Commit graph

619 commits

Author SHA1 Message Date
ChillyDoom
a613da43dd - Bot movement is now calculated locally. 2014-11-08 17:38:09 +00:00
MajorCooke
2e085b2318 - Added ALLOWPAIN flag.
Monsters with this flag can enter pain states, regardless of
invulnerability or damage absorption.
- Fixed: god2 cheat wasn't being considered for drowning and thrusting.
2014-11-01 00:00:29 -05:00
Christoph Oelckers
0ff65bb430 - fixed: AActor::Massacre must return true only when it actually kills a monster. 2014-10-31 21:08:13 +01:00
Christoph Oelckers
0124d41931 Merge branch 'Bloodtype' of https://github.com/Edward850/zdoom 2014-10-25 15:07:06 +02:00
Christoph Oelckers
d4c50b1662 - fixed: AActor::IsTeammate must consider monsters friendly to a specific player as members of the same team as the owning player. Such monsters cannot be made members of a designated team, though, because their association needs to change if the player changes teams. 2014-10-25 14:59:30 +02:00
Edward Richardson
9435cdc5c9 Fixed NULL refrence in P_SpawnBlood 2014-10-26 01:09:19 +13:00
Christoph Oelckers
ad2e16576c - fixed_ P_ExplodeMissile skipped most of its logic when the missile got destroyed by having no death state.
Apparently a band-aid fix was applied to this function because AActor::Destroy could not be called on an already destroyed actor again which could happen here due to incorrect ordering of actions.
Moving the state change to a later point in this function - after hitting a sky has been checked and decals have been spawned - returns everything to a safe state and ensures that nothing gets skipped.
2014-10-25 13:10:38 +02:00
ChillyDoom
db323643f8 - Renamed FBot to DBot and made it inherit from DThinker.
- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
2014-10-14 19:57:11 +01:00
ChillyDoom
83d84eaae9 - Moved bot related variables from player_t into a new FBot class. 2014-10-13 18:40:25 +01:00
Christoph Oelckers
952d03da7c Merge branch 'multi' of https://github.com/Edward850/zdoom 2014-10-13 10:37:51 +02:00
ChillyDoom
5de6b535ae - Removed unnecessary 'id' variable from AActor.
- Removed unused 'backpack' variable from player_t.
- Removed duplicate code from b_move.cpp.
- General cleanup.
2014-10-13 08:45:36 +01:00
Edward Richardson
3e4446e46b Moved prediction lerp reset to cover all cases. 2014-10-13 16:49:53 +13:00
Christoph Oelckers
864adde92e - typo for savegame versioning of AActor::weaponspecial: it was introduced in savegame version 4512, not 4511. 2014-09-16 08:42:27 +02:00
Christoph Oelckers
ee6e87d94b - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
Christoph Oelckers
6d4eb7f62d - changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned. 2014-07-27 10:07:37 +02:00
Edward Richardson
e1130b860e Serialize FriendPlayer 2014-07-13 14:44:22 +12:00
Christoph Oelckers
388f09f786 - fixed: In Heretic corpses do not get crunched to gibs, they just get their size reduced to 0. Handled by a new gameinfo flag. This also gets set for Chex quest which has the gib sprite replaced by something different. Using a Crush state will override this global flag. 2014-05-14 12:54:03 +02:00
Christoph Oelckers
63a0e01c6a Merge branch 'interpview_optin' 2014-05-08 09:17:00 +02:00
Christoph Oelckers
67ebbe3ed4 made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic. 2014-05-08 09:15:56 +02:00
Christoph Oelckers
890e9ecddd - typo in resurrection code. 2014-05-07 17:18:44 +02:00
Christoph Oelckers
93aa1ea2c4 fixed some issues with reviving monsters
- fixed: Thing_Raise didn't properly set the spawn health.
- fixed: Thing_Raise did not the CanRaise state flag.
- fixed: Reviving a monster must also reset the damage type.
- fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing.
- consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
2014-05-05 11:24:20 +02:00
Christoph Oelckers
7cb828d763 Merge branch 'slowstate' of https://github.com/Gaerzi/zdoom 2014-04-18 09:46:23 +02:00
Gaerzi
83182b703d Added slow monsters, the inverse of fast monsters
This is a skill setting only, no "always slow" or "never slow" actor
flags, and no DM flags.
2014-04-15 21:01:49 +02:00
Gaerzi
e5578934ad Init new non-0 fields for non-UDMF maps. 2014-04-15 17:16:33 +02:00
Gaerzi
4cac599b88 Less flags, more generic properties 2014-04-11 00:58:59 +02:00
Gaerzi
580094a792 More editing flags
PSX-inspired flags to change the render styles of monsters (and other
things).
2014-04-10 12:32:23 +02:00
Randy Heit
940794929c Remove more VC++ warnings 2014-04-03 17:51:15 -05:00
Edward Richardson
016cc7ba96 Missed space in flags7 line. 2014-03-31 23:57:43 +13:00
Edward Richardson
79f6e77e2b Remove garbage characters from info CCMD 2014-03-31 23:51:18 +13:00
Christoph Oelckers
f44dc926e6 - fixed uniqueTid logic - patch by Edward-San. 2014-03-09 10:02:07 +01:00
Edward Richardson
0db82f02cf P_HitWater ignore extra floors below real floor
P_HitWater incorrectly assumed extra floors were always above the real
floor.
2014-02-12 20:30:37 +13:00
Braden Obrzut
