Christoph Oelckers
52bb3a4dbe
- fixed: Boom's generalized doors are not retriggerable, even if they are not remote. (Patch by Gez)
...
SVN r3555 (trunk)
2012-04-12 12:42:00 +00:00
Randy Heit
8f5eff419d
- Fixed: When spawning actors for the rail trail, a RNG that is synchronized
...
across all machines must be used.
- Add Xaser's railgun fix for "P_RailAttack's 'sparsity' was being ignored for particle core trails, and 'maxdiff' was ignored when spawning actors."
For reals this time.
SVN r3554 (trunk)
2012-04-11 22:30:27 +00:00
Randy Heit
7bfd551f27
- Xaser's fix for XDeath states not working for rail puffs.
...
SVN r3553 (trunk)
2012-04-11 04:50:23 +00:00
Randy Heit
a85b751f7a
- Fix warnings warned by GCC.
...
SVN r3552 (trunk)
2012-04-11 04:44:12 +00:00
Randy Heit
06de818059
- Add Xaser's railgun fixes:
...
* P_RailAttack's 'sparsity' was being ignored for particle core trails,
and 'maxdiff' was ignored when spawning actors.
* Fixed the persistent core issue.
* Fixed. The default value for the new 'range' parameter was incorrectly
set to zero, causing A_FireRailgun to emit a zero-length "rail."
SVN r3551 (trunk)
2012-04-11 04:41:37 +00:00
Randy Heit
2b52d686e9
- Use 3D midtexture restrictions when respawning actors.
...
SVN r3550 (trunk)
2012-04-10 03:28:53 +00:00
Randy Heit
12e23a56f8
- Only adjust the ceiling position of solid actors in A_RestoreSpecialPosition.
...
SVN r3549 (trunk)
2012-04-10 03:22:07 +00:00
Randy Heit
da21075480
- Fixed: The onlyspawnpos handling in P_FindFloorCeiling would fail to adjust an actor's floorz
...
(and related) to a 3D midtex beneath its Z if it also touched a 3D midtex above its Z.
SVN r3548 (trunk)
2012-04-10 03:18:04 +00:00
Christoph Oelckers
d81542752a
- fixed: P_FindFloorCeiling may not use the floorsector returned by P_LineOpening when only checking 3D-floors because it will be NULL.
...
SVN r3547 (trunk)
2012-04-09 09:01:25 +00:00
Christoph Oelckers
6089347161
- fixed: A_InquisitorAttack used FRACBITS to offset the grenades' launch position instead of FRACUNIT
...
SVN r3546 (trunk)
2012-04-09 07:30:18 +00:00
Randy Heit
837126ae57
- Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
...
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
2012-04-08 21:12:14 +00:00
Randy Heit
9451b7c1d3
- I think this is what this comment is supposed to say. It had 匤 for me, and with Western character encodings, it was complete garbage.
...
SVN r3544 (trunk)
2012-04-08 20:20:39 +00:00
Randy Heit
22a0c92ab8
- Fixed crash when teleporting. P_TeleportMove() must not pass FFCF_ONLYSPAWNPOS to
...
P_GetFloorCeilingZ(). I got confused because its bool parameter's meaning had been the
opposite of P_FindFloorCeiling()'s bool parameter before they got changed to flags.
SVN r3543 (trunk)
2012-04-08 20:01:43 +00:00
Randy Heit
d0bba7c3c3
- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
...
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Randy Heit
c175acb75d
- Fixed: Passing hexdd.wad with a path to the -iwad parameter would disable searching the standard
...
paths for hexen.wad.
SVN r3541 (trunk)
2012-04-08 05:12:03 +00:00
Randy Heit
d6c3d77a38
- Fixed: Stereo sound volume reduction should only be done for stereo sounds played in 3D. Head-
...
relative ones should remain full volume.
SVN r3540 (trunk)
2012-04-08 04:57:59 +00:00
Randy Heit
1e63d07f1b
- Fixed: RunScript() ignored the always parameter.
...
SVN r3539 (trunk)
2012-04-08 04:48:47 +00:00
Randy Heit
4d6447a55b
- Don't call secfriction() twice in the normal part of P_GetFriction().
...
- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to
ORIG_FRICTION, so it only worked with lower frictions.
SVN r3538 (trunk)
2012-04-08 04:43:19 +00:00
Randy Heit
0a8ffaecd9
- I guess I should make sure things compile before I commit them.
...
SVN r3537 (trunk)
2012-04-08 04:35:39 +00:00
Randy Heit
9ea7eab7e0
- Clamp maximum particle count to 65535.
