Commit graph

385 commits

Author SHA1 Message Date
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
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
Randy Heit
3416a7fc47 - Fix compilation with MinGW + w32api and clean up warnings.
SVN r2505 (trunk)
2010-08-11 03:56:31 +00:00
Christoph Oelckers
5d5f25fdab - fixed: Changing APROP_Friendly in ACS did not adjust the monster count.
- fixed: AActor::CanSeek had the check for the visibility of the target actor's alpha reversed.
- added an Alt HUD icon for Hexen's fighter's fist.


SVN r2501 (trunk)
2010-08-10 16:22:57 +00:00
Christoph Oelckers
1b531f0ffc - missed this one...
SVN r2470 (trunk)
2010-07-29 06:54:00 +00:00
Christoph Oelckers
f430881a54 - Added DavidPH's Poison damage extension but changed it so that the metadata can be removed.
SVN r2450 (trunk)
2010-07-23 21:36:17 +00:00
Christoph Oelckers
b2cef54d72 - fixed: Classes inherited from PowerScanner didn't work anymore.
SVN r2368 (trunk)
2010-06-13 10:11:50 +00:00
Christoph Oelckers
4d86ebddf9 - Added support for Risen3D/PrBoom+'s MUSINFO lump.
SVN r2366 (trunk)
2010-06-13 08:47:38 +00:00
Randy Heit
4480a508b3 - Changed AActor::GetTag() to use language lookups for strings that start with $.
SVN r2337 (trunk)
2010-05-25 03:53:13 +00:00
Randy Heit
178587fff2 - Merged SetState and SetStateNF into a single function.
- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
  per-sprite and per-frame basis respectively.

SVN r2291 (trunk)
2010-04-19 02:46:50 +00:00
Randy Heit
87a7ff7b6d - Add blzut3's morphed status bar patch.
SVN r2283 (trunk)
2010-04-17 02:06:26 +00:00
Christoph Oelckers
c7272075d3 - added a few NULL pointer checks to protect against problems caused by actors being spawned during engine shutdown.
SVN r2279 (trunk)
2010-04-11 06:43:42 +00:00
Christoph Oelckers
d916127ecf - made the recent change to P_SeekerMissile an option because it affected critical gameplay behavior and may not be used for existing actors.
SVN r2278 (trunk)
2010-04-10 11:12:29 +00:00
Randy Heit
f101b45d9a - Changed P_SeekerMissile() to compute a proper 3D trajectory.
SVN r2276 (trunk)
2010-04-07 03:37:07 +00:00
Christoph Oelckers
a357a70f82 - fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
- cleaned up P_CheckSight flag handling.


SVN r2249 (trunk)
2010-03-27 07:42:31 +00:00
Christoph Oelckers
0529ffa043 - fixed: P_SpawnMapThing always reduced the angular precision to 45 degrees.
- removed AngleIncrements because it's not really useful.


SVN r2246 (trunk)
2010-03-26 16:57:00 +00:00
Randy Heit
4c5edf00b0 - P_ZMovement() temporarily disables jumping after a landing. Don't do this if the jump
timer is already running or for short falls (e.g. along the edges of slopes, since the
  slope floorz calculation is pretty crappy.)

SVN r2238 (trunk)
2010-03-22 22:02:31 +00:00
Christoph Oelckers
a2cfbec3cf - added a CrushPainSound actor property for Strife.
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.


SVN r2234 (trunk)
2010-03-21 08:09:45 +00:00
Christoph Oelckers
d2a4c19955 - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to
default player color handling.



SVN r2198 (trunk)
2010-03-06 09:30:38 +00:00
Randy Heit
dfd963ba1a - Revert r2173.
SVN r2192 (trunk)
2010-03-05 23:09:31 +00:00
Christoph Oelckers
61865b30be - Yet another piece of essentially broken code that has to go back in because some people had to abuse it:
Reinstated Doom's original code that made projectiles with the MF_NOCLIP flag set continue to exist even
  though the movement itself was never properly handled.
  Fortunately the game mode check formerly associated with this can be removed because none of the other games have
  any projectiles using MF_NOCLIP so at least it's no longer restricted to Doom...



SVN r2187 (trunk)
2010-03-04 08:24:49 +00:00
Christoph Oelckers
350e72fb3e - added an option to disable player translations in single player games.
SVN r2173 (trunk)
2010-02-23 23:03:43 +00:00
Christoph Oelckers
4b04b94414 - fixed: The monster pack's Afrit no longer worked.
SVN r2165 (trunk)
2010-02-14 23:59:17 +00:00
Christoph Oelckers
6ec30761c6 - Added Boom's stairbuilding fix when one step couldn't be built due to an active thinker in the sector.
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for 
  Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
  and all crash cases should be properly handled but since this is still an error this will not work
  properly in all circumstances. For example, if you have a duplicate name all classes that inherit
  from the original definition will not survive a savegame if they reference a state belonging to that
  class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.

SVN r2158 (trunk)
2010-02-13 08:56:08 +00:00
Christoph Oelckers
a5e1fe6906 - fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
- added Gez's A_Mushroom extension.


SVN r2144 (trunk)
2010-01-30 14:35:52 +00:00
Christoph Oelckers
8b9d8137fc - fixed: P_SpawnPuff must set the puff's owner before doing any state jumps.
SVN r2128 (trunk)
2010-01-24 09:46:31 +00:00
Randy Heit
6ba548511b - Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since
they are both created by the first-stage Sigil. AlienSpectre3 should have also been
  immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should
  not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to
  is that he can enter his pain state.)

SVN r2106 (trunk)
2010-01-08 03:24:22 +00:00
Christoph Oelckers
fa452ffd41 - My ActorMover fix from earlier today was causing problems with moving sectors
because it exposed a design flaw in the thinker system:
  Having every single actor default to the highest available statnum means that 
  nothing can be placed in a slot where it is guaranteed to be run after all actors 
  have ticked. But this is required for any thinker that moves an actor 
  (i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed 
  because they were added at the end of the list so almost nothing they moved was
  behind them in a thinker list. However, when an actor was spawned on a moving 
  floor it did not move smoothly. The default statnum is now 100 so that there's 
  sufficient slots above where such thinkers can be placed.


SVN r2060 (trunk)
2009-12-30 18:53:14 +00:00