Commit graph

1350 commits

Author SHA1 Message Date
MajorCooke
630dc8c8cd Fixed execution prevention. 2016-06-19 22:18:43 -05:00
MajorCooke
dd410876cf Added A_ClearOverlays(int start, int stop, bool safety).
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.

Added no override boolean to A_Overlay and a boolean return type.

- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Christoph Oelckers
b7d13c0711 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-17 16:18:24 +02:00
Christoph Oelckers
7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
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
9eb18a9e45 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-11 17:15:55 +02:00
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
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
Leonard2
afa708c138 Allow psprite layers to be manipulated directly from the player's own body 2016-06-03 19:18:58 +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
Christoph Oelckers
9cf1d96698 - added identification for delaweare.wad to the list of supported IWADs. 2016-06-02 12:04:35 +02:00
Christoph Oelckers
18ebe92cfc Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/g_level.cpp
2016-06-01 11:45:57 +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
Roadcrosser
334962da2c Corrected death message not being gender neutral. 2016-05-29 12:38:36 +02:00
Leonard2
2f5ae3b51e Changed the default layer indices and renamed them
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c Added A_OverlayFlags
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
a0dc4ae738 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-24 13:53:52 +02:00
MajorCooke
1b1195df6a - Added limit parameter to A_RadiusGive.
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
Leonard2
8c205ebac3 Added A_OverlayOffset
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b Added A_Overlay 2016-05-20 17:04:45 +02:00
Christoph Oelckers
ea62d4c2d1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-18 21:47:42 +02:00
Christoph Oelckers
f22adcc398 - be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors. 2016-05-18 21:06:07 +02:00
Christoph Oelckers
ae3f50d1b2 - set a compatibility option to build the stairs in Eternal Doom MAP03 correctly. 2016-05-18 13:11:31 +02:00
MajorCooke
cd3a3d4472 Not like this makes a difference. 2016-05-18 11:19:24 +02:00
MajorCooke
115dbd0b58 - Added A_WeaponOffset(x = 0, y = 32, flags).
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
Christoph Oelckers
03b31796cc Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-13 10:09:24 +02:00
MajorCooke
2ba26693d1 - Added 3D Floor + Portal awareness, along with flags to turn off detection of both features. 2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d Added GetZAt DECORATE function.
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z  at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
MajorCooke
39f64383cb Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap. 2016-05-11 19:41:33 +02:00
MajorCooke
952219a018 Added RTF_THRUSTZ for A_RadiusThrust.
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
3334b28a02 - don't let the light go completely black with software-emulated lighting. 2016-05-04 14:30:10 +02:00
Christoph Oelckers
9f91fa8f43 - make the warp2 shader's formula match the software renderer's.
This fixes some jerkiness with vertical scrollers due to a bad sine period and makes the overall appearance of the effect what it was originally supposed to be. The old warp2 shader was not created by replicating the formula but by trial and error until it looked close enough.

