Commit graph

10489 commits

Author SHA1 Message Date
ZZYZX
3056570ea9 Implemented a call check between ui/play/data 2017-02-17 23:02:43 +02:00
ZZYZX
a2f3d8511d Implemented a read check between ui/play/data fields with a meaningful error 2017-02-17 22:46:18 +02:00
ZZYZX
a7a4406bb1 Supposedly implemented a write check between ui/play/data 2017-02-17 22:41:04 +02:00
ZZYZX
8b0dee6f66 My am dumb: PStruct is a base for PClass 2017-02-17 22:00:47 +02:00
ZZYZX
ecd4f5a32d Removed supposedly debug value added in commit b0f3121bec 2017-02-17 20:25:11 +02:00
ZZYZX
496b2a74ce Disallow const qualifier for classes 2017-02-17 20:04:40 +02:00
ZZYZX
195ae24dcb const method cannot write to self 2017-02-17 19:54:59 +02:00
ZZYZX
338e676e73 Allow calling const methods on readonly structs 2017-02-17 19:25:29 +02:00
ZZYZX
0f031c5f22 Renamed 'allowui' to 'clearscope'. 'allowui' doesn't reflect the real meaning of the keyword which clears implicit 'play' or 'ui' inherited from parent class (for classes) or owning type (for methods/fields) 2017-02-17 18:24:01 +02:00
ZZYZX
2b20abff02 Fixed consistency of checks 2017-02-17 18:01:39 +02:00
ZZYZX
4fe9c7d8c8 Added parsing of ui, play, allowui and const qualifiers 2017-02-17 17:58:16 +02:00
ZZYZX
5e5d0d3e57 Using separate keyword 'nonew' as reverse abstract; nonew is inherited, and nonew class can only be created from the first nonew class in the hierarchy 2017-02-16 12:40:09 +02:00
ZZYZX
0803faf596 Compile time check for abstract class instantiation to reduce programming errors ASAP 2017-02-16 04:22:14 +02:00
ZZYZX
0819dd8d89 Actually pass PFunction to OP_NEW 2017-02-16 04:14:21 +02:00
ZZYZX
7d3663500f Disallow creation of abstract classes outside of their own class (this is so that modders can create their own factory methods, not just for native) 2017-02-16 03:49:03 +02:00
ZZYZX
363990a105 Class abstractness should be inherited 2017-02-16 02:31:20 +02:00
ZZYZX
3577e4eddc Fixed possible nullptr dereferencing on c->Type() == nullptr 2017-02-16 02:14:49 +02:00
Rachael Alexanderson
bd86abede3 - fixed Skulltag rune bugs.
1) When used in a hub, returning to a previous level in the hub deactivated the runes if they were a permanent powerup.
2) When picking up two different runes with the same effect, one rune wearing off removed the effect completely.
3) This entire system was done through an extremely hacky CheatFlags implementation. This was a gross hack, and it was no wonder it didn't always work properly.
2017-02-15 16:37:45 +01:00
Christoph Oelckers
46d12635ce - fixed warning 2017-02-15 13:17:20 +01:00
Christoph Oelckers
67f6f28b55 - fixed: When finding the highest floor plane on a given side of a linedef, the necessary tests may not depend on the actual highest floor, which may originate from the other side of the line and cause valid planes that are between the currently set plane and the actual highest floor to be skipped. 2017-02-15 13:14:59 +01:00
Christoph Oelckers
d8b8767ee9 - disabled render events pending further discussion and evaluation. 2017-02-15 12:27:50 +01:00
Christoph Oelckers
c8db1f151e - fixed: All FNames inside actor classes need to be FNameNoInit or their constructor will overwrite them after copying the defaults. 2017-02-15 12:16:24 +01:00
Christoph Oelckers
d8ebbcfc08 - fixed: When loading a savegame the player class in the userinfo needs to be updated.
- fixed: Class pointers should not be added to the list of garbage collected pointers.
- fixed several warnings in the event code.