...
- Fixed: The inner railgun trail ignored the RGF_FULLBRIGHT flag.
SVN r3536 (trunk)
2012-04-08 04:34:03 +00:00
Christoph Oelckers
40c906f10d
- fixed new A_Facetarget pitch code which made some incorrect assumptions about variables' signedness.
...
- fixed a few compiler warnings.
SVN r3535 (trunk)
2012-04-07 20:44:28 +00:00
Christoph Oelckers
7443c3d167
- replaced CARRYFACTOR definition by an integer-only expression.
...
SVN r3534 (trunk)
2012-04-07 15:32:32 +00:00
Christoph Oelckers
26dbec2aae
- added FDARI*s damagetype fix
...
SVN r3533 (trunk)
2012-04-07 15:29:47 +00:00
Christoph Oelckers
4637ed53fa
- added Thomas's patch to add a Pufftype parameter to A_Explode.
...
SVN r3532 (trunk)
2012-04-07 13:17:38 +00:00
Christoph Oelckers
4ece349ee5
Expanded 'info' CCMD to also print the TID.
...
SVN r3531 (trunk)
2012-04-07 13:15:40 +00:00
Christoph Oelckers
235a09d92a
- Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
...
SVN r3530 (trunk)
2012-04-07 13:07:25 +00:00
Christoph Oelckers
34820aacd2
- added Xaser's modified version of kgsws's railgun enhancements patch.
...
SVN r3529 (trunk)
2012-04-07 12:57:44 +00:00
Christoph Oelckers
3aa759714a
- added DavidPH's A_FaceTarget with pitch submission.
...
SVN r3528 (trunk)
2012-04-07 12:48:56 +00:00
Christoph Oelckers
83620fca1f
- added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.
...
SVN r3527 (trunk)
2012-04-07 12:40:50 +00:00
Christoph Oelckers
c3638eb338
- added FDARI's submission for A_CustomMissile options.
...
SVN r3526 (trunk)
2012-04-07 12:36:39 +00:00
Christoph Oelckers
53f4776914
- added Gez's patch to have D'Sparil transfer his translations to his second state and the teleport effect.
...
SVN r3525 (trunk)
2012-04-07 12:26:02 +00:00
Christoph Oelckers
fd2af54724
- fixed TArray compilation issue with GCC 4.7.
...
SVN r3524 (trunk)
2012-04-07 12:22:00 +00:00
Christoph Oelckers
81eef71067
- added FDARI's Default/global damagetype properties submission.
...
SVN r3523 (trunk)
2012-04-07 12:11:17 +00:00
Christoph Oelckers
b044c134d3
- fixed ammo usage issues with Dehacked modified weapons that switch attack code pointers. Unless Dehacked specifies an 'ammo use' value for a weapon any Dehacked modified weapon determines ammo use by attack function, like Doom did originally, and not by the weapon's AmmoUse property. This also addresses that the Cells/BFG shot value always modified the BFG itself.
...
- fixed: A_Saw depleted ammo after the attack so it still went through with it, even though it was out of ammo.
SVN r3522 (trunk)
2012-04-07 11:33:35 +00:00
Christoph Oelckers
35f0b32a7f
- fixed: The bounce on actors check handled infinite bouncers (bouncecount == 0) incorrectly.
...
SVN r3521 (trunk)
2012-04-07 08:21:44 +00:00
Christoph Oelckers
f6817f9544
- moved S_NoiseDebug call from FStatusBar::Draw to FStatusBar::DrawTopStuff so that it also gets drawn with the alternative HUD and stays on top of other HUD content.
...
SVN r3520 (trunk)
2012-04-06 10:32:27 +00:00
Christoph Oelckers
7642aba6ce
- fixed: It was possible to give inventory items to the base actors of something morphed. This would cause an assertion failure when unmorphing.
...
SVN r3519 (trunk)
2012-04-06 09:43:18 +00:00
Randy Heit
5358fd594b
- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
...
The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Christoph Oelckers
14730a89be
- changed calculation of soundorg for triangular sectors. In many cases the center of the bounding box won't be inside the sector but on one of the outer lines so something different is needed
...
SVN r3517 (trunk)
2012-04-04 17:33:43 +00:00
Christoph Oelckers
8dbfd21d91
- fixed wrong flag check from r3490.
...
SVN r3516 (trunk)
2012-04-03 15:13:55 +00:00
Christoph Oelckers
9f58a15e28
- check for overflows when giving inventory items.
...