efa9e0c3ee Merge branch 'maint' 2014-01-18 18:10:48 -05:00
Braden Obrzut
27f6b3c9f3 Merge branch 'maint' of github.com:rheit/zdoom into maint 2014-01-18 16:23:06 -05:00
Braden Obrzut
e5d7077d74 - Fixed: Shareware games couldn't bother with the actor has no frames errors since we don't load mods.
- Fixed: Heretic shareware used a different border for the statusbar.
2014-01-18 15:09:12 -05:00
Christoph Oelckers
af3e619232 Merge branch 'uniquetid_overflow_fix' of https://github.com/edward-san/zdoom 2014-01-16 11:38:53 +01:00
Edoardo Prezioso
2501dc6df6 Fixed signed overflow issue, which caused a non-intended aggressive optimization by GCC 4.8. Also, negative values of the 'limit' parameter in both ACS UniqueTID() and in 'utid' CCMD are ignored and replaced by 0. 2014-01-13 01:48:31 +01:00
Edward Richardson
662bc7a3ac cl_bloodtype could break playsim sync
Corrected entries were blood would spawn inconsistently because of
cl_bloodtype. Blood now always spawns but is marked invisible according
to cl_bloodtype.
2013-12-01 22:06:48 +13:00
Randy Heit
1f723c10ae Add CF_INTERPVIEW for players.
- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
  similar ACS APROPs set this when changing an angle. This forces the
  renderer to interpolate the view angles instead of updating with the
  latest mouse positions. The effect lasts one tick.
2013-10-09 21:50:24 -05:00
Randy Heit
e021fba5e1 Improve NoDelay reliability.
- Instead of tying NoDelay behavior to OF_JustSpawned, use a new actor
  flag, MF7_HANDLENODELAY. This only gets cleared once it has actually
  been checked by Tick(). This is necessary because freeze mode delays the
  initial run of Tick() past the initial spawn, so OF_JustSpawned will no
  longer be set when it does the initial tick.
- Delay NoDelay processing if an actor is spawned dormant. Actors spawned
  dormant have Deactivate() called before they tick, so MF7_HANDLENODELAY
  will remain set as long as an actor is dormant. This allows the NoDelay
  handling to occur as expected once it is activated.
2013-09-17 20:44:13 -05:00
Christoph Oelckers
251cdacf26 Merge branch 'master' into scripting
Conflicts:
	src/g_shared/a_randomspawner.cpp
	src/g_strife/a_strifeweapons.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/constants.txt
2013-09-03 09:01:28 +02:00
Christoph Oelckers
9c2454eacc Merge branch 'maint' 2013-08-28 11:20:53 +02:00
Christoph Oelckers
f8899f98fc - fixed: The secret counter was not incremented for items that had the UDMF COUNTSECRET flag set. 2013-08-28 11:14:48 +02:00
Christoph Oelckers
3e4678765b Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/thingdef/thingdef_codeptr.cpp
2013-08-18 12:18:59 +02:00
Christoph Oelckers
e14590d8ce - moved NOTELESTOMP to flags7. When committing I was accidentally on maint instead of master and in master flags6 was already full. 2013-08-12 20:41:33 +02:00
Christoph Oelckers
f2c250d35d - flags7 variable added to AActor. 2013-08-12 20:09:21 +02:00
Christoph Oelckers
0a258f95ea - added gravity property to UDMF things. Positive values are multiplied with the class's gravity property, negative values are used as their absolute. 2013-08-09 16:25:16 +02:00
Randy Heit
9c86f1c220 Merge branch 'master' into scripting for plugged userinfo memory leak
Conflicts:
	src/d_player.h
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-07-23 21:01:13 -05:00
Christoph Oelckers
7e6a5c1448 - added damage type specific extreme death and extreme crash states. Order of labels is 'Death.extreme.damagetype' ('XDeath.damagetype') and 'Crash.extreme.damagetype'.
- fixed: Damage of type 'extreme' did not get recorded as an extreme death for the mugshot code.
- changed: extreme deaths now only get recorded when an extreme death state was actually used, to ensure that the crash state being used is the correct one associated with the death state.
2013-07-01 11:02:35 +02:00
Randy Heit
4deeb8d8ae Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/p_local.h
	src/p_map.cpp
	src/sdl/i_main.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-06-25 19:28:25 -05:00
Christoph Oelckers
9f253ccae3 - fixed: Application of inflictor's death damage type was done too late and missed a few spots where it needed.
- fixed: DamageTypeReceived was not serialized.
- fixed: The check for unhandled damage type was rendered ineffective by the old code handling the DeathType.
2013-06-24 15:40:17 +02:00
Randy Heit
459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Christoph Oelckers
d40d7f2e77 - fixed signed-ness issue with FloatBobPhase.
SVN r4310 (trunk)
2013-06-01 12:03:15 +00:00
Christoph Oelckers
0bca41c202 - replaced unused RNGs with pr_damagemobj for consistency checksum.
SVN r4297 (trunk)
2013-05-30 10:18:46 +00:00
Christoph Oelckers
a7c2346b32 - added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
SVN r4296 (trunk)
2013-05-30 08:52:29 +00:00
Braden Obrzut
dabd48ab81 - Fixed: 4, 2, and 1 bit grayscale images weren't properly supported.
- Fixed: Valgrind uninitialized memory error and a signed/unsigned warning.