2017-02-15 11:55:08 +01:00
Christoph Oelckers
6fef653aa1 - exported GetUDMF methods to scripting. 2017-02-15 01:03:47 +01:00
Christoph Oelckers
8d7a64bd17 - added a virtual 'used' method that gets called when the player presses use on an actor. This method will only be called if the actor does not have the USESPECIAL flag - that one will be handled as before. 2017-02-15 00:43:30 +01:00
Christoph Oelckers
c01289e999 - added ZScript property handling for names, sounds and colors. 2017-02-14 23:28:49 +01:00
Christoph Oelckers
2f1b5c375e - fixed: Line_SetPortal crashed with one-way portals. 2017-02-14 23:13:29 +01:00
Christoph Oelckers
c5204f34ca - fixed: The code to play the mage lightning's attack sound was converted wrong, because it used the same structure as looping sounds normally so, but doesn't actually loop. 2017-02-14 22:51:53 +01:00
Christoph Oelckers
a6156297ce - don't adjust sprite offsets of IWAD sprites in sequences which have been replaced partially. This can be overridden by specifying 'iwadforced' in the SPROFS lump. 2017-02-14 22:04:52 +01:00
Christoph Oelckers
3170591e32 - restated some weird number manipulation in SBARINFO for powerup time. This appears to be needed to distinguish between non-expiring items and non-present items. 2017-02-14 22:04:52 +01:00
alexey.lysiuk
a9f650c3f2 Fixed compilation warnings reported by GCC/Clang
src/events.cpp:167:66: warning: format specifies type 'char *' but the argument has type 'char' [-Wformat]
src/events.cpp:167:84: warning: data argument not used by format string [-Wformat-extra-args]
src/events.cpp:1036:20: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
2017-02-14 22:13:31 +02:00
alexey.lysiuk
dd0f55e8d8 Fixed compilation of Cocoa backend 2017-02-14 22:02:47 +02:00
Christoph Oelckers
b7b0e64471 - separated splash detection from water level setting.
This could cause problems if 3D floors with different properties for slashing and waterlevel were occupied at the same time. By keeping the slash code separate both parts can be handled without having to look out for the other.
2017-02-14 20:11:30 +01:00
Christoph Oelckers
9e769f29c3 - the native part wasn't saved. 2017-02-14 19:34:01 +01:00
Christoph Oelckers
6e2b0bc961 - renamed the internal InpuEvent to deconflict from the version in the event system. 2017-02-14 19:32:44 +01:00
Christoph Oelckers
2234d36c7a Merge branch 'thereisnospoon' of https://github.com/jewalky/gzdoom
# Conflicts:
#	src/dobject.h
2017-02-14 19:10:02 +01:00
Christoph Oelckers
9caf5c641b - don't let menu number widgets not lock up the menu if their associated CVAR does not exist. 2017-02-14 19:06:45 +01:00
Christoph Oelckers
2e5ada5f25 - fixed texture clamping calculations for negative scales. 2017-02-14 18:20:21 +01:00
Christoph Oelckers
2e11b4f346 - fixed: The S_Sound script export did not call the actual function. 2017-02-14 17:03:31 +01:00
Christoph Oelckers
7b1645d239 - fixed the item check in OptionMenuItemCommand.
This was calling the wrong GetItem function.
2017-02-14 16:50:10 +01:00
Christoph Oelckers
443ac50887 - fixed: DMenu::CallTicker called the Drawer methods of the menu instead of the Ticker methods. 2017-02-14 13:19:37 +01:00
alexey.lysiuk
08bf08f297 Restored effect of negative horizontal texture scale in software renderer 2017-02-14 12:33:27 +02:00
Christoph Oelckers
73ed351144 - don't error out on unknown CVars for optional parameters in menu items. 2017-02-13 23:24:31 +01:00
Christoph Oelckers
32da1de385 - fixed: negative texture scales should not affect the direction a wall scrolls in. 2017-02-13 22:37:16 +01:00
Christoph Oelckers
cb758f6dab - added a 'nolightfade' MAPINFO option which disables light diminishing in OpenGL. Note that this only works for light modes 0-3. Modes 4 and 8 use special light math that would not work if such a setting was forced. 2017-02-13 22:17:15 +01:00
Christoph Oelckers
1a63450fe2 - fixed a few issues with actor bouncing logic. 2017-02-13 22:00:27 +01:00
Christoph Oelckers
5dd00e44ef - fixed bad parameters for MouseEvent call in menus. 2017-02-13 20:06:07 +01:00
Christoph Oelckers
ad178e16c5 - working again. 2017-02-13 20:03:29 +01:00
Christoph Oelckers
7b2ec1f737 - removed obsolete include for zscript. 2017-02-13 20:01:56 +01:00
Christoph Oelckers
6525e04118 - added restrictions to CVAR and CCMD access functions for the menus. CVAR changes are only allowed when the menu is open or for mod-CVARs. The CCMD execution function is now private to the control requiring it and heavily guarded against improper access from the outside so that abuse is mostly impossible.
This also means that the remaining scriptification of the menu is on hold. The player menu would require even more access to critical game data, which is a no-go, and the other remaining menus offer little benefit from getting scriptified.
2017-02-13 19:18:45 +01:00