Marisa Kirisame
0656916bf2
Add WorldLinePreActivated to override line activation, as a counterpart to WorldLineActivated.
2018-03-24 16:30:49 +01:00
Marisa Kirisame
3072c9bf7c
Add PostUiTick(). Happens after all other tickers. Useful for handling changes in the play side within the same tic.
2018-03-24 10:24:13 +01:00
Marisa Kirisame
69c6e95b08
Add worldlineactivated event, triggered after successful line activation.
2018-03-24 10:23:31 +01:00
Marisa Kirisame
634a10db52
Adds "DI_MIRROR" flag to statusbar image drawing. Useful for rearview mirror camera textures, for example.
2018-03-24 00:29:50 +01:00
alexey.lysiuk
75782e6b34
Exported Inventory.AltHUDIcon field to ZScript
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https://forum.zdoom.org/viewtopic.php?t=59842
2018-03-18 11:02:21 +02:00
alexey.lysiuk
b4d3715345
Fixed status bar chain wiggling when paused
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Made ZScript implementation of chain wiggling in Heretic status bar as close as possible to C++ SBARINFO one
https://forum.zdoom.org/viewtopic.php?t=59840
2018-03-17 12:29:55 +02:00
alexey.lysiuk
e51a1867df
Added default values for BaseStatusBar.AttachMessage() arguments
2018-03-07 16:00:08 +02:00
alexey.lysiuk
4f1f989049
Exposed HUDMSGLayer_... constants to ZScript
2018-03-07 15:58:43 +02:00
Marisa Kirisame
c9613b2fd1
Make sidedef vertex and secplane height functions callable from ui
2018-03-03 17:10:32 +01:00
Marisa Kirisame
069c5aa90a
Fix accidentally removed SectorPlane assignment. Added missing HitVector support.
2018-03-03 09:30:06 +01:00
Christoph Oelckers
5d223bb8c3
- removed clearscope from DSectorEffect.GetSector.
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Just because this is a getter does not mean that the data may even exist on the client side!
2018-03-03 09:28:25 +01:00
Marisa Kirisame
4cc8ba3399
Export GetSector() again, removed lightingdata assignment.
2018-03-03 09:26:11 +01:00
Marisa Kirisame
053d9f4a44
Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
2018-03-03 09:26:11 +01:00
Christoph Oelckers
4c0f68bcd4
Merge branch 'master' into timidity++
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# Conflicts:
# src/sound/musicformats/music_midistream.cpp
2018-03-02 00:08:12 +01:00
Christoph Oelckers
bb16e34bf4
- exposed the HUD message interface to ZScript.
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Note that this is just the bare abstract interface. It is up to content makers to define usable HUD message classes and optionally contribute them to the engine.
2018-03-01 11:45:19 +01:00
Christoph Oelckers
6e8dbb590d
- fixed: PowerMorph.EndEffect should not tinker around with morph duration.
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There was a clear attempt here to let the item keep control of the remaining morph time, but since the item would have gotten destroyed right afterward it just shot itself in the foot badly by doing so.
Just leaving the remaining work to the main unmorphing check in the PlayerThink code by doing nothing will avoid the bad situation where a player gets stuck in its morphed form.
2018-02-28 20:15:44 +01:00
Christoph Oelckers
3a3cd87ce0
- perform the stepping adjustment for FastProjectiles in 3D.
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Not checking the z-Axis means that they might pass through 3D floors without noticing at steep angles and very high speeds.
2018-02-28 18:26:25 +01:00
Major Cooke
7ac8b496f1
Added Distance(2/3)DSquared functions.
2018-02-28 09:28:11 +01:00
Christoph Oelckers
883a6ffe3a
- added an inventory check to A_KeenDie so that it still works if a patch repurposes a pickup item that may end up in the player's inventory.
2018-02-27 10:40:43 +01:00
Christoph Oelckers
36e8358763
- use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change.
2018-02-26 08:52:40 +01:00
alexey.lysiuk
fb1f8a6045
Restored ACS_NamedExecuteWithResult for DECORATE
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https://forum.zdoom.org/viewtopic.php?t=59250
2018-02-24 22:03:23 +02:00
alexey.lysiuk
1679065a5d
Exposed Actor.ACS_ScriptCall() function
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This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
2018-02-24 16:23:55 +02:00
alexey.lysiuk
12eb760ff4
Do not abort if Korax target destroyed before attack begins
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https://forum.zdoom.org/viewtopic.php?t=59551
2018-02-22 16:52:45 +02:00
alexey.lysiuk
1bcbdf9fd1
Added CHAN_LOOP to ZScript ESoundFlags enum
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https://forum.zdoom.org/viewtopic.php?t=59417
2018-02-20 10:51:12 +02:00
alexey.lysiuk
af7648a151
Made PlayerRespawn skill definition consistent
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Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Christoph Oelckers
8e90386567
- made Weapon.CheckAmmo and Weapon.DepleteAmmo virtual on the script side.