SVN r3515 (trunk)
2012-04-03 09:16:19 +00:00
Randy Heit
64f0e0e984
- Fixed: A_Respawn also needs to use P_SpawnMapThing-like sector finding. Since it is exactly the
...
same situation A_RestoreSpecialPosition, it now just calls that to do the moving. This also
means it is no longer limited to respawning things on the floor.
SVN r3514 (trunk)
2012-04-03 04:31:27 +00:00
Randy Heit
498a432c8d
- Make DF2_BARRELS_RESPAWN work in all game modes without the need for alwaysapplydmflags.
...
SVN r3513 (trunk)
2012-04-03 04:18:38 +00:00
Randy Heit
c5a3d846dd
- Implement multitick viewpitch centering logic.
...
SVN r3512 (trunk)
2012-04-03 04:09:30 +00:00
Randy Heit
ee20c2169e
- Fixed: DEM_CENTERVIEW also needs to reset the LocalViewPitch if it's for the consoleplayer.
...
SVN r3511 (trunk)
2012-04-03 03:51:24 +00:00
Randy Heit
d8f509a73a
- Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
...
- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to
shift the Z position by. This is, naturally, always 0.
SVN r3510 (trunk)
2012-04-03 03:45:05 +00:00
Randy Heit
f312926e9f
- Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
...
SVN r3509 (trunk)
2012-04-03 03:35:20 +00:00
Braden Obrzut
1f6c6aafd9
- Fixed: DesignatedTeams prevented monsters from hurting themselves in teamplay.
...
SVN r3508 (trunk)
2012-04-01 20:43:14 +00:00
Christoph Oelckers
3e7473e51a
- added handling for MF5_NOINTERACTION to A_Weave.
...
SVN r3507 (trunk)
2012-04-01 11:15:16 +00:00
Christoph Oelckers
92a8f8518c
fixed: bouncing on actors neither checked nor changed mo->bouncecount.
...
SVN r3506 (trunk)
2012-04-01 11:02:05 +00:00
Randy Heit
cf0d5b3151
- Fixed: FileReader's FilePos is relative to the start of the file, not relative to the start
...
of the lump, so r3496's change to FileReader::Gets() was only valid for lumps at the start
of a wad. (This function was still incorrect before that, though, since it made FilePos
relative to StartPos after it had been used once.)
* On that note, I'm not sure GetsFromBuffer() is correct either, since it ignores StartPos,
but I don't know when this is actually used so that I could check.
SVN r3504 (trunk)
2012-04-01 04:08:38 +00:00
Randy Heit
23cda7c685
- Do the P_SightCheck() last in A_JumpIfInTargetLOS, since it's the most expensive check.
...
- Fixed: A_JumpIfInTargetLOS did the FOV cone check from self -> target rather than from
target -> self.
SVN r3503 (trunk)
2012-04-01 03:41:08 +00:00
Randy Heit
5e85f736bb
- Fixed: Reset to the PlayerPawn's default render style and alpha in G_PlayerFinishLevel().
...
SVN r3502 (trunk)
2012-04-01 03:18:34 +00:00
Randy Heit
6ea93d28e2
- Fixed: M_CreateMenus() is too soon to call UpdateJoystickMenu(). It needs to happen after
...
I_InitInput(), which happens during V_Init2().
SVN r3501 (trunk)
2012-04-01 03:03:53 +00:00
Randy Heit
19ec79d4f3
- Apply patch to prevent the flash state from being processed twice after using A_GunFlash.
...
SVN r3500 (trunk)
2012-04-01 02:49:04 +00:00
Randy Heit
d9f7a250ba
- Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
...
SVN r3499 (trunk)
2012-04-01 02:31:57 +00:00
Randy Heit
f6f8d74635
- Fixed: Trying to -playdemo a demo recorded from -loadgame would crash if you did not -loadgame
...
the corresponding save.
SVN r3498 (trunk)
2012-04-01 01:40:57 +00:00
Christoph Oelckers
10c783dde2
- changed ACS parameter truncation for Hexen so that it's only done for ACS_Old format.
...
SVN r3497 (trunk)
2012-03-31 20:53:01 +00:00
Christoph Oelckers
d64ca20b31
- fixed: FileReader::Gets did not check for a lump's end when reading through a WADs file object.
...
SVN r3496 (trunk)
2012-03-31 14:18:59 +00:00
Christoph Oelckers
6f824e5ec7
- fixed bot color issue, thanks to Gez's patch.
...
