Christoph Oelckers
8be690fbf2
- fixed type truncation warning.
2016-02-28 21:16:16 +01:00
alexey.lysiuk
fcb38a9419
Made index of VM intrinsic functions unsigned
...
No more 'comparison of integers of different signs: int and unsigned long' warning
2016-02-27 15:14:13 +02:00
Christoph Oelckers
eafd2519b4
- fixed a few incorrect uses of AngleTo function.
...
- added portal offsetting to all AproxDistance, AngleTo and Vec*To members of AActor.
- optimized displacement retrieval so that the most common case with no offset retrieves a constant null-vector which can be optimized away fully by the compiler.
- early out in P_GetOffsetPosition if there's no portal lines nearby, so that the common case can skip the traverser completely even on maps with line portals.
2016-02-26 11:52:50 +01:00
Randy Heit
fd78686679
Add clamp() to DECORATE
2016-02-25 14:31:37 -06:00
Randy Heit
7f57f68ce1
Added GetSpawnHealth() and GetGibHealth() for DECORATE
2016-02-25 10:08:08 -06:00
Randy Heit
a862f728b6
Add remaining VM-supported floating point operations to DECORATE
...
- These are:
* exp
* log
* log10
* ceil
* floor
* acos
* asin
* atan
* tan
* cosh
* sinh
* tanh
2016-02-25 09:41:49 -06:00
Randy Heit
8ee820042f
Tablified the DECORATE floating point operations (sqrt,cos,sin)
2016-02-25 09:23:46 -06:00
Christoph Oelckers
e11da06e69
- some preparations for actor interpolation through wall portals.
2016-02-25 00:41:31 +01:00
Randy Heit
326907f6ab
Cleanup parsing of DECORATE intrinsics
...
- Split specific parsing for each intrinsic out of ParseExpression0 and
into their own functions.
- Instead of reserving keywords for intrinsics, identify them by name
within TK_Identifier's handling.
2016-02-23 19:39:29 -06:00
Randy Heit
1f09341d2b
Let min/max pre-solve for 2+ constants, even if there are non-constants
2016-02-23 16:37:52 -06:00
Randy Heit
1ffb7ad109
Add min and max to DECORATE
2016-02-23 16:26:00 -06:00
MajorCooke
c3ffeb1e9d
A_RadiusGive Missile check fix
...
- Don't use isMissile(). Check directly for the flag at the moment of calling and not the default. Otherwise, things changing themselves will still be ineligible for non-missile checks.
2016-02-22 11:30:44 -06:00
alexey.lysiuk
89ca14a587
Fixed memory leak caused by return statement parsing
2016-02-22 14:24:34 +02:00
Randy Heit
70c663b253
Revert "Add PARAM_STATE_NOT_NULL for the A_Jump* functions"
...
- This reverts commit cab39973df
.
I was wrong. DoJump never allowed jumping to NULL states.
2016-02-21 19:21:39 -06:00
Randy Heit
19af8a3a82
Change error message for missing return
2016-02-20 23:14:14 -06:00
Randy Heit
e7b9e7e955
Rename A_Int/A_Bool/A_State to int/bool/state
...
- This is an effort to emphasize that these are just type casts. Now they
look like function-style casts with no action function styling.
They do no magic joojoo at all. The only reason they exist is because
the DECORATE parser can only parse return statements that call a
function, so these satisfy that requirement. i.e. *return int(666);* is
identical to *return 666;* (if the parser could handle the latter).
2016-02-20 22:05:17 -06:00
Randy Heit
cab39973df
Add PARAM_STATE_NOT_NULL for the A_Jump* functions
...
- Now that state jumps are handled by returning a state, we still need a
way for them to jump to a NULL state. If the parameter processed by this
macro turns out to be NULL, Actor's 'Null' state will be substituted
instead, since that's something that can be jumped to.
2016-02-20 21:52:29 -06:00
Randy Heit
5e298173f7
Redo ACTION_RETURN macros so they can be treated like return statements
2016-02-20 21:34:58 -06:00
Randy Heit
81314a6cd6
Revert "- fixed a few occurences where ACTION_RETURN_* eliminated the side effect of its argument when no return value was requested."
...
This reverts commit 7ede77c1d2
.
2016-02-20 21:27:42 -06:00
Christoph Oelckers
7ede77c1d2
- fixed a few occurences where ACTION_RETURN_* eliminated the side effect of its argument when no return value was requested.
...
This macro should not be used on function calls that actually perform an action aside from calculating the return value!
2016-02-20 13:13:53 +01:00
Randy Heit
c3432a1ddb
Fix CustomInventory never succeeding
...
- A != should have been ==.
2016-02-19 22:09:35 -06:00
Randy Heit
4770dc2dfb
Fix improper detection of if statements returning
2016-02-19 16:38:30 -06:00
Randy Heit
80d49d6bb9
Fix crash when parsing an empty action list for DECORATE
2016-02-19 16:31:53 -06:00
Randy Heit
a31bd78abe
Fix definitions of A_State/A_Int/A_Bool
...