SVN r4288 (trunk)
2013-05-26 04:03:47 +00:00
Randy Heit
e8d8e67b56 - Fixed possible NULL pointer deref in P_SpawnPlayerMissile().
SVN r4257 (trunk)
2013-05-12 18:36:03 +00:00
Randy Heit
e130150af0 - Fixed possible NULL pointer deref in AActor::Grind().
SVN r4254 (trunk)
2013-05-12 18:29:28 +00:00
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
40f7abb8e9 - Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use:
  * Bounce
  * Bounce.Floor
  * Bounce.Ceiling
  * Bounce.Wall
  * Bounce.Actor
  * Bounce.Actor.Creature
  Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
  have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
  Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
  only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
  not cause it to change state.

SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Randy Heit
163d8ba3e6 - Fixed crash when an actor's spawn state ends by destroying the actor and the first state has
NoDelay set and it only consists of 0-tic states.

SVN r4245 (trunk)
2013-05-02 00:07:56 +00:00
Randy Heit
cadc16293e - Fixed: r4234 moved tic decrementing to the wrong spot.
SVN r4243 (trunk)
2013-05-01 02:21:43 +00:00
Randy Heit
0e19a0e330 - Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label.
When set, the actor will run this state during its first tick. This means Spawn
  states may now run an action function if you set this flag. Note that this action function
  is executed during the actor's first tick, which is not the same as when it is spawned.

SVN r4240 (trunk)
2013-04-30 04:20:09 +00:00
Braden Obrzut
10934f4d70 - Lets try fixing the extra tic issue by evaluating the zero delay states at PostBeginPlay. This requires delaying the state cycling until the next tick.
SVN r4234 (trunk)
2013-04-29 21:12:57 +00:00
Braden Obrzut
90b4480bcd - Try that last fix again. This time check to see if we enter an infinite duration state and break out of the loop.
SVN r4233 (trunk)
2013-04-28 18:55:55 +00:00
Braden Obrzut
81487f4a69 - Fixed: noextratic fix skipped over infinite duration states.
SVN r4232 (trunk)
2013-04-28 18:00:41 +00:00
Randy Heit
4bc60ec900 - Added Blzut3's noextratic fix.
SVN r4231 (trunk)
2013-04-28 03:55:31 +00:00
Randy Heit
a5d770b433 - Dropped items with the DONTGIB flag set will no longer be destroyed by crushers.
SVN r4215 (trunk)
2013-04-16 17:55:17 +00:00
Randy Heit
4cf3a4a1cf - Always spawn RocketSmokeTrail and GrenadeSmokeTrail actors, and make them invisible for players
who don't want to see them. This is needed for multiplayer sync between players with different
  settings for cl_rockettrails.

SVN r4206 (trunk)
2013-03-28 01:01:19 +00:00
Randy Heit
0c6c78517b - Always at least halve the advance vector in P_CheckMissileSpawn().
SVN r4197 (trunk)
2013-03-21 22:23:42 +00:00
Randy Heit
2874d927b1 - Random spawners no longer move the missile forward when spawning them, because presumably
whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely 
  move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
  might happen to be standing next to).

SVN r4194 (trunk)
2013-03-21 03:06:04 +00:00
Randy Heit
fc4b0ffe68 - Use a missile's MaxTargetRange property as the range for P_AimLineAttack() inside P_SpawnPlayerMissile().
SVN r4189 (trunk)
2013-03-20 03:19:02 +00:00
Randy Heit
e240d24abe - Fixed: P_SpawnPlayerMissile() should not 0 the pitch for weapons that don't autoaim.
This allows A_FireOldBFG to work properly when freelook is disabled.

SVN r4178 (trunk)
2013-03-13 02:56:54 +00:00
Christoph Oelckers
33f363f4c6 - added TheFortuneTeller's NORANDOMPUFFZ submission.
SVN r4170 (trunk)
2013-02-27 10:35:44 +00:00
Randy Heit
70fa9e7b84 - Fixed: info CCMD listed bounce flags twice, under separate names.
SVN r4134 (trunk)
2013-02-14 03:56:34 +00:00
Randy Heit
2f3dd8d959 - Moved MF4_BOSSSPAWNED flag copying from A_PainShootSkull to AActor::CopyFriendliness().
SVN r4063 (trunk)
2013-02-05 02:33:11 +00:00
Braden Obrzut
dcb1a3c8bd - GCC warning cleanup
SVN r4031 (trunk)
2013-01-21 22:30:30 +00:00
Randy Heit
787c338871 - Added MAPINFO flag "SpawnWithWeaponRaised".
SVN r4013 (trunk)
2013-01-03 02:08:08 +00:00
Randy Heit
549712e719 - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Randy Heit
efbaab3440 - Never set the player actor's scale to the skin's directly. Only do it indirectly through
P_CheckPlayerSprite().

