Commit graph

5225 commits

Author SHA1 Message Date
Christoph Oelckers
1a39ac9243 - forgot to save this before committing... 2014-12-25 19:56:38 +01:00
Christoph Oelckers
66fa33886a Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-25 18:47:16 +01:00
Christoph Oelckers
6fd70ff320 - fixed: Trying to rotate a polyobject into its actual position during loading of a savegame still inflicted damage on all touching actors - including incomplete player pawns - and also got blocked by them.
Similar code already existed for the MovePolyobj function but apparently was overlooked here.
2014-12-25 18:46:50 +01:00
Christoph Oelckers
ffa069205f - fixed: For fullbright sprites, a weapon's extra light must be ignored because it can be negative. 2014-12-25 18:30:34 +01:00
rheit
ef3d950d7f Merge pull request #209 from MajorCooke/hotfix2
- Fixed: Species was not defaulted in actor.txt.
2014-12-25 10:00:10 -06:00
MajorCooke
15cd0debc1 - Fixed: Species was not defined in actor.txt. 2014-12-25 09:23:59 -06:00
MajorCooke
f2551dceda - Corrected the species checking. 2014-12-24 17:49:58 -06:00
MajorCooke
d94be8f57b - Reverted back and set filter to "None" instead. 2014-12-24 17:15:21 -06:00
rheit
087830263f Merge pull request #206 from ChillyDoom/BotFix
- Fixed: FCajunMaster::End() was missing a bot check.
2014-12-24 15:57:50 -06:00
ChillyDoom
7d628a8c03 - Fixed: FCajunMaster::End() was missing a bot check. 2014-12-24 19:41:49 +00:00
Christoph Oelckers
23009bddb5 Merge branch 'hotfix2' of https://github.com/MajorCooke/zdoom 2014-12-24 10:46:52 +01:00
Christoph Oelckers
4384811745 Merge branch 'NetFix' of https://github.com/ChillyDoom/zdoom 2014-12-24 10:45:38 +01:00
MajorCooke
62a4945ca4 - Fixed: CAUSEPAIN didn't work with A_Explode calls featuring no damage. 2014-12-23 23:30:00 -06:00
Randy Heit
3fb9e754f1 Rename 'Pick' to 'RandomPick'
... because 'pick' is way too generic a name to spend a keyword on.
2014-12-23 21:46:27 -06:00
rheit
bfb94f13d2 Merge pull request #198 from MajorCooke/filters
- Added name filtering to all A_Damage/Kill/Remove functions.
2014-12-23 21:42:31 -06:00
rheit
39adff5e9e Merge pull request #200 from ChillyDoom/BotFixes
Bot fixes
2014-12-23 21:34:57 -06:00
Randy Heit
7a3b701eb5 Merge branch 'Edward850-chat-len-fix' 2014-12-23 21:34:23 -06:00
Randy Heit
5caadeba4c Use a null check instead of strlen in ShoveChatStr 2014-12-23 21:33:47 -06:00
Randy Heit
d3272f75e7 Merge branch 'chat-len-fix' of git://github.com/Edward850/zdoom into Edward850-chat-len-fix 2014-12-23 21:31:53 -06:00
Randy Heit
748973a67f Merge branch 'MajorCooke-custommissileptr' 2014-12-23 21:30:53 -06:00
Randy Heit
d7d022144e Call A_Face() directly from A_CustomBullletAttack 2014-12-23 21:30:24 -06:00
Randy Heit
c13f1551e6 Merge branch 'custommissileptr' of git://github.com/MajorCooke/zdoom into MajorCooke-custommissileptr 2014-12-23 21:27:05 -06:00
rheit
0bd331b34b Merge pull request #203 from Edward850/ps-disconnect
Allow players to be popped in packet-server
2014-12-23 21:19:17 -06:00
Edward Richardson
dfa6a44402 Ignore 0 length chat messages
- There is no reason to send empty messages, and they just produced
strange output anyway
2014-12-23 22:38:12 +13:00
Edward Richardson
b24f173d03 Allow players to be popped in packet-server 2014-12-23 22:20:39 +13:00
alexey.lysiuk
bf2a6dbc05 Merge branch 'z_osx_pure' into cocoa_no_sdl 2014-12-23 07:15:12 +02:00
ChillyDoom
f7405a1d24 - Changed two loops from using doomcom.numnodes back to MAXPLAYERS as nodeingame[i] is not necessarily the same as playeringame[playerfornode[i]]. 2014-12-22 20:48:27 +00:00
Braden Obrzut
d4bac5776a Merge branch 'SDL2' 2014-12-22 15:25:22 -05:00
Randy Heit
2b323d01ed Reorder pick parsing to require one parameter.