A version of the old warp2 shader with a fixed sine period is still available as a custom hardware shader.
2016-05-04 13:47:40 +02:00
alexey.lysiuk
f9022f3054 Fixed compilation of gamma correction shader with particular OpenGL setup 2016-05-02 16:13:54 +03:00
alexey.lysiuk
333560086d Calculate color values for gamma correction directly in shader
Gamma table texture is no longer needed
2016-05-02 11:24:42 +03:00
alexey.lysiuk
44b019413c Implemented gamma correction in OS X native backend using shader effect 2016-05-02 10:04:09 +03:00
MajorCooke
0bf7c3e362 - Removed FlatAngle. This will come back hopefully in another commit sometime in the future. 2016-05-01 17:19:39 -05:00
MajorCooke
f41dcc75d1 FlatAngle can now be defined directly via properties. 2016-05-01 16:33:00 -05:00
MajorCooke
a8248433e9 - Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
Christopher Bruns
c4590a2615 Fix locale string for "sprite billboard faces camera" menu option. 2016-04-30 18:15:28 -04:00
Christopher Bruns
ed6cf6cf1e Add menu option for new "sprites face camera" mode.
# Conflicts:
#	wadsrc/static/menudef.z
2016-04-30 18:15:28 -04:00
Christoph Oelckers
70bf649364 - added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly. 2016-04-29 12:26:57 +02:00
Christoph Oelckers
dc772a9f34 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-29 11:48:46 +02:00
Christoph Oelckers
4a72c7d2f1 - fixed: Decals may not be serialized before thinkers.
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
Christoph Oelckers
21283b18f4 - preparations for using clip planes on line portals. 2016-04-29 01:48:06 +02:00
Christoph Oelckers
60a78a0d9b Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-28 17:35:52 +02:00
MajorCooke
6f11a65893 - Converted rollIntensity from int to double.
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
Christoph Oelckers
15480feb96 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-27 13:47:56 +02:00
MajorCooke
c972caa9f3 - Added rollIntensity and rollWave to A_QuakeEx.
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
Christoph Oelckers
f5afa30ee6 - added GetAngle(bool relative, int target) DECORATE function. 2016-04-27 11:52:52 +02:00
Christoph Oelckers
61b165ccc4 - fixed the camera height setting for the camera actors.
The scripting branch changed camera semantics to default to an actor's center - which for monsters and decorations makes sense - but not for simple mapspots that get used as camera. For those the CameraHeight must be explicitly set to 0.
2016-04-27 11:38:54 +02:00
Christoph Oelckers
86f38475b0 - shaders for last commit. 2016-04-27 02:10:42 +02:00
Christoph Oelckers
09f54b0940 - cleaned up the clip plane management for portals.
Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
f066457a48 - add shader patching to allow running the engine with GLSL 1.2.
- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
fc38728309 - made some changes to the shaders to allow downpatching them to GLSL 1.2:
* disable the dynamic light code if no buffers are available
 * added a duplicate of the getTexel function which cannot be patched without creating syntax problems.
 * fixe int<->float conversion warning, which on some compilers may be an error.
2016-04-26 11:31:27 +02:00
Christoph Oelckers
172290224b - make modes 2 and 3 of Teleport_NoFog compatible with Eternity by defaulting to mode 1 when no line is available. 2016-04-25 01:01:28 +02:00
Christoph Oelckers
2914cdc939 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/r_defs.h
2016-04-24 12:19:07 +02:00
Randy Heit
593f6c29ad Use 2 decimal places for volume sliders, since they move in 0.05 increments 2016-04-23 22:38:55 -05:00
Christoph Oelckers
f420ccd287 - made Teleport_NoFog compatible with Hexen and Eternity.
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
 * Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
 * Mode 1 remains unchanged.
 * Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
 * Mode 3 implements the correct angle adjustment that Boom originally intended.

