Rachael Alexanderson
383f3e5fd6
- change recent /0 fix to conform to UDMF specs
2020-06-25 09:30:52 -04:00
Rachael Alexanderson
f47055bca6
- amend previous commit: do the same for healing sectors, as well
2020-06-23 13:37:56 -04:00
Rachael Alexanderson
90895d154b
- when a damaging sector's damage interval is 0, instantly kill the player instead of dividing by 0
2020-06-23 13:12:25 -04:00
Christoph Oelckers
1881cb45d2
- reject all 0-special lines for activation.
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This is to ensure consistency between all callers of this function.
2020-06-02 21:38:55 +02:00
Christoph Oelckers
c48fa818ff
- use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
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This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-02 21:24:34 +02:00
Christoph Oelckers
e82565373f
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
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- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
Christoph Oelckers
5cc75af295
- changed secret message handling so that the debug output of the sector number is only printed to the console but not the centered message.
2019-11-12 23:39:05 +01:00
Christoph Oelckers
2a16fb9d28
- moved most remaining playsim code into its proper folder.
2019-07-14 13:59:16 +02:00