SVN r3495 (trunk)
2012-03-31 11:13:34 +00:00
Randy Heit
89790ac313
- Add DMXGUS parsing, thanks to Gez.
...
SVN r3494 (trunk)
2012-03-30 05:23:18 +00:00
Randy Heit
cfb9329c7f
- Add Gez's A_RadiusGive.
...
SVN r3493 (trunk)
2012-03-30 04:28:10 +00:00
Randy Heit
0d302269bb
- Fix GCC errors in fb_d3d9.cpp.
...
SVN r3492 (trunk)
2012-03-30 04:03:46 +00:00
Randy Heit
7783aec8a9
- Fixed: Missiles with MF6_STEPMISSILE set would be allowed to cross lines they could step over,
...
but their Z position would not actually be moved up, so the subsequent call to P_ZMovement()
would destroy it because it was in the floor.
SVN r3491 (trunk)
2012-03-29 05:23:04 +00:00
Randy Heit
c445f684fc
- Fixed: In P_LineOpening_3dMidtex(), set the floorpic or ceilingpic to the 3D midtex if it
...
alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
instead of exploding it because the real floor or ceiling is sky.
SVN r3490 (trunk)
2012-03-29 05:09:56 +00:00
Randy Heit
386c2e93ab
- Restore randomization of monster respawn times accidentally taken out in r3485.
...
SVN r3488 (trunk)
2012-03-29 04:33:37 +00:00
Randy Heit
b2abe9d11e
- Use 64-bit coordinates for a few spots in the FPathTraverse constructor and P_SightPathTraverse().
...
- Allow FTraceInfo::TrlaceTraverse to pass the endpoints to FPathTraverse as deltas instead of
as absolute coordinates.
SVN r3487 (trunk)
2012-03-28 04:20:23 +00:00
Randy Heit
cfd5b84535
- Replace >>MAPBLOCKSHIFT with GetSafeBlockX/GetSafeBlockY from Mocha Doom.
...
SVN r3486 (trunk)
2012-03-28 03:49:38 +00:00
Randy Heit
13869d2173
- Fixed: Use buggy PointOnSide for respawning monsters too.
...
SVN r3485 (trunk)
2012-03-28 02:23:54 +00:00
Randy Heit
c2b320d408
- Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.
...
SVN r3484 (trunk)
2012-03-25 03:25:59 +00:00
Randy Heit
510838c3c1
- Undo accidental commit of win32video.cpp with test resolution in place.
...
SVN r3483 (trunk)
2012-03-25 03:08:13 +00:00
Randy Heit
23e88c88c9
- Add 17:10 aspect ratio, for 1024x600 screens.
...
SVN r3482 (trunk)
2012-03-25 02:57:28 +00:00
Randy Heit
cc34f973e2
- Fixed: Using -playdemo in conjunction with -loadgame did not work.
...
SVN r3481 (trunk)
2012-03-25 01:54:36 +00:00
Randy Heit
308f6cab9d
- Fixed: Sprites drawn with the shaded render style were always fullbright.
...
SVN r3480 (trunk)
2012-03-24 00:52:15 +00:00
Randy Heit
45294cd3d3
- Remove unused FRICTION definition.
...
SVN r3479 (trunk)
2012-03-23 23:27:19 +00:00
Randy Heit
0a03676796
- Fixed: Switching maps using the ResetHealth flag while dead would prevent proper
...
reinitialization of the player on the new map.
SVN r3478 (trunk)
2012-03-23 23:24:30 +00:00
Randy Heit
ac0c1eb64b
- Fixed: If the znodes were based on a map with more vertexes than the one it is being loaded
...
for, reject them.
SVN r3477 (trunk)
2012-03-23 23:04:32 +00:00
Randy Heit
f82024efbf
- Fixed: Prematurely closing a Door_Raise-type door now properly examines the actual sound
...
sequence to determine if it should start the closing sequence.
SVN r3476 (trunk)
2012-03-23 22:21:33 +00:00
Randy Heit
49ea87f8bc
- Fixed: Poison damage lost damage type information if the poisoner was destroyed before poisoncount
...
reached 0.
- Fixed: Poisoners without a PainType should use their own DamageType to pick the Pain state
to make the target enter, not the target's DamageType.
SVN r3475 (trunk)
2012-03-23 20:57:10 +00:00
Randy Heit
3e4ac58f7c
- Fixed: CopyPlayer must recheck the skin, since the value stored in the savegame is only used
...
for bots. Mainly, what this means is that if the player is using the "Base" skin, they will
get their class-appropriate skin instead of skin 0 if this save is loaded before any other
game has started.
