Commit graph

19 commits

Author SHA1 Message Date
Major Cooke
60f0d35477 Added ThruBits. 2020-10-17 09:51:24 +02:00
Nikolay Ambartsumov
a72fdd7e3e Add MaxSlopeSteepness actor property 2020-10-03 07:53:55 +02:00
Major Cooke
200104777b Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered. 2020-09-27 14:03:02 +02:00
makise-homura
5720a54da4 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers
2ffb447f9e - let non-solid teleporting actors not actually telefrag.
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 18:46:39 +02:00
MajorCooke
4cbcb84dc9
Optimized P_CheckPosition. (#1161)
- If the actor passed into the function has THRUACTORS, PIT_CheckThing won't be called anymore.
- Moved THRUACTORS check to just under the self clipping check in PIT_CheckThing.
2020-08-27 12:37:39 -04:00
MajorCooke
7e4a996cd4
P_BounceActor now calls SpecialMissileHit before any other bouncing effects are processed. Return values are as such: (#1156)
- 1: The missile will continue moving through the actor, and it's down to the modder to handle bouncing.
- 0: The missile will explode.
- Any other value will process a bouncing actor as normally done in the engine.
2020-08-14 02:01:32 -04:00
Marisa Kirisame
e81641dd01 Hotfix: LineTrace now reports the correct number of portal crossings. 2020-06-07 15:04:44 +02:00
Rachael Alexanderson
192882f63a Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-07 04:32:46 -04:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
Christoph Oelckers
67a50d084a - started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
nashmuhandes
8facd5f3f3 Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF. 2020-03-23 12:50:17 +01:00
Major Cooke
5425aa979d - Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended. 2019-12-30 08:37:08 +01:00
Major Cooke
0b0984b88e Added STOPRAILS actor flag.
- An actor with this flag will prevent railgun shots from penetrating further.
2019-12-30 08:37:08 +01:00
Christoph Oelckers
e82565373f - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
alexey.lysiuk
4c7c1138aa - adjusted collision detection for item pickups
Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up

https://forum.zdoom.org/viewtopic.php?t=60181&start=88#p1122935
2019-10-31 12:07:50 +01:00
alexey.lysiuk
ae2f7dd892 - fixed radius attack that may inflict damage twice
https://forum.zdoom.org/viewtopic.php?t=66191
2019-10-27 09:34:13 +01:00
Marisa Kirisame
2628dabc31 Fix for LineTrace not setting its starting sector based on its offset. 2019-09-15 21:58:25 +02:00
Christoph Oelckers
2a16fb9d28 - moved most remaining playsim code into its proper folder. 2019-07-14 13:59:16 +02:00
Renamed from src/p_map.cpp (Browse further)