Commit graph

2073 commits

Author SHA1 Message Date
Boondorl
3e939b0ec1 Update quake radii from int -> double
Also enables static portal-aware distance checks as cam view offsets will now properly go through them when shaking
2024-03-28 15:48:45 -04:00
Boondorl
96594e0f34 Updated explosion distances from int -> double 2024-03-28 15:48:35 -04:00
Boondorl
6b7065899d Added interpolation to view position 2024-03-28 15:48:05 -04:00
Ricardo Luís Vaz Silva
caa4728bd4 Export A_DoChase to zscript and make A_Chase a direct native function 2024-03-17 21:02:52 +01:00
Christoph Oelckers
520b960ca5 Reverted the path node system
Code reviews were unfavorable so better nix it before it finds wider use.
2024-03-15 20:24:39 +01:00
Major Cooke
f081ef1850 Enhanced pathing for floaters
Their checks are now 2D instead of 3D.
2024-03-12 18:09:02 -04:00
nashmuhandes
0d9855cfe7 Expose LandingSpeed to ZScript. This controls the minimum Z velocity from falling down that's needed to "squat" the player's view (defaults to -8). 2024-03-12 18:08:42 -04:00
Major Cooke
d71af3683a Clear the path instead of advancing the node when crossing portals.
- If an actor crosses back over a portal because they're blocked, it will result in false positives.
- Fixed nodes not being targeted for aim direction.
2024-03-05 13:44:38 -05:00
Major Cooke
5abd7e1ebf Comment warning to modders. 2024-03-05 13:44:38 -05:00
Major Cooke
69001ad4f7 Added ExcludeNode virtual for actors to reject certain nodes of choice.
- Changed MeleeRange to FriendlySeeBlocks so it's supported by Doom Builder.
2024-03-05 13:44:38 -05:00
Major Cooke
81ebd8c8c4 More progress.
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.

Other changes:

- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
ad52e2cc1e AStar 2024-03-05 13:44:38 -05:00
Major Cooke
b2cb4b0a6d Begin adding PathNodes. 2024-03-05 13:44:38 -05:00
Boondorl
3033fafaa7 Improvements to death and cheat handling
Extra safety to ensure dummy Actor deaths properly emulate a real death and aren't duplicate called. Fixed a crash when using the kill command while set to unmorph on death. Super morphing is now possible while using the morphme cheat if passing the morph class directly. Added a flag to ignore player invulnerability completely when morphing.
2024-03-01 08:35:31 -05:00
Boondorl
6c64a4403c Improved ZScript interface for morphing
Added getter and setter functions for handling whether or not the player fields should be gotten/set. Added MRF_KEEPARMOR flag to prevent stripping armor on morph. Optimized unmorphed Actor by setting it to NoInteraction and removing it from the blockmap and sector lists.
2024-03-01 08:35:31 -05:00
Boondorl
12dc5c1506 Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
2024-03-01 08:35:31 -05:00
Boondorl
30730647fe Fixed inconsistencies between player and monster morphing
The Tome of Power and Chaos Device will now work on non-players. The STAYMORPHED flag will now work on players.
2024-03-01 08:35:31 -05:00
Boondorl
2c09a443b4 Reworked Morphing
Removed StaticPointerSubstitution in favor of a much safer function that only changes select pointers. As a result the ability to properly modify morphing has been opened back up to ZScript. Many missing virtual callbacks were amended and MorphedDeath has been reworked to only be called back on an actual morphed death. MorphedMonster is no longer required to morph an Actor. CheckUnmorph virtual added that gets called back on morphed Actors. Fixed numerous bugs related to morph behavior.
2024-03-01 08:35:31 -05:00
Boondorl
49cac88c12 Improvements to Network Commands/Buffers
Fixed a memory leak in DNetworkBuffer. Added native function support to FNetworkCommand and DNetworkBuffer. Exposed EndOfStream() for FNetworkCommand.
2024-02-26 06:23:25 -05:00
Boondorl
e37c19b5b4 New API for assigning unique network ids to objects 2024-02-26 06:23:12 -05:00
Ricardo Luís Vaz Silva
d848a57bac Fix readonly for SpecialBounceHit virtual 2024-02-23 07:07:56 +01:00
Ricardo Luís Vaz Silva
6829a37aa5 Fix structs missing readonly 2024-02-17 07:23:00 +01:00
Ricardo Luís Vaz Silva
bc26c54b15 Fix readonly native structs 2024-02-17 07:23:00 +01:00
Rachael Alexanderson
d8ef27e0ed
Squashed commit of the following:
commit ad25b50089b6e01b8e4291e34cfe3a008af9128d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:46 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit d2c2c93cf1.