2018-01-30 22:04:31 +01:00
alexey.lysiuk
d9323b9740
Marked internal menu commands as safe
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This fixes soundfont/patchset/config selection menus in advanced sound options
2018-01-30 16:02:30 +02:00
Christoph Oelckers
7ceb70bcc1
- renamed 'Tracer' class to 'LineTracer', because 'Tracer' is a too common name that had been used by some mods.
2018-01-27 09:32:26 +01:00
Marisa Kirisame
92547028f3
Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures.
2018-01-26 21:00:44 +01:00
Christoph Oelckers
884db96cbb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-21 10:54:34 +01:00
ZZYZX
ee1a8f71bb
Disable TRACE_PCross and TRACE_Impact on ZScript side
2018-01-21 10:54:23 +01:00
ZZYZX
74b937620e
Added texture detection for walls and 3D floors; renamed some fields to more intuitive names
2018-01-21 10:54:23 +01:00
ZZYZX
a7ff62316d
Exported Trace() interface to ZScript
2018-01-21 10:54:23 +01:00
Marisa Kirisame
69e8c9ec6e
A more "general purpose" line trace function. Far from a complete ZScript interface with Trace(), though.
2018-01-21 10:54:02 +01:00
Christoph Oelckers
9b40097e48
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-20 22:41:41 +01:00
Jonathan Russell
708d24aba7
- added Screen.getViewWindow function
2018-01-20 21:56:34 +01:00
Christoph Oelckers
dbf0a68b02
Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
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# Conflicts:
# src/doomdata.h
# src/namedef.h
# src/p_udmf.cpp
2018-01-20 19:07:54 +01:00
Rachael Alexanderson
6df936e0a0
- remove A_IsPlayingSound
2018-01-20 19:01:47 +01:00
Marisa Kirisame
a01ca4c3a1
Exported S_IsActorPlayingSomething and S_GetMSLength to ZScript.
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Added missing vm.h include, moved A_IsPlayingSound to p_actionfunctions.cpp.
- make A_IsPlayingSound ui only
2018-01-20 19:01:47 +01:00
Major Cooke
d5d393aaf2
- Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
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- Split off both explosion damage calculations into P_Get(Old)RadiusDamage functions for ease of maintenance.
2018-01-20 18:45:01 +02:00
Christoph Oelckers
2d8e394529
Merge branch 'master' into reverbedit
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# Conflicts:
# wadsrc/static/zscript/menu/optionmenuitems.txt
2018-01-20 11:44:42 +01:00
Christoph Oelckers
19cf887ad1
- fixed: Dynamic arrays for object pointers need different treatment than arrays for regular pointers, because they require GC::WriteBarrier to be called.
2018-01-19 19:49:42 +01:00
alexey.lysiuk
f629678320
Fixed const correctness for secplane structure
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https://forum.zdoom.org/viewtopic.php?t=59151
2018-01-18 15:34:56 +02:00
alexey.lysiuk
23c50540f6
Added missing fields to StrifeDialogueNode ZScript definition
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https://forum.zdoom.org/viewtopic.php?t=59091
2018-01-13 13:13:38 +02:00
alexey.lysiuk
d9ddd50c98
Disabled interpolation point "thinking"
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https://forum.zdoom.org/viewtopic.php?t=59087
2018-01-12 18:27:19 +02:00
Rachael Alexanderson
36b6253c3d
Merge branch 'FriendlySeeBlocks' into zmd5
2018-01-09 13:55:09 -05:00
Rachael Alexanderson
7416f42b47
- add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies.
2018-01-09 12:34:12 -05:00
Blue Shadow
f68d90accb
Fixed a case of infinite loop in A_BrainDie
2018-01-08 11:50:01 -05:00
Jameson Ernst
e8a7f00b9b
Adjust FNF enum to fix FILLZEROS
2018-01-07 23:44:03 +01:00
Rachael Alexanderson
9fd78e90ad
- export 'GetChecksum' as part of FLevelLocals in ZScript
2018-01-06 19:59:49 -05:00