SVN r3474 (trunk)
2012-03-23 03:49:54 +00:00
Randy Heit
d3a2a40a3a
- Fixed: Do not "Give player back the skin" when loading a savegame if they have MF4_NOSKIN set.
...
SVN r3473 (trunk)
2012-03-23 03:37:55 +00:00
Randy Heit
43033df455
- Fixed: G_DeathMatchSpawnPlayer() would fail to spawn a player when using "spawn furthest" and
...
all the deathmatch spots are filled and there is no coop start for the specific player to
fallback on.
SVN r3472 (trunk)
2012-03-23 02:53:52 +00:00
Randy Heit
0c9f6d2e83
- Fixed: DCanvas::FillSimplePoly() did not account for the texture's built-in scaling.
...
SVN r3471 (trunk)
2012-03-23 02:00:01 +00:00
Randy Heit
5f23a972f3
- Fixed: Keys bound to "screenshot" did not work during the finale (aka intermission) sequences.
...
SVN r3470 (trunk)
2012-03-23 01:33:26 +00:00
Randy Heit
9fcc6ebc89
- Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
...
SVN r3469 (trunk)
2012-03-23 01:20:45 +00:00
Randy Heit
bff5a9b8d8
- Fixed: Trying to init FMOD with profiling enabled when the network socket was in use would fail.
...
We now fallback to no profiling when this happens.
SVN r3468 (trunk)
2012-03-22 22:40:30 +00:00
Randy Heit
dd21e7d2b8
- Forgot to save this before last commit.
...
SVN r3467 (trunk)
2012-03-22 22:39:42 +00:00
Randy Heit
096725503c
- Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the
...
owned-weapons display on the status bar.
SVN r3466 (trunk)
2012-03-22 22:29:25 +00:00
Randy Heit
287a814a18
- Fixed: Deus Vult II uses fullscreen level name patches (which are mostly blank) for the
...
intermission. This caused the net scoreboard to be drawn off the bottom of the screen.
SVN r3465 (trunk)
2012-03-22 22:07:47 +00:00
Randy Heit
49aaf9b451
- Added A_ClearLastHeard action function.
...
SVN r3464 (trunk)
2012-03-22 21:40:26 +00:00
Randy Heit
cd122f944b
- Similar fix to the previous: The child TiMidity++ process quitting would not necessarily be
...
detected, so S_ChangeMusic() would not restart one-shot songs that had finished if it was
the MIDI device.
SVN r3463 (trunk)
2012-03-22 21:23:18 +00:00
Randy Heit
78d28dedda
- Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing.
...
SVN r3462 (trunk)
2012-03-22 21:09:20 +00:00
Randy Heit
c53c8f29e7
- Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen.
...
SVN r3461 (trunk)
2012-03-20 03:15:23 +00:00
Randy Heit
f9aae72dc4
- Fixed: P_CheckFor3DFloorHit() needs to use the actor's floorz instead of its z, and
...
P_CheckFor3DCeilingHit() needs to use the actor's ceilingz instead of its z. These functions
are called from P_ZMovement() when a collision with the floor or ceiling has been detected
but before the z has been clamped. e.g. A hard fall will leave the actor's z beneath the floor
even though it will be set to the floor after P_CheckFor3DFloorHit() returns.
SVN r3460 (trunk)
2012-03-20 03:05:33 +00:00
Randy Heit
ab60c1afcc
- Changed CheckActorFloor/CeilingTexture to only check 3D floors that exist and are solid.
...
SVN r3459 (trunk)
2012-03-20 03:00:33 +00:00
Randy Heit
7045bfd19f
- Fix another signed/unsigned warning from GCC.
...
SVN r3458 (trunk)
2012-03-20 02:22:17 +00:00
Randy Heit
0552f04e4c
- Fixed: DCanvas::Dim() and DCanvas::Clear() did not clamp their coordinates to the screen.
...
SVN r3457 (trunk)
2012-03-20 02:20:06 +00:00
Randy Heit
2e9abe7408
- Fixed: When checking the REJECT contents one byte at a time, P_LoadReject() used rejectsize
...
instead of i as an index into rejectmatrix.
SVN r3456 (trunk)
2012-03-20 02:09:48 +00:00
Randy Heit
37a322e46b
- Fixed: Teleports that were not initiated by walking would not trigger sector actions.
...
SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
e93029a42a
- Make CheckActorFloorTexture and CheckActorCeilingTexture aware of 3D-floors.
...
SVN r3454 (trunk)
2012-03-18 02:44:46 +00:00