commit 8537f0d8db804f0076b90daa66b750e44dccf44c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:41 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit dc897eacc0.

commit d45f6ebf11f31d246f2de4f3bbd11f7970783125
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:10:21 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit 26908f5bc5.

commit be0836feef9b95f12828eeed4319c726ef13780d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:15 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit 08b03e6b19.

commit 688288a9199b912203022cb4db37503f6270e0c3
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:06 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit d3405837ce.

commit 72b7df9fa1841d665c2846dd31a89c6f48123e55
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:59 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit e171f4eb6a.

commit aa954132bf29f2f8a51bf09dae127e5ffe2c5670
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:48 2024 -0500

    Revert "Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works."

    This reverts commit c8a7507e8e.

commit 3ce90e87a3a9956b615995b57b90619e89bbcff4
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:00:46 2024 -0500

    Revert "Cleaning up implementation of isometric camera with optional orthographic projection."

    This reverts commit 25f1407228.

commit 3aafd363e40c8d1d2ebbe3c61aeb2b80a74e565a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:25 2024 -0500

    Revert "Small change to SpectatorCamera actor."

    This reverts commit 2b555d7556.

commit a41911f8907731c098de71ca3e14261ac432ec8c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:16 2024 -0500

    Revert "SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow."

    This reverts commit 7fbb4cd06c.

commit 19398edd065b7b483b8c7be42cb16026695e241a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:05 2024 -0500

    Revert "Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine."

    This reverts commit c3ca564cfc.
2024-02-09 12:15:17 -05:00
Hugo Locurcio
97cfd32677 Add a cvar to swap health and armor position on alternative HUD
When enabled, this makes the layout identical to the standard HUD
(similar to how most other games lay out health and armor on a HUD).
2024-02-04 20:13:18 -03:00
nashmuhandes
cf4841c7de Allow the Joy2 button to cancel binding a key in the controls menu 2024-02-02 13:14:00 +01:00
Rachael Alexanderson
22f04bb689
Merge branch 'master' into ItemSharing 2024-02-01 08:44:35 -05:00
Boondorl
c90a3290fe Items set to stay or respawn no longer get picked up locally 2024-02-01 08:43:49 -05:00
Boondorl
c1539c2286 Added client-side item pick ups
Includes feature to disable Actor rendering locally (this cannot be checked from the playsim) and options for disabling co-op only things.
2024-02-01 08:43:49 -05:00
Dileep V. Reddy
c3ca564cfc Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine. 2024-02-01 08:43:34 -05:00
Dileep V. Reddy
7fbb4cd06c SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow. 2024-02-01 08:43:34 -05:00
Dileep V. Reddy
2b555d7556 Small change to SpectatorCamera actor. 2024-02-01 08:43:34 -05:00
Dileep V. Reddy
25f1407228 Cleaning up implementation of isometric camera with optional orthographic projection.
All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs

The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
	VPSF_ALLOWOUTOFBOUNDS =		1 << 3,			// Allow viewpoint to go out of bounds (hardware renderer only).
	VPSF_ORTHOGRAPHIC =		1 << 4,			// Use orthographic projection.
	VPSF_ISOMETRICSPRITES =		1 << 5,			// Displace sprites towards camera and don't billboard (drawn from isometric perspective).

Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file

Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
2024-02-01 08:43:34 -05:00
jekyllgrim
9712409f08 Fixed missing lines in listmenuitems 2024-01-30 14:46:22 -05:00
jekyllgrim
decaf07637 Add CenterText MENUDEF flag 2024-01-29 15:21:49 -05:00
Boondorl
c3f26b5405 Improved key sharing functionality
Localized functionality to an inventory function so that any item can make use of sharing. Added flag to avoid infinite recursions. HandlePickup() will now also share keys (for more complete handling). PuzzleItems are now included in sharing.
2024-01-28 18:04:04 -05:00
inkoalawetrust
56803317f5 Added new AutomapOffsets property.
This Vector2 property allows you visually offset the XY position of an actors' sprites on the automap.
2024-01-28 09:48:41 -05:00
inkoalawetrust
f369cd7f6d Exposed PerformShadowChecks() to ZScript.
Also made CheckForShadows() and P_CheckForShadowBlock() return a pointer to the SHADOWBLOCK actor instead of a bool.
2024-01-26 07:00:57 +01:00
inkoalawetrust
e1f585f6fd Exposed FindStateByString() to ZScript.
This allows for using ZScript code to jump to different versions of states without using If/Else blocks or Switch cases.
2024-01-25 14:17:16 -05:00
Dileep V. Reddy
d3405837ce Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 12:13:42 -05:00
Dileep V. Reddy
08b03e6b19 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 12:13:42 -05:00
Rachael Alexanderson
af08413e10
- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior."

This reverts commit 26908f5bc5.

Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

This reverts commit dc897eacc0.

Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

This reverts commit d2c2c93cf1.
2024-01-21 08:18:16 -05:00
Dileep V. Reddy
dc897eacc0 Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 03:34:00 -05:00
Dileep V. Reddy
d2c2c93cf1 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 03:34:00 -05:00
Major Cooke
278ebf3202 Aded FLIPSPRITEOFFSET<X/Y> for actors and bFlipOffset<X/Y> for visual thinkers.
- Inverts the direction that (Sprite)Offset pushes the sprite without affecting *any* other offsets, allowing them to combine seemlessly.
2024-01-21 03:33:48 -05:00
Ricardo Luís Vaz Silva
79d9217340 Add action versions of the animation/model methods 2024-01-16 10:27:08 -05:00
Ricardo Luís Vaz Silva
98e6330eaa allow modeldef flags to be overriden 2024-01-16 10:27:08 -05:00
Ricardo Luís Vaz Silva
b7e5d3d052 rename SPF_STANDALONE_ANIMATIONS to SPF_LOCAL_ANIM 2024-01-09 06:38:08 -05:00
Ricardo Luís Vaz Silva
7eab519795 Implement animated particles that aren't tied to the global animation timer 2024-01-09 06:38:08 -05:00
Ricardo Luís Vaz Silva
35e56d3f42 Minor optimizations to VisualThinker
* remove duplicated fields
* make native functions use direct calls
* remove unnecessary pointer from particle_t
* create HWSprite directly in Construct
2024-01-06 20:06:57 -05:00
Boondorl
df9b2cd9bf Added 64-bit networking support
Mainly for use with doubles as ZScript can now take advantage of it. Enforced sizing on ints passed to and read from net functions.
2024-01-05 23:33:15 +01:00
Boondorl
a8e350aed8 Renamed Networking Functions
New names more appropriately match the size of the value they write to/read from the stream.
2024-01-05 23:33:15 +01:00
Christoph Oelckers
e3d13af33b use FSoundID for script provided sounds instead of FString. 2024-01-05 17:41:58 +01:00
inkoalawetrust
ce2a0c9295 Added LightningSound MAPINFO property.
Also added a tempSound parameter to ForceLightning(). Allowing for changing the specific sound that particular thunderbolt makes when it hits.
2024-01-05 17:35:03 +01:00
inkoalawetrust
ecdf6f7cb2 Expose ForceLightning() to ZScript.
This makes it possible to call the function in ZScript without the Light_ForceLightning special.
2024-01-05 17:35:03 +01:00
Boondorl
4b3cfc6ab7 Converted NetworkBuffer to Object
Fixed a memory leak with _buffer in DNetworkBuffer. Added more wrapper functions to ZScript for basic scenarios.
2024-01-05 16:42:13 +01:00
Boondorl
b8b322f4ce Added wrapper functions for adding and reading arrays 2024-01-05 16:42:13 +01:00
Boondorl
202d0d747f Added NetworkBuffer
Allows for a command to be built before sending it off. Added wrapper functions for certain data types. Changed command from a number to a Name.
2024-01-05 16:42:13 +01:00
Boondorl
9565c94cd2 Added SendNetworkCommand
Allows for a custom message to be sent over the network without the need for SendNetworkEvent. This includes all the possible valid types of byte, word, long, float, and string.
2024-01-05 16:42:13 +01:00
jekyllgrim
19435293af Add Actor.HasReceived 2024-01-04 14:33:06 -05:00
jekyllgrim
d0288264a2
Add Actor.CanReceive (#2295)
Adds CanReceive() to Actor, called by items from CallTryPickup(). This will let actors themselves determine if they can receive the item before any other checks.