- This function is pointless without any parameters, so don't allow that.
2014-12-21 21:22:14 -06:00
ChillyDoom
aebf0e7526 - Fixed: Adding multiple bots at the same time could cause the game to crash if there were too few bots defined.
- The 'loaded_bots' variable no longer needs to be stored.
2014-12-21 19:21:51 +00:00
MajorCooke
91bfe4cceb - Added pointers for A_CustomMissile and A_CustomBulletAttack. 2014-12-21 12:29:19 -06:00
MajorCooke
2c7a3f2eba - Optimized DoDamage and DoKill.
- Do a filter and species check first to save time.
- Added DMSS/KILS/RMVF_EITHER, which means if the actor is of type or species, it counts.
- A_DamageTarget(20,"Normal",DMSS_EITHER,"DoomImp","CyberdemonSpecies")
- This affects actor DoomImp, and anything that's of species CyberdemonSpecies.
- Added a little more documentation via comments.
2014-12-21 10:38:51 -06:00
MajorCooke
5a472e815b - Added species checking.
- Added two more flags for each of the functions, EXFILTER and EXSPECIES.
- Stands for "exclude filter/species" and makes the function not take them into account.
- Cleaned up the code and placed all the checking in their own subfunctions.
2014-12-21 09:31:24 -06:00
Christoph Oelckers
58a3b86813 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-21 13:49:23 +01:00
alexey.lysiuk
18c7709007 Cleanup video part of native OS X backend, phase 4 2014-12-21 12:35:43 +02:00
MajorCooke
c168761eda - Couple additional fixes:
- The wiki said the minimum distance to teleport defaults to 0, actor.txt on the other hand said otherwise. I was wondering why it was still broken somewhat...
- Prevent stickiness from happening, a.k.a. getting stuck in ceiling or floor and letting the engine unstick the actor. This caused velocity loss.
2014-12-20 22:51:43 -06:00
Randy Heit
549ba3d817 Merge branch 'master' of github.com:rheit/zdoom 2014-12-20 19:20:19 -06:00
MajorCooke
e5a41a1358 - Added name filtering to all A_Damage/Kill/Remove functions.
- A_DamageChildren(20,"Normal",0,"DoomImp") for example will only target actors of DoomImp specifically.
2014-12-20 16:57:00 -06:00
Blue-Shadow
9446edc068 Fixed a case of an undeclared variable with A_Saw. 2014-12-21 01:10:54 +03:00
alexey.lysiuk
ebc0916bc6 Cleanup video part of native OS X backend, phase 3 2014-12-20 17:20:45 +02:00
Christoph Oelckers
2a53ebb6b9 - fixed state checking in A_Teleport. 2014-12-20 14:48:22 +01:00
alexey.lysiuk
797cf624df Cleanup video part of native OS X backend, phase 2 2014-12-20 15:03:36 +02:00
alexey.lysiuk
41c949f8ac Cleanup video part of native OS X backend, phase 1 2014-12-20 13:18:47 +02:00
Christoph Oelckers
48b65f3c76 Merge branch 'osx_x360_gamepad' of https://github.com/alexey-lysiuk/gzdoom 2014-12-20 11:43:36 +01:00
Christoph Oelckers
3ecc5d494f Merge branch 'hitbounce' of https://github.com/MajorCooke/zdoom 2014-12-20 11:38:47 +01:00
Christoph Oelckers
5f8d140424 Merge branch 'menu-updates' of https://github.com/Edward850/zdoom 2014-12-20 11:38:22 +01:00
Christoph Oelckers
a19f0219c5 Merge branch 'master' of https://github.com/Blue-Shadow/zdoom 2014-12-20 11:36:10 +01:00
alexey.lysiuk
08cd03dbb7 Fixed hanging on startup in native OS X backend when Xbox 360 gamepad is connected
Apple's HID Utilities has a issue with device elements enumeration while using unofficial drivers from here:
http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver
2014-12-20 11:49:19 +02:00
MajorCooke
31ad642843 - HITTARGET, HITMASTER and HITTRACER now apply to actors that bounce off of other actors. 2014-12-19 13:43:24 -06:00
MajorCooke
86b0065c0b - Added a multitude of flags for A_Teleport.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
2014-12-19 12:37:02 -06:00