SVN r4005 (trunk)
2013-01-02 02:26:22 +00:00
Randy Heit
e7168b3a51 - Transform the Actor Damage functions to/from an integer for saving. (I am occasionally
encountering unknown class "None" when loading now, which is not so nice.)

SVN r3923 (scripting)
2012-10-29 01:13:26 +00:00
Christoph Oelckers
b630410372 - fixed: CreateDamageFunction needs to return NULL for a damage value of 0 to preserve the collision detection handling of non-damaging actors.
SVN r3920 (scripting)
2012-10-28 06:56:56 +00:00
Randy Heit
6e88529324 - Added a RETI instruction for returning 15-bit signed immediate values.
- Changed Actor's Damage property into an actual function. All access to the damage property
  must now be done through GetMissileDamage. actor->GetMissileDamage(0, 1) is equivalent
  to the former actor->Damage, for the case where actor->Damage was not an expression. (I
  suppose I will probably need to make a thunk for DECORATE expressions that want to read it.)
- Cleaned up some decorate expression evaluation functions that are no longer used.

SVN r3919 (scripting)
2012-10-28 04:36:52 +00:00
Randy Heit
d0c91083bc - Re-jigged DoJump() to not be recursive so that 0-tic A_Jump* loops are no longer
able to potentially blow up the stack.

SVN r3902 (scripting)
2012-10-23 03:19:17 +00:00
Randy Heit
38d7b7d203 - Fixed errors and warnings when compiling with GCC. (Unfortunately, the VC++ debug builds
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
  fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
  version of the main VM loop, because I don't relish the thought of being stuck with GDB
  for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
  names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
  DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.


SVN r3893 (scripting)
2012-10-18 03:19:27 +00:00
Randy Heit
e7efa1d802 - Update to latest version in trunk.
SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit
c4859261ab - Reformatted the info ccmd to be less verbose.
SVN r3866 (trunk)
2012-09-09 02:36:53 +00:00
Randy Heit
ef55ce8684 - Fixed: P_SpawnBlood() would set Strife's Blood to the Spray state and then promptly go about setting it right back to the Spawn state.
SVN r3862 (trunk)
2012-09-01 22:39:11 +00:00
Randy Heit
111b5c60c1 - Fixed: The check in P_SpawnBlood() to avoid advancing the state to something not owned by
the spawned blood actor was backwards and would only advance to state's NOT owned by it.

SVN r3861 (trunk)
2012-09-01 22:34:09 +00:00
Randy Heit
3a6806942c - Fixed: Horizontal movement should not trigger bump specials while predicting.
SVN r3855 (trunk)
2012-08-28 02:52:53 +00:00
Randy Heit
625482aaeb - Added actors' BounceSound, WallBounceSound, and CrushPainSound to preloading.
- Moved marking of actor sounds for precaching into a virtual Actor function.

SVN r3838 (trunk)
2012-08-22 23:17:49 +00:00
Randy Heit
a505352da3 - Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors.
SVN r3832 (trunk)
2012-08-22 21:31:48 +00:00
Randy Heit
100391507e - Added two new PlayerPawn properties:
* GruntSpeed: The minimum speed a player must be falling at the time of landing to play *grunt.
  * FallingScreamSpeed: When a player is falling within this range of speeds, they will play *falling.

SVN r3829 (trunk)
2012-08-14 03:24:59 +00:00
Randy Heit
7a8ccaad97 - Clear the shootable flag in P_ExplodeMissile().
SVN r3827 (trunk)
2012-08-14 02:50:29 +00:00
Randy Heit
8c465df44e - Added ACS function IsTIDUsed(tid): It returns whether any actors using the given TID exist. This
is more efficient than ThingCount(tid, T_NONE), because it only needs to check for one actor
  with the TID and not all of them. It also makes no distinction between dead things and live
  things like ThingCount does.
- Added ACS function UniqueTID(tid, limit): It returns a new TID that is not currently used by
  any actors. It has two modes of operation. If tid is non-zero, then it checks TIDs one-by-one
  starting at the given tid until if finds a free one. If tid is zero, then it returns a completely
  random TID. If limit is non-zero, then it will only check that many times for a free TID, so
  it might not find a free one. If no free TID is found, 0 is returned. If limit is zero, then
  the search is effectively unlimited.

SVN r3798 (trunk)
2012-08-01 03:12:43 +00:00
Randy Heit
9c0b0dc774 - Add the bob offset to the missiles spawned by P_SpawnMissile(), P_SpawnMissileAngle(), P_SpawnMissileAngleSpeed(), A_MissileAttack, A_ComboAttack, A_BasicAttack, A_CustomMissile, A_CustomComboAttack, A_ThrowGrenade, A_SpawnDebris, and A_Burst.
- Add the bob offset to the value returned by GetActorZ.

