Commit graph

250 commits

Author SHA1 Message Date
Christoph Oelckers
0980b53881 - fixed: MBF21's BOSS flag implies NORADIUSDMG. 2023-09-13 20:48:57 +02:00
Christoph Oelckers
f72da434a8 - fixed: For Dehacked, A_CPosAttack needs to use a hard coded attack sound.
This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
2023-09-13 17:50:47 +02:00
Major Cooke
44623daafe Fixed wrong pointer being used in PlayerFinishLevel, causing wrong inventory items to be destroyed. 2023-08-28 19:33:46 +02:00
Ricardo Luís Vaz Silva
bcbb85b1dd Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D 2023-08-02 01:05:24 -04:00
Boondorl
5a74e79b92 Added bounce virtual 2023-08-02 00:42:06 -04:00
Boondorl
fe1acc7f40 Localized fix to its own field 2023-08-02 00:41:39 -04:00
Boondorl
239a288a9a Exported reflection functionality
Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
2023-08-02 00:40:01 -04:00
inkoalawetrust
150e893c67 Added ShadowAimFactor and ShadowPenaltyFactor.
These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
2023-08-02 00:39:35 -04:00
inkoalawetrust
a7f76fe8b9 Added damage property to earthquakes.
When this property is set to any value above 0. The earthquake does the exact amount of damage specified, instead of a random amount.
2023-08-02 00:38:24 -04:00
inkoalawetrust
a38b151940 Added damage and thrust multipliers to quakes.
These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
2023-08-02 00:38:24 -04:00
inkoalawetrust
194f73a94b Added (XF/RADF)_CIRCULAR.
This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
2023-08-02 00:37:58 -04:00
inkoalawetrust
ca1f3ac580 Added (XF/RADF)_NOALLIES.
This flag allows explosions to not harm any actors that are friendly to its' source.
2023-08-02 00:37:58 -04:00
inkoalawetrust
6489b05db9 Added (XF/RADF)_THRUSTLESS.
This flag allows for explosions that do not thrust any of the actors caught in the blast.
2023-08-02 00:37:58 -04:00
Ricardo Luís Vaz Silva
99850ea216 fix the ammocount parameter in Weapon.CheckAmmo 2023-07-09 10:47:39 +02:00
Ricardo Luís Vaz Silva
1589afb46e Add Voodoo Zombie Compatflag 2023-05-14 08:14:47 +02:00
Blue Shadow
40cb7f14d0 - added MaxEffectTics field to Powerup 2023-04-12 16:25:15 +02:00
Major Cooke
aed72f58f3 Converted A_Quake(Ex) intensity parameters from ints to doubles. 2023-01-14 11:30:00 -05:00
Boondorl
3dce874621 Exported bounce functions 2023-01-12 17:44:28 +01:00
nashmuhandes
2fa2533982 - enable DM support for sv_noplayerclip
- fixed voodoo dolls with sv_noplayerclip
- fixed autoaim working incorrectly with sv_noplayerclip
2023-01-08 22:55:10 +08:00
nashmuhandes
3d6cc47dc1 Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop) 2023-01-08 19:10:49 +08:00
Boondorl
0d23816179 Added FlyBob Multiplier for Player 2023-01-02 08:14:24 +01:00
Boondorl
73159dac3e Added WaterClimbSpeed Property to Players 2023-01-02 08:13:13 +01:00
Marisa the Magician
6f8901ea87 Rename ValidLock to IsLockDefined (more descriptive). 2022-12-23 22:48:01 +01:00
Marisa the Magician
b85add01c7 Additional lock-related ZScript functions.
* Key.ValidLock: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
* Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
* Key.GetMapColorForKey: likewise, but for a specific key.
2022-12-23 17:47:31 +01:00
Boondorl
0d4d5587b5 Added FOV Interpolation 2022-12-18 08:23:19 +01:00
Rachael Alexanderson
b08295e7e1 - fix spacing 2022-12-16 20:40:05 -05:00
CandiceJoy
0fdb740ac7
Added toggle control for weapon bob while flying 2022-12-16 17:12:03 -06:00
Ricardo Luís Vaz Silva
de65d1b96f Misc Fixes for BobWeapon3D
- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
2022-12-12 15:23:12 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7 add BobWeapon3D 2022-12-09 21:49:38 +01:00
Boondorl
b1cb044a15 Fixed IsActorPlayingSound's default argument
Now properly passes the invalid sound id.
2022-12-06 12:16:29 +01:00
Boondorl
ef456a4901 Added PitchTo Function 2022-11-18 07:41:04 +01:00
UnizoneDev
a21d0c70e4 Mark the PushSound property as meta 2022-11-13 07:38:07 +01:00
UnizoneDev
9af664d117 Add PushSound property and Slide state
First Commit, hip hip hooray!
2022-11-13 07:38:07 +01:00
Christoph Oelckers
72aa6fe3b8 - did some cleanup on p_mobj.cpp
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
2022-11-05 12:00:43 +01:00
Christoph Oelckers
d4df121053 - added target check to A_MaulerTorpedoWave. 2022-11-05 10:22:19 +01:00
Christoph Oelckers
435e7dddcd - fixed: P_SpawnMapThing may not call playsim code.
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
2022-11-05 09:43:06 +01:00
Ricardo Luís Vaz Silva
7d81417829 Particle Rolling 2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c Add Textured Particles 2022-11-01 21:25:31 +01:00
Ed the Bat
9bbf65df36 Add GFF_NOEXTCHANGE to Phasing Zorcher flash
The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not.
2022-11-01 16:46:19 +01:00
Shiny Metagross
f7c3615d3b IQM Refactor Milestone
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
28444d4cfd Bone manipulation start
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
nashmuhandes
80a31b074d Disable coronas for now 2022-10-19 22:52:27 +02:00
Shiny Metagross
5670e6f54c Some of the to-dos
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Christoph Oelckers
1b762474f0 - added missing obituary for Strife's turret. 2022-09-28 07:56:19 +02:00
nashmuhandes
7ce364bf0f Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch 2022-09-15 20:41:16 -04:00
Rachael Alexanderson
ca6a2152b9 - add freezetics actor property 2022-09-03 17:58:16 -04:00
Rachael Alexanderson
8468f712e0 - fix arti teleport and arti teleother not respecting useplayerstartz mapflag 2022-08-26 04:11:29 -04:00
nashmuhandes
50d16c75d9 Add corona actor 2022-08-11 20:38:24 +08:00
Shiny Metagross
9ab6557822 A_ChangeModel now has generatorIndex
- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross
69ee1eb0a2 Surfaceskin modification
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00