Commit graph

64 commits

Author SHA1 Message Date
Christoph Oelckers
8fc9f1e5ef - avoid double linking to and unlinking from the world for actors.
Some people apparently have to toy around with the engine's innards without fully understanding them. :(
When properly used the saveguards should never be triggered.
2020-09-26 19:09:00 +02:00
Cacodemon345
e74b9f1955
Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
2020-09-15 15:38:51 +02:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
Alexander Kromm
928c738e19 make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers
cf51508ce6 - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
Christoph Oelckers
580e463498 - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
Christoph Oelckers
3e285d2261 - moved renderstyle and colortables code to 'common'. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
ace3e29473 - removed the implicit conversion operators from FName.
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
Major Cooke
39a9a48ad6 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-09 19:07:52 +01:00
Major Cooke
0b0984b88e Added STOPRAILS actor flag.
- An actor with this flag will prevent railgun shots from penetrating further.
2019-12-30 08:37:08 +01:00
Christoph Oelckers
ae57bc71d4 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
2019-08-18 13:48:52 +02:00
Christoph Oelckers
cf74118d53 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 09:00:29 +02:00
Christoph Oelckers
2a16fb9d28 - moved most remaining playsim code into its proper folder. 2019-07-14 13:59:16 +02:00
Renamed from src/actor.h (Browse further)