SVN r3795 (trunk)
2012-07-30 00:05:24 +00:00
Randy Heit
d85604da19 - Update scripting branch to latest version of trunk.
SVN r3767 (scripting)
2012-07-17 02:53:53 +00:00
Randy Heit
562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit
ba00e3a185 - Remove FloatBobOffsets[], since it's just a mini-finesine[] table multiplied by 8.
SVN r3753 (trunk)
2012-07-11 02:50:13 +00:00
Randy Heit
26e65b26a1 - Remove FloatBobDiffs[] table, as it is now unused.
SVN r3752 (trunk)
2012-07-11 01:43:07 +00:00
Randy Heit
0c8e4c37d9 - The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
SVN r3750 (trunk)
2012-07-08 02:18:15 +00:00
Randy Heit
71601f91d1 - Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all
player starts are added to a pool, and players spawn at a random spot.

SVN r3749 (trunk)
2012-07-08 01:43:47 +00:00
Randy Heit
390fd5dd6c - Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing
that uses the MapThing's type to determine the which player is spawning.

SVN r3748 (trunk)
2012-07-07 22:52:37 +00:00
Randy Heit
f0d60ddcee - Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's
Z position by the MapThing's Z, just like for any other MapThing.
- P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags.

SVN r3746 (trunk)
2012-07-07 03:18:09 +00:00
Randy Heit
f6ff2ea8a7 - Fixed: MF6_BUMPSPECIAL only worked when bumped from X/Y movement but not Z movement.
SVN r3745 (trunk)
2012-07-07 02:28:29 +00:00
Randy Heit
5e2b4bddda - Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.
SVN r3744 (trunk)
2012-07-06 03:42:03 +00:00
Randy Heit
e1641da881 - Make APoisonCloud::DoSpecialDamage() and P_PoisonDamage() respect damage factors.
- Pass the damage type to AActor::DoSpecialDamage().

SVN r3717 (trunk)
2012-06-29 04:21:31 +00:00
Christoph Oelckers
690e01d4fc - unset CF_FLY cheat flag when a player is spawned.
SVN r3703 (trunk)
2012-06-21 09:00:02 +00:00
Christoph Oelckers
ff25785781 - removed the MF5_FASTER and MF5_FASTMELEE flags and replaced them with a 'Fast' state flag.
SVN r3692 (trunk)
2012-06-16 08:35:51 +00:00
Christoph Oelckers
3d7c6811c1 - The bouncing check from r3643 cannot be applied retroactively to the existing DOOMBOUNCE flag because mods depend on the old behavior. Instead of modifying BOUNCE_OnOff's behavior the correct way of doing this has to be implemented as a separate flag in order to avoid problems.
SVN r3685 (trunk)
2012-06-10 10:17:49 +00:00
Christoph Oelckers
e094e1b515 - restored the old underwater sinking code for players.
SVN r3684 (trunk)
2012-06-09 18:54:53 +00:00
Randy Heit
086d0a797e - Added AActor::SetFriendPlayer() to make setting FriendPlayer cleaner to read when doing it with
a player_t pointer.

SVN r3681 (trunk)
2012-06-09 04:15:56 +00:00
Christoph Oelckers
9c4a565366 - fixed: Inventory clearing after changing a level with the ACS ChangeLevel command did not properly clear the inventory. This will now use the same code as the ACS ClearInventory command.
SVN r3673 (trunk)
2012-05-31 09:46:07 +00:00
Randy Heit
3bd45f8011 - Fixed: The sinking-in-water code didn't really know what to do with things that aren't players.
SVN r3670 (trunk)
2012-05-31 04:32:37 +00:00
Christoph Oelckers
0cc6822a11 - ensure that the 'owner' variable in the missile spawning functions is always valid.
SVN r3660 (trunk)
2012-05-17 10:57:57 +00:00
Christoph Oelckers
0f8e2441a1 - changed spectral missiles to use FriendPlayer instead of health to distinguish between player spawned and monster spawned versions. Also moved most of this into the basic missile spawning functions instead of littering all spectral missile spawning functions with these initializations.
SVN r3651 (trunk)
2012-05-13 11:17:27 +00:00
Randy Heit
393b2177a9 - Fixed: When P_ZMovement() handled MF_FLOAT, it reset the actor's z velocity to 0. I'd like to
know why that was in there, but I have no idea. It was like this for the entire life of the
  repository, so I can't find anything from that. And since MF_FLOAT is typically also applied to
  monsters with MF_NOGRAVITY, the z velocity should already be 0, so it's a change that makes
  little sense.

SVN r3645 (trunk)
2012-05-13 00:27:51 +00:00
Randy Heit
dc2010105b - Added the actor's address to the info CCMD's output so that you can locate actors in the world
and then examine them more closely in the debugger.

SVN r3644 (trunk)
2012-05-12 23:59:18 +00:00
Randy Heit
f421f2411d - Fixed: BOUNCE_AutoOff should not trigger when bouncing off a ceiling, since it will always pass the velocity check.
SVN r3643 (trunk)
2012-05-12 23:21:22 +00:00
Randy Heit
2ab9c02a42 - Use SetOrigin() instead of P_TryMove to set the dropped item's position in AActor::DropInventory(). Also removed dropdist, since it wasn't used.
SVN r3620 (trunk)
2012-05-04 02:56:28 +00:00
Randy Heit
0835230454 - P_SeekerMissile() now returns true when the projectile's speed is 0 and the tracer would otherwise be seekable. Fixes 0-speed missiles using A_SeekerMissile for special effects.
SVN r3610 (trunk)
2012-05-01 03:14:34 +00:00
Randy Heit
fc6d55c508 - Fixed: PowerTimeFreezer needs to use different bits to mark timefreezing initiated by different
players, or overlapping uses of PowerTimeFreezer will malfunction.