- These aren't action functions, so PARAM_ACTION_PROLOGUE is
inappropriate.
2016-02-19 00:29:19 -06:00
Randy Heit
cb0fd5967f
Oops. Had FxCastStateToBool backwards.
2016-02-18 22:53:18 -06:00
Randy Heit
a399f40e5f
Support casting states to booleans
...
- This is so that you can call an A_Jump-type function from inside an if
statement and do something other than jump if the jump condition was
met. e.g.
{
if (A_Jump(128, "Foo"))
{
A_Log("The function would have jumped");
}
else
{
A_Log("The function would not have jumped");
}
}
2016-02-18 22:40:04 -06:00
Randy Heit
eace79ccad
Add some functions for use with DECORATE return
...
- Since DECORATE's return statement can only return the results of
function calls (I do not want to spend the time necessary to make it
return arbitrary expressions), here are three functions to get around
this limitation:
* A_State - Returns the state passed to it. You can simulate A_Jump
functions with this.
* A_Int - Returns the int passed to it.
* A_Bool - Returns the bool passed to it.
- e.g. If you want to return the number 3, you use this:
return A_Int(3);
If you want to jump to a different state, you use this:
return A_State("SomeState");
2016-02-18 22:15:03 -06:00
Randy Heit
fbbaae781b
Merge remote-tracking branch 'origin/master'
2016-02-18 22:05:40 -06:00
Randy Heit
b1098ede93
Restore "direct" call optimization for DECORATE
2016-02-18 22:05:16 -06:00
Randy Heit
ade780d810
Redo ACustomInventory::CallStateChain to check return types
2016-02-18 22:05:10 -06:00
Randy Heit
b8a16600ac
Braces around ACTION_RETURN used in an if are no longer optional
2016-02-18 21:39:13 -06:00
Randy Heit
b2ccd0bd28
Use action function return value to make state jumps happen
...
- The A_Jump family of action functions now return the state to jump
to (NULL if no jump is to be taken) instead of jumping directly.
It is the caller's responsibility to handle the jump. This will
make it possible to use their results in if statements and
do something other than jump.
- DECORATE return statements can now return the result of a function
(but not any random expression--it must be a function call). To
make a jump happen from inside a multi-action block, you must
return the value of an A_Jump function. e.g.:
{ return A_Jump(128, "SomeState"); }
- The VMFunction class now contains its prototype instead of storing
it at a higher level in PFunction. This is so that
FState::CallAction can easily tell if a function returns a state.
- Removed the FxTailable class because with explicit return
statements, it's not useful anymore.
2016-02-18 20:39:40 -06:00
Christoph Oelckers
f2125ea420
- this needs a return value...
2016-02-17 12:36:56 +01:00
Christoph Oelckers
42c6245a50
- restored A_CountdownArg to what it looked like before the scripting branch.
...
The new version did not work as expected anymore.
2016-02-17 11:42:45 +01:00
Randy Heit
0f70d10521
Add 'float' and 'state' as possible return types for action functions
2016-02-16 12:09:00 -06:00
Christoph Oelckers
6adb069506
- rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
...
This was to resolve some circular dependencies with the portal code.
The most notable changees:
* FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
* split off the parts from p_maputl into a separate header.
* consolidated all blockmap related data into p_blockmap.h
* split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
340faef1ec
- fixed a few 64-bit warnings.
2016-02-13 13:37:28 +01:00
Christoph Oelckers
d25455736a
- store floating point parameters for DECORATE properties as doubles.
2016-02-12 01:21:29 +01:00
Christoph Oelckers
584147b8bb
- removed all occurences of FVector2 and FVector3 from the playsim code.
2016-02-11 20:01:12 +01:00
MajorCooke
dcfdb50307
- Fixed: checkz wasn't used.
...
- Use 0 instead of false.
2016-02-10 18:04:59 -06:00
MajorCooke
fefdb266cd
- Fixed: The coordinates need to be converted to doubles first. Also use length instead of length squared.
2016-02-10 17:48:17 -06:00
MajorCooke
e04fe06226
GetDistance Non-Action (Double version)
...
- Added GetDistance(bool checkz, ptr = aaptr_target).
- Returns the distance of an actor. Must be target, master or tracer.
2016-02-10 17:13:50 -06:00
Christoph Oelckers
d712686122
- fixed: A_CountdownArg could no longer access the first arg.
...
The latest bit of refactoring turned a '<0' check into '>0', while it should have been '>=0'.
2016-02-10 21:56:45 +01:00
Christoph Oelckers
7e45c49c2f
- fixed: The expression evaluator must ignore the action function symbol for ACS_NamedExecuteWithResult.
...
This is necessary because otherwise the incompatible action function will take precedence over the special handling for this inside FxFunctionCall.
2016-02-10 21:48:28 +01:00
Christoph Oelckers
4428d073d5
- fixed: code generation for floating point negation was wrong.
2016-02-10 20:08:19 +01:00
Christoph Oelckers
d18a839836
- to prevent further occurences of ValueType == 0 being misinterpreted, change it to signify unknown value type and ensure that any real type is non-zero.
