction was missing a 'break'. 2016-06-10 13:23:23 +02:00
Christoph Oelckers ef86b3975a - added 'strictdecorate' CVAR. If this is set to 'true', any DECORATE error that had to be demoted to a warning for backwards compatibility will be treated as an actual error. 2016-06-08 10:56:11 +02:00
Christoph Oelckers cf21bb1524 - reinstated abort-on-error for any problem that gets reported during DECORATE code generation.
- fixed: DECORATE allowed a silent conversion from names to integers.

In old versions the name was converted to 0, since the scripting branch to the name index. Reverted to the old behavior but added a warning message.
2016-06-08 10:46:35 +02:00
Christoph Oelckers 1703842a94 - fixed some issues with teleport fog:
* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
2016-06-06 10:48:40 +02:00
Christoph Oelckers 8a08fb2f6a - fixed nullptr/bool mixup. 2016-06-04 20:52:56 +02:00
Leonard2 0b88bae458 The strife firehands now make proper use of the psprite layers 2016-06-03 19:46:31 +02:00
Leonard2 afa708c138 Allow psprite layers to be manipulated directly from the player's own body 2016-06-03 19:18:58 +02:00
Leonard2 eeff17c550 Account for this on the renderer's side instead
This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
2016-06-03 00:50:12 +02:00
Leonard2 543414d31f Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Leonard2 bc334ccc9f Avoid creating the targeter layers if the inventory item isn't attached to
its owner yet
2016-06-03 00:50:11 +02:00
Leonard2 e1f139ddcd The targeter layers now use a proper Caller
This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
2016-06-03 00:50:10 +02:00
Leonard2 8244d2c844 Make sure never to call GetPSprite when the ReadyWeapon is null 2016-06-03 00:37:55 +02:00
Leonard2 9ee5e57340 Call GetPSprite here to update the ReadyWeapon but avoid doing so if it
is null

TickPSprites will take care of destroying the weapon/flash layers if the
ReadyWeapon is null
2016-06-03 00:37:54 +02:00
Leonard2 f14a840777 The ReadyWeapon is now assumed to not be null 2016-06-03 00:37:54 +02:00
Leonard2 8668719bbc Revert "- re-added P_SetPSrite."
This reverts commit e6d89b9f71.
2016-06-02 20:02:03 +02:00
Leonard2 d933f77bf5 Fixed: the game could crash if some inventory items were destroyed in a
certain way
2016-06-02 20:00:22 +02:00
Christoph Oelckers 9cf1d96698 - added identification for delaweare.wad to the list of supported IWADs. 2016-06-02 12:04:35 +02:00
Christoph Oelckers 2afadb0108 - fixed: ADehackedPickup was missing NULL pointer checks in nearly all methods that used RealPickup.
Some DECORATE hacks make it possible that this does not contain a valid pointer when these methods are called.
2016-06-01 23:41:34 +02:00
Christoph Oelckers 26a15d0ccc - delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers 978e522fb4 - fixed: portal-related sound calculations offset the sound in the wrong direction. 2016-06-01 11:14:25 +02:00
Christoph Oelckers 14e4a64c82 - fixed: Destroying a SkyViewpoint disabled all sector portals. 2016-06-01 10:10:18 +02:00
alexey.lysiuk 5348a15b75 Added option to control dynamic loading of OpenAL
Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library

# Conflicts:
#	src/sound/oalsound.cpp
#	src/sound/oalsound.h
2016-05-29 14:25:04 +02:00
Edoardo Prezioso 243030046a - Fixed issues with invalid GetMaxInventory calls. 2016-05-29 12:50:37 +02:00
Christoph Oelckers 44f09edf4c - fixed: monsters cannot crouch, so their crouch factor has to be 1, as 0 would yield incorrect results if the value is used in subsequent calculations (e.g. adjusting a trajectory to a target which can be or may not be a player.) 2016-05-29 12:48:27 +02:00
MajorCooke bb91723174 - Added GetCrouchFactor(ptr).
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke 2719905ade - Added source and inflictor parameters to all A_Damage/Kill functions.
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
MajorCooke 33ddbe8ab3 Added SKYEXPLODE support for P_LineAttack on horizons. 2016-05-29 12:38:37 +02:00
Benjamin Moir 6633e41cca added CheckProximity to ACS 2016-05-29 12:38:37 +02:00
Roadcrosser 334962da2c Corrected death message not being gender neutral. 2016-05-29 12:38:36 +02:00