SVN r3599 (trunk)
2012-04-27 01:40:50 +00:00
Randy Heit
f8e64a13af - On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not
be the best idea.

SVN r3598 (trunk)
2012-04-26 03:50:11 +00:00
Randy Heit
01dacce549 - Fixed: Bouncing missiles landing on an actor would just stop rather than bounce.
SVN r3596 (trunk)
2012-04-26 03:30:02 +00:00
Christoph Oelckers
fdefd361e6 - Undid the 'Spray' state change because it obviously can't work with the default blood actor.
SVN r3582 (trunk)
2012-04-22 07:32:09 +00:00
Christoph Oelckers
aa7464df66 - this must remain specific to Strife...
SVN r3581 (trunk)
2012-04-22 07:29:40 +00:00
Christoph Oelckers
a79bcb73ac - fixed the bloodspawning completely: It has to check for parent class's states, too, so that inherited blood still works
- made the 'Spray' state in P_SpawnBlood available for all games.


SVN r3580 (trunk)
2012-04-22 07:23:59 +00:00
Randy Heit
5123a6b74b - And this is what I get for not making sure it compiles...
SVN r3577 (trunk)
2012-04-22 02:14:01 +00:00
Randy Heit
e51bd95d03 - Fixed: P_SpawnBlood did not check that the state it was setting for low-damage blood was valid.
SVN r3576 (trunk)
2012-04-22 02:08:27 +00:00
Randy Heit
86842bc1da - Fixed: P_TestMobjZ() should not let missile shooters block their missiles.
SVN r3571 (trunk)
2012-04-19 02:50:43 +00:00
Randy Heit
280ca05554 - In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.

SVN r3562 (trunk)
2012-04-14 03:55:46 +00:00
Randy Heit
c0bc7532ac - Fixed: If a player has the NOSKIN flag set, do not change their appearance to that of the
skin when spawning or changing the skin.

SVN r3560 (trunk)
2012-04-14 03:07:28 +00:00
Randy Heit
2b52d686e9 - Use 3D midtexture restrictions when respawning actors.
SVN r3550 (trunk)
2012-04-10 03:28:53 +00:00
Randy Heit
837126ae57 - Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
  must only consider 3D floors and midtexes.

SVN r3545 (trunk)
2012-04-08 21:12:14 +00:00
Randy Heit
d0bba7c3c3 - Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
  A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.

SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Christoph Oelckers
4ece349ee5 Expanded 'info' CCMD to also print the TID.
SVN r3531 (trunk)
2012-04-07 13:15:40 +00:00
Randy Heit
5358fd594b - Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
The initial spawn did not, so this can prevent respawns of things that were initially
  spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
  also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
  onlymidtex.)

SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Randy Heit
d8f509a73a - Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to
  shift the Z position by. This is, naturally, always 0.

SVN r3510 (trunk)
2012-04-03 03:45:05 +00:00
Randy Heit
f312926e9f - Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
SVN r3509 (trunk)
2012-04-03 03:35:20 +00:00
Randy Heit
386c2e93ab - Restore randomization of monster respawn times accidentally taken out in r3485.
SVN r3488 (trunk)
2012-03-29 04:33:37 +00:00
Randy Heit
13869d2173 - Fixed: Use buggy PointOnSide for respawning monsters too.
SVN r3485 (trunk)
2012-03-28 02:23:54 +00:00
Randy Heit
45294cd3d3 - Remove unused FRICTION definition.
SVN r3479 (trunk)
2012-03-23 23:27:19 +00:00
Randy Heit
d3a2a40a3a - Fixed: Do not "Give player back the skin" when loading a savegame if they have MF4_NOSKIN set.
SVN r3473 (trunk)
2012-03-23 03:37:55 +00:00
Randy Heit
c53c8f29e7 - Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen.
SVN r3461 (trunk)
2012-03-20 03:15:23 +00:00
Randy Heit
37a322e46b - Fixed: Teleports that were not initiated by walking would not trigger sector actions.
SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
8fb20a98d1 - Fixed bug accidentally introduced in r3448.
SVN r3451 (trunk)
2012-03-18 01:34:53 +00:00
Randy Heit
77c663a9b8 - In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose
  cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
  network stream and lets Net_DoCommand() take care of it later. The logic here is that if
  a player is viewing from something that isn't another player, then every player needs to know
  about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
  to a player, everybody needs to know about that too. But if they are viewing from a
  player, it doesn't matter which player it is, so they can spynext/spyprev all they want
  without letting the other players know about it (and without potentially breaking demos--due
  to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
  ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
  do substitutions of old objects that are pending deletion.

SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit
58f7e72d1b - Restored savegame compatibility that was removed in r3427.
SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Christoph Oelckers
e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Christoph Oelckers
d3981197c5 - moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call.