 (Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
2016-04-23 21:32:40 +02:00
Christoph Oelckers
20d3a72307 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-22 09:15:37 +02:00
Christoph Oelckers
ed070cfe06 - updated xlat/eternity.txt. 2016-04-21 13:01:57 +02:00
Randy Heit
074bce643a Fixed: A_SetAngle had accidentally had the "action" specifier removed 2016-04-20 20:03:05 -05:00
Christoph Oelckers
082042818b - refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
b0a0fb5ff0 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-20 05:23:14 +02:00
Randy Heit
60966f472f Revert "Revert "Remove "action" from Actor functions that don't actually need it""
- This reverts commit 06216d733e.
- I don't know what I was thinking. Since stateowner is always available
  to the wrapper function, and this code is only generated for the wrapper
  function, it's a nonissue. The state is already located before calling
  any function that uses it.
2016-04-19 21:09:15 -05:00
Randy Heit
06216d733e Revert "Remove "action" from Actor functions that don't actually need it"
- This reverts commit 39df62b20e.
- Anything that needs to lookup a state also needs stateowner. See
  FxMultiNameState::Emit(). I will need to be more selective when
  de-actionifying functions.
2016-04-19 20:56:43 -05:00
Randy Heit
5d3e413d42 Make A_Stop an action function again
- A_Stop takes no parameters, so it should be an action function to avoid
  creating the wrapper when called.
2016-04-19 20:46:30 -05:00
Randy Heit
39df62b20e Remove "action" from Actor functions that don't actually need it
- An actor function really only needs to be an action function if:
  1. It can be called with no parameters specified, either because it takes
     none or because all its parameters are optional. This lets SetState()
     call it directly without creating a wrapper function for it.
  2. It wants access to the callingstate or stateowner parameters. Most
     functions don't care about them, so passing them is superfluous.
2016-04-19 20:28:49 -05:00
Christoph Oelckers
d667f8f23f - some British English. 2016-04-19 09:58:08 +02:00
Randy Heit
c795f29cc4 Reduce calling overhead for A_SetUser* functions by making them non-action functions 2016-04-18 23:18:34 -05:00
Christoph Oelckers
30a530b178 - fixed: TAG_BLASTERP was on the wrong actor. 2016-04-19 02:06:36 +02:00
Christoph Oelckers
8b35c08aa0 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-19 01:02:30 +02:00
Christoph Oelckers
e48c4d3e44 - added tag strings for Heretic's powered weapon versions. 2016-04-19 01:00:09 +02:00
Christoph Oelckers
bac3f1ee9b - removed redundant quote. 2016-04-13 21:10:42 +02:00
nashmuhandes
ee3712ffeb Exported all OpenGL menu options into the LANGUAGE lump. 2016-04-13 19:34:57 +02:00
Christopher Bruns
c6fa01dfbf Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00
Christoph Oelckers
7486e24cd9 Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt 2016-04-04 12:07:57 +02:00
Christoph Oelckers
fd27c8db9e Merge branch 'master' into floatcvt
# Conflicts:
#	src/dobjtype.cpp
#	src/dobjtype.h
#	src/version.h
2016-04-04 01:21:24 +02:00
Randy Heit
0cc2705b99 Added A_LogFloat 2016-04-03 16:12:35 -05:00
Christoph Oelckers
251172c7f0 Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/r_data/r_interpolate.cpp
2016-03-30 18:24:22 +02:00
Christoph Oelckers
0eb35d6c6e Merge branch 'master' into floatcvt
# 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
Christoph Oelckers
609defe078 Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/r_defs.h
2016-03-24 12:48:05 +01:00
Christoph Oelckers
70d87f94f2 Merge branch 'master' into floatcvt
# 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.
- 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:
* 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
f60eac8dc0 - floatified FMapThing, dropoffz and GetBobOffset 2016-03-23 12:21:52 +01:00
Christoph Oelckers
eee5143b26 Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/r_defs.h
2016-03-22 22:12:51 +01:00
Christoph Oelckers
af427b80bd - did some cleanup and consolidation on damage factor code while converting it all to floating point.
- made armor properties floating point.
2016-03-22 16:35:41 +01:00
Christoph Oelckers
19b85f806e Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/actor.h
2016-03-22 12:44:40 +01:00
Christoph Oelckers
cf79e1cb6d - fixed some leftover fixed point remnants in g_hexen.
- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00
Christoph Oelckers
48afdd7dcb Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/CMakeLists.txt
#	src/actor.h
2016-03-21 01:34:39 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- 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
f4f489b33d Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-14 22:02:58 +01:00
Christoph Oelckers
51ab60178a - added portal overlays to automap. 2016-03-13 12:33:58 +01:00
j-palomo
0269aeea80 Fixed: MNU_COLORPICKER defined twice in language.eng 2016-03-13 02:56:20 +01:00
Christoph Oelckers
f0192a2349 Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-12 16:55:59 +01:00
alexey.lysiuk
c7c2beee2c Fixed A_Blast parameter type and default values
Default values for strength and speed parameter are fixed type, not integers
Also strength parameter needs to have floating point type
2016-03-12 13:11:46 +02:00
Christoph Oelckers
346fae82c7 - fixed beta Lost Soul's states. 2016-03-12 10:54:14 +01:00
Christoph Oelckers
03e3410d7f Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-08 21:29:45 +01:00
Christoph Oelckers
7c47e6ddb2 - how about updating the reference first before adding this stuff... Overlooked those two because my Eternity repo was not fully up to date. 2016-03-08 16:05:53 +01:00
Christoph Oelckers
6787dfeafb - updated xlat/eternity.txt 2016-03-08 16:01:26 +01:00
Christoph Oelckers
c2e7123a36 Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-08 13:12:03 +01:00
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
5c1ec2c0bf - added some more British English text variants. 2016-03-04 01:46:37 +01:00
