Christoph Oelckers
02a586e6b2
- removed a redundant Vec3Offset call in A_SpawnParticle.
2016-04-03 21:03:49 +02:00
Christoph Oelckers
0eb35d6c6e
Merge branch 'master' into floatcvt
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# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
2016-03-30 09:47:25 +02:00
Randy Heit
b6e3358b1c
Add A_SetUserVarFloat and A_SetUserArrayFloat
2016-03-29 22:41:37 -05:00
MajorCooke
4eee1c7af1
Fixed: A_FaceMovementDirection was backwards.
2016-03-27 14:21:07 +02:00
Christoph Oelckers
228c447a02
- fixed: A_FireCustomMissile used the player position as offset.
2016-03-27 14:20:14 +02:00
Christoph Oelckers
26ff2f73d7
- floatified P_TryMove and the sliding and bouncing code.
2016-03-27 13:29:58 +02:00
Christoph Oelckers
696fde69b8
- moved the bot support code from AActor::Tick to a subfunction in the bot sources. No need to pollute a main game file with this stuff.
2016-03-26 01:30:28 +01:00
Christoph Oelckers
fb8e03d5eb
- floatified FLineOpening.
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- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers
a3b687bc4e
- renamed PARAM_DANGLE macros to PARAM_ANGLE, now that the old angle_t type is no longer used in the VM interface.
2016-03-25 13:23:07 +01:00
Christoph Oelckers
21340c6eba
- floatified the rest of thingdef_codeptr.cpp and got rid of the remaining fixed_t and angle_t parameters in VM-accessed function. The VM should now be free of those types completely.
2016-03-25 12:57:22 +01:00
Christoph Oelckers
f76524f459
- some cleanup on P_RailAttack plus a bit of parameter floatification in thingdef_codeptr.cpp
2016-03-25 00:59:14 +01:00
Christoph Oelckers
4d22b346f4
- floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere.
2016-03-24 23:50:29 +01:00
Christoph Oelckers
2dbd79cc8d
- floatified the return data from Trace().
2016-03-23 18:07:04 +01:00
Christoph Oelckers
70d87f94f2
Merge branch 'master' into floatcvt
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# Conflicts:
# src/p_acs.cpp
# src/r_utility.cpp
# src/thingdef/thingdef_codeptr.cpp
# src/version.h
2016-03-23 14:15:24 +01:00
MajorCooke
b16e696157
- Added offset and angle parameters to A_CheckBlock.
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- Includes 2 flags, affixed by CBF_: AbsolutePos, and AbsoluteAngle.
- AbsolutePos: Absolute position of where to check.
- AbsoluteAngle: Angle parameter is used as is, not added onto the actor's current angle.
2016-03-23 14:05:31 +01:00
Christoph Oelckers
0d1fbcf65f
- flattened the following commits by Major Cooke:
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* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.
* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.
The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
2016-03-23 14:03:10 +01:00
Christoph Oelckers
7c87479eea
- parameter rework of several spawning functions.
2016-03-23 13:31:12 +01:00
Christoph Oelckers
f60eac8dc0
- floatified FMapThing, dropoffz and GetBobOffset
2016-03-23 12:21:52 +01:00
Christoph Oelckers
f8cf4bcf3d
- trimmed down the AActor Spawn interface and removed all non-float variants.
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This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
af427b80bd
- did some cleanup and consolidation on damage factor code while converting it all to floating point.
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- made armor properties floating point.
2016-03-22 16:35:41 +01:00
Christoph Oelckers
cf79e1cb6d
- fixed some leftover fixed point remnants in g_hexen.
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- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00
Christoph Oelckers
4155e84a1c
- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
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- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
c830801da3
- g_hexen almost done except for 3 things that require more extensive changes.
2016-03-21 22:20:10 +01:00
Christoph Oelckers
f1602882c8
- added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
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- started converting g_hexen.
Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
2016-03-21 14:00:05 +01:00
Christoph Oelckers
4e60ea0252
- made AActor::alpha a floating point value
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- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
1ff4bb419c
- made AActor::gravity and FMapThing::gravity floats.
2016-03-21 00:51:19 +01:00
Christoph Oelckers
289cdfbefd
- made AActor::floorclip a double.
2016-03-20 23:42:27 +01:00
Christoph Oelckers
cff8e51811
- converted AActor::height to double.
2016-03-20 20:55:06 +01:00
Christoph Oelckers
8362c6a856
- conversion of floorz to double.
2016-03-20 19:52:35 +01:00
Christoph Oelckers
b81080ce08
- converted most of g_heretic to float.
2016-03-20 16:51:42 +01:00
Christoph Oelckers
0bdb65c477
- made AActor::radius a double.
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This means that all files in g_doom are now fully converted.
2016-03-20 15:04:13 +01:00
Christoph Oelckers
ec58e70078
- replaced ceilingz with a floating point variable, also in FCheckPosition.
2016-03-20 13:32:53 +01:00
Christoph Oelckers
ada5097e34
- converted scale variables in AActor, FMapThing and skin to float.
2016-03-20 12:13:00 +01:00
Christoph Oelckers
51b05d331d
- replaced AActor::vel and player_t::Vel with a floating point version.
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- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
f332a098cd
- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.
2016-03-18 00:43:05 +01:00
Christoph Oelckers
aa09cbdada
- renamed some functions and fixed a few more conversion errors.
2016-03-17 00:07:37 +01:00
Christoph Oelckers
b140d71c49
- several fixes.
2016-03-16 22:29:35 +01:00
Christoph Oelckers
671291227e
- first stage of converting actor angles to float complete
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Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers
c64eee5b15
Merge branch 'master' into float
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# Conflicts:
# src/g_heretic/a_hereticweaps.cpp
# src/p_map.cpp
# src/p_mobj.cpp
# src/p_things.cpp
# src/portal.cpp
2016-03-15 00:16:13 +01:00
Christoph Oelckers
651817fad7
- made AActor::velx/y/z and player_t::velx/y fixedvec's.
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(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
161d03231a
- added custom math routines for reliability.
2016-03-11 15:45:47 +01:00
Christoph Oelckers
f8ebfb541e
- use typedefs for TVector<double> etc.
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(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Christoph Oelckers
3d367d585d
- did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem.
2016-03-10 14:22:18 +01:00
Christoph Oelckers
899389e6a4
- link actors into blockmap through linked line portals.
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Links through sector portals are not done because nearly all the checks can be performed without doing this so if it works without there's no need to add more processing time.
Will have to see if there's cases left where such a link is needed and if so, whether there's better options to do it.
For line portals such links are necessary to have proper collision detection with actors that are currently transitioning the portal.
2016-03-08 14:41:37 +01:00
Randy Heit
8b9a0da5ef
That was hard to read
2016-03-07 09:58:52 -06:00
MajorCooke
af50a79e55
- Fixed: ScaleY was not defaulting to ScaleX when specified as 0, which is how the behavior originally was in 2.8. This behavior can now be toggled with a new boolean, 'usezero'.
2016-03-07 09:02:34 -06:00
Christoph Oelckers
5175d56129
- made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
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- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
2016-03-06 21:58:36 +01:00
Christoph Oelckers
caf2ca0df7
- fixed: CallStateChain must never allow a jumping function to set the chain's overall result to successful.
2016-03-04 15:11:20 +01:00
Christoph Oelckers
81b634a798
- preparation for making Trace portal aware: Added a new flag Trace_PortalRestrict, so that I could disable portals without static offset for P_LinePickActor and A_CheckLOF, because both depend on the target info being retainable which requires a static offset.
2016-03-04 01:13:16 +01:00
MajorCooke
59ad6206de
Added CBF_NOACTORS to A_CheckBlock.
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- Self explanatory, doesn't count actors as blocking them.
2016-03-02 20:35:54 -06:00