SVN r3404 (trunk)
2012-03-07 01:03:56 +00:00
Randy Heit
d59280eadb - Preserve the MF_BLOCKED flag on level-spawned actors that have it in their default properties.
SVN r3395 (trunk)
2012-02-28 01:54:35 +00:00
Randy Heit
7106c06811 - Allow for ACS_NamedExecute and friends to be used with SetThingSpecial.
SVN r3389 (trunk)
2012-02-26 02:25:33 +00:00
Christoph Oelckers
893455ef61 - sync source with latest GZDoom:
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.


SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit
b41dbf8a52 - A_SetPitch now clamps the player's pitch within the valid range. It can
be made to clamp other actors' pitches to within the range (-90,+90)
  degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.



SVN r3323 (trunk)
2011-12-06 01:25:37 +00:00
Randy Heit
7d502e7789 - Added SMF_CURSPEED flag for A_SeekerMissile to cause it to use the missile's current speed rather than its Speed property.
SVN r3318 (trunk)
2011-11-24 04:27:47 +00:00
Randy Heit
e121bd7d92 - Added compat_badangles to simulate Doom's incorrect sine table: Player
spawning and teleporting will be offset by one fineangle so they cannot
  face directly in one of the cardinal directions.



SVN r3308 (trunk)
2011-11-01 02:58:52 +00:00
Christoph Oelckers
a0bb1c2546 - added Gez's patch for proper splash checks with 3D-floors.
SVN r3295 (trunk)
2011-09-21 19:39:12 +00:00
Braden Obrzut
faa122ede3 - Adjust VisibleToPlayerClass to accept multiple classes as well as work with inheritance.
SVN r3291 (trunk)
2011-09-10 04:24:40 +00:00
Braden Obrzut
c013e72caa - Backported VisibleToTeam and VisibleToPlayerClass from Skulltag with some modifications.
SVN r3290 (trunk)
2011-09-08 01:28:26 +00:00
Christoph Oelckers
5bfcaab25c - separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
SVN r3263 (trunk)
2011-07-07 15:37:47 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
4626492f50 - separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Christoph Oelckers
4d7fcbf1b8 - added Major Cooke's Death/Paintype submission.
SVN r3237 (trunk)
2011-06-13 17:15:09 +00:00
Christoph Oelckers
44921297d3 - added DavidPH's PoisonDamageType submission.
SVN r3235 (trunk)
2011-06-13 10:39:14 +00:00
Christoph Oelckers
a587ffed57 - added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors.
SVN r3234 (trunk)
2011-06-13 10:34:46 +00:00
Christoph Oelckers
61dfb608f4 - added DavidPH's ProjectileKickback submission.
SVN r3228 (trunk)
2011-06-13 09:16:57 +00:00
Christoph Oelckers
6053627c5c - added DONTCORPSE submission.
SVN r3216 (trunk)
2011-05-26 23:27:58 +00:00
Christoph Oelckers
3277b508cd - added SEEINVISIBLE submission.
SVN r3215 (trunk)
2011-05-26 23:25:02 +00:00
Randy Heit
d3b44a4172 - Fix errors/warnings from MinGW 4.5.0 (tdm-1).
- Disable the missing field initializers warnings that -Wextra produces from GCC.

SVN r3173 (trunk)
2011-03-29 05:20:33 +00:00
Christoph Oelckers
820554d636 - added FDARI's pointer operation submission.
SVN r3167 (trunk)
2011-03-18 08:02:23 +00:00
Randy Heit
f96dd8ff8a - Make GCC happy.
SVN r3164 (trunk)
2011-03-11 00:44:38 +00:00
Christoph Oelckers
1993e969b7 - GCC warning fixes (GCC stupidity for the most part.)
SVN r3154 (trunk)
2011-02-19 08:59:43 +00:00
Christoph Oelckers
07eed2f2be - added Gez's fix for timing of the boss cube while a time freezer is active.
SVN r3118 (trunk)
2011-01-23 08:33:30 +00:00
Randy Heit
a5fb5c7fb4 - Let's not be so quick to break savegame compatibility...
SVN r3116 (trunk)
2011-01-23 02:32:38 +00:00
Braden Obrzut
d9d94d04ba - Added DesingatedTeam property from Skulltag. Allows friendly fire calculations to be applied to monsters/objects and allows the friendly AI to be aware of teams.
SVN r3113 (trunk)
2011-01-22 03:35:33 +00:00
Christoph Oelckers
789c937635 - use FSharedStringArena to handle AActor's tag strings properly. They were names before which are not case sensitive and could cause problems.
- fixed FSharedStringArena::FreeAll did not NULL TopBlock.
- bumped savegame version for above changes.


SVN r3100 (trunk)
2011-01-12 00:17:13 +00:00
Christoph Oelckers
231e7a1c6d - added a new render style 'Shadow'. Essentially it's just a black translucent stencil with an alpha of 0.3. The purpose of this style is to be used as a software renderer approximation of GZDoom's spectre effect.
- allow setting 'Shadow' as default fuzz effect
- changed CVAR conversion that strings 'false' and 'true' get evaluated as integers 0 and 1 respectively so that changing boolean CVARs to int does not destroy their values.