Co-authored-by: Rachael Alexanderson <18584402+madame-rachelle@users.noreply.github.com>
2024-01-04 07:24:32 -05:00
Major Cooke
1a860185ee Exposed viewactive, allowing checks for overlay automaps.
- Made `automapactive` UI scoped since checking this on the play side may cause desyncs.
2024-01-04 07:23:57 -05:00
Boondorl
fc6191deb9 Added CollidedWith
Guarantees a collision happened unlike CanCollideWith. Called in TryMove so it only calls when an actual movement was attempted and not just a potential positional check.
2024-01-04 07:17:13 -05:00
Rachael Alexanderson
fe005b9159 - add two parameters to GetSpriteTexture: spritenum and framenum, since some states are "####" "#" 2024-01-02 20:59:00 +01:00
jekyllgrim
f8653c36d0 Implemented mGrayCheck and isGrayed() in OptionMenuItem 2023-12-30 08:42:01 +01:00
jekyllgrim
cebf37b3fa Add graycheck to colorpicker 2023-12-30 08:42:01 +01:00
jekyllgrim
4273af8004 Minor formatting fix 2023-12-28 17:13:07 +01:00
jekyllgrim
be96d8d906 Added DI_ITEM_LEFT_CENTER and DI_ITEM_RIGHT_CENTER
This is just a small consistency fix: DI_SCREEN_LEFT_CENTER and DI_SCREEN_RIGHT_CENTER exist, so, logically, similar combo flags should exist for DI_ITEM as well.
2023-12-28 17:13:07 +01:00
Major Cooke
8060b147d0 Fixed CF_SCALEDNOLERP having the wrong value. 2023-12-28 17:12:43 +01:00
Cacodemon345
a368588db6 Export FScanner parser to ZScript as ScriptScanner 2023-12-25 10:52:56 +01:00
Player701
3a117cbe89 - Fixed comment in level_compatibility.zs regarding pc_cp2.wad MAP38 fix 2023-12-22 22:32:02 +01:00
Player701
8151c4cab2 - Allow completion of 2018 Unleashed (pc_cp2.wad) MAP38 2023-12-22 17:26:52 +01:00
Christoph Oelckers
3f05f38a60 fix max health for Doom's health bonus with Dehacked modifications present. 2023-12-20 00:11:09 +01:00
jekyllgrim
df5dc5ebd8 Moved the enum to doombase.zs 2023-12-17 13:20:08 +01:00
jekyllgrim
fc809cfab6 Virtualized returns for SpecialMissileHit/SpecialBounceHit 2023-12-17 13:20:08 +01:00
Rachael Alexanderson
4850ee3776 - fix nullptr check for target in HolySpirit.Slam (fixes #2296) 2023-12-13 09:59:14 -05:00
Ricardo Luís Vaz Silva
52c878c0d7 Fix vanilla weapon functions passing ammo count to DepleteAmmo 2023-12-10 07:19:21 +01:00
Major Cooke
a3e0ef4c51 Renamed zsprite.zs to visualthinker.zs for consistency 2023-11-22 17:01:24 -05:00
Rachael Alexanderson
4b54aac288 - rename ZSprites to VisualThinkers 2023-11-22 12:11:57 -05:00
Ricardo Luís Vaz Silva
5d5e7ca042 Decoupled IQM Model Animations 2023-11-20 22:08:33 -05:00
Major Cooke
0498236f68 - Exposed PrevRoll, enabling roll interpolation disabling without affecting position interpolation.
- Added translation parameter to the `Spawn` function again.
2023-11-20 22:07:47 -05:00
Major Cooke
a6ff63951f Fixed missing translation spots.
- Removed translation parameter from ZSprite's `Spawn` mechanic since it's no longer compatible.
2023-11-18 10:58:36 -05:00
Major Cooke
0b6bae59ee Added scolor property, allowing for colorizing ZSprites.
- fixed ZSprites not updating important variables while frozen.
2023-11-17 08:06:11 -05:00
Major Cooke
b6b1b25035 Added ZSprites.
- Effectively similar to Actors, but without the excess.
- Can be created with either the `level` function or the static `Spawn` function in ZSprite.
- STAT_SPRITE belongs to ZSprites only; ZSprites cannot be moved out of, nor can anything else be moved in to, this statnum.