Christoph Oelckers
ec4b3da93d - added some more British English text variants. 2016-03-04 01:39:55 +01:00
Christoph Oelckers
0bcbacea53 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/posix/sdl/hardware.cpp
2016-03-04 01:21:59 +01:00
Michael Labbe
a28c8091fc UI support for 21:9
- Can specify aspect ratio 21:9 in video menu
 - menu_screenratios cvar can now force 21:9
2016-03-03 17:31:12 -06:00
Christoph Oelckers
d8c009bb41 - fixed: A_Blast read the blast radius as an int, but used it as fixed_t. Also changed the definition of this parameter to float. 2016-03-03 10:23:04 +01:00
MaxED
81a5273b58 Added "Miscellaneous Options" -> "Save/Load confirmation" option (defaults to true). When disabled, confirmation dialog won't be shown when performing quicksave/quickload. 2016-03-03 09:59:26 +01:00
MajorCooke
59ad6206de Added CBF_NOACTORS to A_CheckBlock.
- Self explanatory, doesn't count actors as blocking them.
2016-03-02 20:35:54 -06:00
MajorCooke
fb3769a730 Added offsetforward to A_CheckLOF.
- offsetforward is to A_SpawnItemEx's x offset property, just like offsetwidth is to y offset.
2016-03-03 02:58:43 +01:00
Christoph Oelckers
6f28735b45 Merge branch 'zmaster' 2016-03-03 02:53:07 +01:00
Christoph Oelckers
a96d6ab072 Merge remote-tracking branch 'remotes/zdoom/master'
# Conflicts:
#	src/g_level.cpp
#	src/p_3dfloors.cpp
#	src/p_lnspec.cpp
#	src/p_saveg.cpp
#	src/p_spec.cpp
#	src/r_bsp.cpp
#	src/r_data/r_interpolate.cpp
#	src/r_data/r_translate.cpp
#	src/r_data/sprites.cpp
#	src/r_defs.h
#	src/r_sky.h
#	src/stats.h
#	src/textures/texturemanager.cpp
#	src/textures/textures.h
#	src/version.h
#	src/win32/fb_d3d9.cpp
#	src/win32/hardware.cpp
#	src/win32/i_system.cpp
#	wadsrc/static/actors/doom/doomarmor.txt
#	wadsrc/static/compatibility.txt
#	wadsrc/static/language.enu
#	wadsrc/static/mapinfo/common.txt
#	wadsrc/static/menudef.txt
#	wadsrc/static/xlat/eternity.txt
2016-03-01 18:50:45 +01:00
Randy Heit
c160121f45 Add float casts to DECORATE for the sake of completeness 2016-03-01 11:36:15 -06:00
Christoph Oelckers
e3c06e3df7 Merge commit '165d26baa1569685651baf4575e12e73c8cbfd2e'
# Conflicts:
#	bzip2/bzip2.vcproj
#	game-music-emu/game-music-emu.vcproj
#	gdtoa/gdtoa.vcproj
#	jpeg-6b/jpeg-6b.vcproj
#	src/p_spec.cpp
#	src/r_defs.h
#	tools/fixrtext/fixrtext.vcproj
#	tools/lemon/lemon.vcproj
#	tools/updaterevision/updaterevision.vcproj
#	tools/zipdir/zipdir.vcproj
#	wadsrc/static/xlat/eternity.txt
#	wadsrc/wadsrc.vcproj
#	zlib/zlib.vcproj
2016-03-01 17:23:35 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
6bcaa51968 - updates eternity.xlat. 2016-02-29 21:40:37 +01:00
Christoph Oelckers
bb4bd76257 Merge branch 'zmaster' 2016-02-26 11:54:08 +01:00
Randy Heit
7f57f68ce1 Added GetSpawnHealth() and GetGibHealth() for DECORATE 2016-02-25 10:08:08 -06:00
Christoph Oelckers
205bbac411 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-25 13:01:51 +01:00
Christoph Oelckers
0f871a1d21 - fixed some language issues with the menu. 2016-02-25 09:27:30 +01:00
Christoph Oelckers
954f03e531 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/actor.h
2016-02-25 01:40:36 +01:00
Christoph Oelckers
5b99691fd4 - updated xlat/eternity.txt 2016-02-25 01:09:01 +01:00
Christoph Oelckers
43ae0155bd Merge branch 'menudef_fix' of https://github.com/Blue-Shadow/zdoom 2016-02-24 14:12:25 +01:00
Blue-Shadow
81cca69303 Fixed "Detailed save messages" option's value
The value for that option was displayed as "Unknown", instead of "On" or
"Off".
2016-02-24 14:52:29 +03:00
Christoph Oelckers
8362a4516f Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-24 11:26:35 +01:00
Christoph Oelckers
8e2a629e5a - missed a semicolon, 2016-02-24 11:19:58 +01:00
Christoph Oelckers
51da78ba29 - added a compatibility option to allow multiple exits to be triggered.
This is required by Daedalus's travel tubes which contain a faulty script with some leftover debug code.
2016-02-24 10:35:29 +01:00
Randy Heit
1ffb7ad109 Add min and max to DECORATE 2016-02-23 16:26:00 -06:00
Christoph Oelckers
fe9a12173c Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-22 12:06:34 +01:00
Christoph Oelckers
8f53632317 - externalized the GZDoom-exclusive strings in Menudefs.enu 2016-02-21 11:37:31 +01:00
alexey.lysiuk
939823a141 Restored layout of Video Options menu
Screen size option was missed during the last merge
2016-02-21 10:19:15 +02:00
Randy Heit
e7b9e7e955 Rename A_Int/A_Bool/A_State to int/bool/state
- This is an effort to emphasize that these are just type casts. Now they
  look like function-style casts with no action function styling.
  They do no magic joojoo at all. The only reason they exist is because
  the DECORATE parser can only parse return statements that call a
  function, so these satisfy that requirement. i.e. *return int(666);* is
  identical to *return 666;* (if the parser could handle the latter).
2016-02-20 22:05:17 -06:00
Christoph Oelckers
dfd7e08307 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/menudef.txt
2016-02-21 01:55:15 +01:00
John Palomo Jr
92697659be Expose SafeCommand confirmation string to language. 2016-02-20 20:04:30 +01:00
John Palomo Jr
c557c463e4 Converted all of the strings in menudef into language strings. 2016-02-20 20:04:29 +01:00
Christoph Oelckers
6e6ddfbc25 Merge remote-tracking branch 'remotes/zdoom/master' 2016-02-19 16:14:52 +01:00
Randy Heit
a31bd78abe Fix definitions of A_State/A_Int/A_Bool
- These aren't action functions, so PARAM_ACTION_PROLOGUE is
  inappropriate.
2016-02-19 00:29:19 -06:00
Randy Heit
eace79ccad Add some functions for use with DECORATE return
- Since DECORATE's return statement can only return the results of
  function calls (I do not want to spend the time necessary to make it
  return arbitrary expressions), here are three functions to get around
  this limitation:
  * A_State - Returns the state passed to it. You can simulate A_Jump
    functions with this.
  * A_Int - Returns the int passed to it.
  * A_Bool - Returns the bool passed to it.
- e.g. If you want to return the number 3, you use this:

    return A_Int(3);

  If you want to jump to a different state, you use this:

    return A_State("SomeState");
2016-02-18 22:15:03 -06:00
Randy Heit
fbbaae781b Merge remote-tracking branch 'origin/master' 2016-02-18 22:05:40 -06:00
Randy Heit
b2ccd0bd28 Use action function return value to make state jumps happen
- The A_Jump family of action functions now return the state to jump
  to (NULL if no jump is to be taken) instead of jumping directly.
  It is the caller's responsibility to handle the jump. This will
  make it possible to use their results in if statements and
  do something other than jump.
- DECORATE return statements can now return the result of a function
  (but not any random expression--it must be a function call). To
  make a jump happen from inside a multi-action block, you must
  return the value of an A_Jump function. e.g.:
    { return A_Jump(128, "SomeState"); }
- The VMFunction class now contains its prototype instead of storing
  it at a higher level in PFunction. This is so that
  FState::CallAction can easily tell if a function returns a state.
- Removed the FxTailable class because with explicit return
  statements, it's not useful anymore.
2016-02-18 20:39:40 -06:00
Edoardo Prezioso
f650bbfe15 - Revert unneeded change to the frame letter. 2016-02-18 00:17:07 +01:00
Edoardo Prezioso
db6f534df5 - Fixed wrong Pain Elemental missile sequence. 2016-02-17 21:53:23 +01:00
Edoardo Prezioso
4ccbc65f7b - Fixed mismatching Mancubus missile sequence. 2016-02-17 21:44:33 +01:00
Gaerzi
ec88a30a00 fix duration according to vanilla 2016-02-17 16:08:40 +01:00