SVN r3076 (trunk)
2010-12-25 23:27:26 +00:00
Christoph Oelckers
42de20a7e4 - fixed: The Floor_RaiseAndCrush types in Doom wait if blocked, therefore need Hexen crush mode.
- fixed: Angle conversion in P_SpawnMapThing did not work for negative values due to use of an unsigned multiplication.


SVN r3053 (trunk)
2010-12-16 14:39:17 +00:00
Christoph Oelckers
f0f17e531c - move static AM color initialization into the AM_StaticInit function.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)


SVN r3036 (trunk)
2010-12-14 00:50:02 +00:00
Christoph Oelckers
0715b7dfc6 - cleaned up switch code and fixed several problems:
* savegames stored an index in the switch table and performed no validation when loading a savegame.
  * setting of a random switch animation duration was broken.
  * separated the 2 values stored in the Time variable into 2 separate variables.
  * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- added function for serializing switch and door animation pointers.
- bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.


SVN r3030 (trunk)
2010-12-12 15:43:35 +00:00
Christoph Oelckers
9ad2a2b00e - fixed: AActor::ClearCounters should not decrease the kill count if it is called for a dead monster which can happen in Thing_Remove.
SVN r3022 (trunk)
2010-12-06 21:57:51 +00:00
Christoph Oelckers
12d2124700 - fixed: Explosions may not spawn splashes in sectors with a Transfer_Heights effect. Due to the way it handles floor textures it cannot spawn them correctly there.
SVN r2994 (trunk)
2010-11-07 20:18:52 +00:00
Christoph Oelckers
efe70a0799 - added THeShooter7's patch to use the PUFFGETSOWNER flag for blood, too.
SVN r2985 (trunk)
2010-11-07 07:29:23 +00:00
Randy Heit
810ca55e2a - Fixed: The minimum velocity for player landing in effects in P_ZMovement should be -8, not -9.
SVN r2971 (trunk)
2010-11-03 02:11:06 +00:00
Randy Heit
92d11da8a5 - Revised usage of jumpTics. In Hexen, it went like this:
* When you jump, it gets set to 18.
  * When you land, it gets set to 7.
  * As long as it is non-zero, it counts down, and you cannot jump.
  Of note here, is that setting it to 18 upon jumping seems useless, since you can't jump unless
  you're on the ground, and when you reach the ground, it will always be set to 7. With that in
  mind, the new behavior is:
  * When you jump, it gets set to -1.
  * When you land, if it is less than zero or you fall far enough to squat, jumpTics will
    be set to 7. Otherwise, jumpTics is left alone.
  * If jumpTics is positive, it will count down each tic.
  * As long as JumpTics is non-zero, you cannot jump.

SVN r2970 (trunk)
2010-11-03 02:07:56 +00:00
Randy Heit
b9185f7c62 - Added a NULL skins[] check to AActor::SetState().
SVN r2846 (trunk)
2010-09-23 01:56:04 +00:00
Christoph Oelckers
59b19d36fb - Fixed: AActor::Slam mzst check the charging monster's health before setting it back to its See state. Damaging the target may cause action that might have killed it.
SVN r2837 (trunk)
2010-09-19 22:33:21 +00:00
Christoph Oelckers
74525ab1d6 - moved some info into the GAMEINFO section:
* the sprite used for 'pause'.
 * the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
 * the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.


SVN r2834 (trunk)
2010-09-19 10:39:34 +00:00
Christoph Oelckers
df138fe4f9 - added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.

SVN r2826 (trunk)
2010-09-19 00:06:45 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Randy Heit
a2573e4bb3 - Fixes to compile with GCC 4.5.0.
SVN r2660 (trunk)
2010-09-01 03:30:18 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers
9102200771 - added: Let the kill CCMD also kill replacements of the monster that is specified.
- add a GetReplacement method to PClass to clean up some really ugly code
- Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated.

SVN r2601 (trunk)
2010-08-26 20:59:15 +00:00
Christoph Oelckers
6c57441bcd - fixed: The UDMF check for dialogues without owning class needs to be relaxed. A dialogue with an id and no class is a valid construct.
- fixed: Trying to assign a non-existent dialogue to an actor in UDMF partially overwrote the default dialogue.


SVN r2579 (trunk)
2010-08-24 13:57:17 +00:00
Christoph Oelckers
883510efe2 - added UMDF property to assign conversation dialogues to mapthings.
SVN r2567 (trunk)
2010-08-22 17:18:46 +00:00
Christoph Oelckers
96a8f1ceee - fixed: The SaveVersion check for the USDF related changes for the current dialogue did not have the correct version number.
- fixed: All blood spawning functions checked the ALLOWPARTICLES flag on the class defaults before actor replacement instead of after.


SVN r2563 (trunk)
2010-08-21 19:50:07 +00:00
Christoph Oelckers
1460b8feed - fixed: The check for old incompatible savegames with dialogues was wrong.
SVN r2562 (trunk)
2010-08-20 19:10:02 +00:00
Christoph Oelckers
b452bec0ee - merge USDF branch into trunk.
- add USDF spexs.


SVN r2561 (trunk)
2010-08-20 12:20:51 +00:00
Christoph Oelckers
185bd2f15d - backported some 3D floor changes from GZDoom.
SVN r2517 (trunk)
2010-08-12 07:05:31 +00:00