Misc:

- Fixed (Sprite)Offset taking roll into account.

Crediting phantombeta, RicardoLuis0 and RaveYard for assistance.
2023-11-17 08:06:11 -05:00
nashmuhandes
a04f909d06 Add sv_coopsharekeys - in coop, picking up a key will distribute it to all online players 2023-11-11 20:50:31 -05:00
Christoph Oelckers
f0c9b1765e gave translations a dedicated scripted type.
This is needed for implementing reliable serialization of custom translations. As long as they are merely ints they cannot be restored on loading a savegame because the serialization code does not know that these variables are special.
2023-11-09 23:04:10 +01:00
Professor Hastig
4d88e82e32 added Wads.GetLumpLength. 2023-10-26 09:41:27 -04:00
inkoalawetrust
f3d44f8131 Exposed P_GetMidTexturePosition() to ZScript. 2023-10-25 16:23:29 +02:00
Ricardo Luís Vaz Silva
d699ba248e warn when fewer returns than expected are given for a function 2023-10-15 18:51:05 +02:00
Ricardo Luís Vaz Silva
0ce4b3e7fb update/cleanup function pointers 2023-10-11 19:12:48 +02:00
Ricardo Luís Vaz Silva
e3704605d8 Implement Static Function Pointers 2023-10-11 19:12:48 +02:00
Christoph Oelckers
0044da1ca2 added missing VMFunction struct definition 2023-10-09 19:20:44 +02:00
Rachael Alexanderson
29368f0f4e - make zs Actor.GetReplacement and Actor.GetReplacee clearscope 2023-10-05 12:29:20 -04:00
Professor Hastig
40ec46e6ea added missing hit obituaries to Hexen's Chaos Serpents. 2023-09-26 06:21:02 -04:00
inkoalawetrust
69e67037f8 Changed the variable type of Crossed3DWater.
Seems like there was some kind of oversight. Crossed3DWater is an F3DFloor pointer, not sector_t.
2023-09-20 18:47:49 +02:00
nashmuhandes
0b3e9b1025 Add ZScript constants used by FallAndSink 2023-09-19 17:36:54 +02:00
Rachael Alexanderson
ce893d2cd4 - remove some double semicolons 2023-09-19 07:29:36 -04:00
Christoph Oelckers
17e689ecdf fix for Genesis of Descent E1M2
Genesis of Descent E1M2 is impossible to complete on ITYTD/HNTR. I had to decompile the ACS script to figure out what was going on, basically at one point you get locked into a room and have to kill exactly 3 enemies with TID 215 for the door to unlock. One of these is a Baron tagged for only Medium and Hard, in his place is an Imp #1184 that has all the right script setups but is not set to appear on any difficulty. The fix is to simply have this imp appear on Easy.

Thanks to brick' for the fix.
2023-09-17 08:18:36 +02:00
Christoph Oelckers
81e42142af - added compatibility handler for Phocas Island 2 MAP01. 2023-09-16 09:25:21 +02:00
jekyllgrim
d354d7332f Allow viewbob speed adjustment through properties
This adds ViewBobSpeed to PlayerPawn that is passed in CalcHeight() instead of the value of 20 and can be adjusted with the Player.ViewBobSpeed variable. This will let modders dynamically adjust how to only how far the camera bobs up and down, but also how *quickly* it does that, which allows to easily convey a feeling of a heavy, slow-moving character whose view might bob a lot but would do it slowly.
2023-09-15 22:40:14 +02:00