2016-02-10 17:11:50 +01:00
Christoph Oelckers
85a3cd984d
- fixed: ParseParameter should not make any assumptions about the necessity of a type cast between int and float.
...
With late resolving it cannot be guaranteed at this point and caused some incorrectly compiled code. Since the cast gets optimized away anyway when not needed there's no point being this selective with applying it.
2016-02-10 17:06:33 +01:00
Christoph Oelckers
d1b2ef5368
- some refactoring of olddecorations.cpp to move some repeated code into a subfunction.
2016-02-10 14:38:08 +01:00
Christoph Oelckers
b5029e0976
- call the native A_BossDeath directly instead of going through the VM-enabled action function.
...
- undo some formatting screwup in a_clericstaff.cpp.
2016-02-10 13:57:21 +01:00
Christoph Oelckers
3e5d1feecd
- fixed: A_CheckProximity could return unmorphed player pawns of currently morphed players.
2016-02-10 11:58:54 +01:00
Christoph Oelckers
3358181f18
- cleaned up the class data organization:
...
* moved RestrictedToPlayerClass and ForbiddenToPlayerClass arrays to AInventory.
* moved all copy-from-parent code into DeriveData functions.
2016-02-10 00:46:51 +01:00
Christoph Oelckers
6ce0c9f78e
- split up PClass::Derive and its child functions because part of them is also needed when initializing an inherited native class with the properties of its parent - but calling the base version in PClass is not possible.
...
- moved a few AActor properties out of the EXE so that I could easily test if it works.
2016-02-10 00:17:00 +01:00
Christoph Oelckers
b484cbf18a
- fixed: It is not guaranteed that the class object that is created by FindClassTentative actually matches the real object that is required later, so it needs to be replaced wherever it could be referenced once the real object is created.
...
- removed some unneeded code from earlier attempts to fix the class type resolving issue.
2016-02-09 23:08:51 +01:00
Christoph Oelckers
ff70cf1ee7
- fixed: Resolving non-constant DECORATE expressions must be delayed until everything has been parsed.
...
If done as before, forward-declared classes cannot be found, and the immediate resolving is only needed for constant expressions, so explicitly enabling it in the 4 places where it is needed ensures that those unresolvable expressions remain intact until the final processing pass righr before the code generator is started.
2016-02-09 19:02:44 +01:00
Christoph Oelckers
5261acce1d
- undid incorrect part of CheckClass fix.
2016-02-09 17:55:43 +01:00
Christoph Oelckers
4d2a52418f
- added an errorlog option.
...
This cuts down on as much message noise as possible, outputs everything to a file specified as a parameter and then quits immediately, allowing this to run from a batch that's supposed to check a larger list of files for errors.
Multiple outputs get appended if the file already exists.
2016-02-09 14:20:49 +01:00
Christoph Oelckers
6c92525fcd
- added an option to FindClassTentative to make eventual failure to declare the missing class non-fatal.
...
Damn those old mods with broken actor references. Thanks to those FxClassTypeCast may not throw fatal errors.
2016-02-09 12:26:00 +01:00
Christoph Oelckers
26b657b637
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-09 11:51:39 +01:00
Christoph Oelckers
8823b60c0d
- fixed: FxClassTypeCast must use FindClassTentative to get the class type.
...
This function may well be invoked before a class is actually defined, so it needs to create a placeholder to be filled in later.
2016-02-09 11:51:19 +01:00
Randy Heit
f0b4962052
Fix: CountInv must return a value if the caller's expecting one
2016-02-08 22:21:42 -06:00
coelckers
1ca2293983
Merge pull request #538 from MajorCooke/CountInv
...
CountInv(itemtype, ptr_select)
2016-02-08 21:06:30 +01:00
Christoph Oelckers
0a7b17c469
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-08 21:01:46 +01:00
Christoph Oelckers
ceba4b0dae
- fixed: old style DECORATE must use exactly the same method to store the damage function as the modern version.
...
The difference in handling crashed with Daedalus.
2016-02-08 21:01:25 +01:00
MajorCooke
124e0458cf
- Fixed: A_CheckProximity could trigger an assert because the flags and ptr were not flagged as optional.
...
- Fixed: CPXF_ANCESTOR no longer worked for some reason because apparently the IsAncestorOf() functionality has changed. Use IsKindOf instead.
2016-02-08 10:26:18 -06:00
Christoph Oelckers
c940c2ba81
- fixed: The counters for the whirlwind were initialized too late, the first time they are needed is in P_CheckMissileSpawn, which gets called from inside P_SpawnMissile. Also took the opportunity and moved them to properties that are accessible from DECORATE.
2016-02-08 13:34:54 +01:00
Christoph Oelckers
43b4d452db
Merge branch 'ChaseThresholdScript' of https://github.com/MajorCooke/zdoom
...
# Conflicts:
# src/version.h
2016-02-08 13:06:08 +01:00
Randy Heit
7b42093dc9
Revert "- fixed incorrect code generation for '||' operator (at least I hope it's fixed now.)"
...
This reverts commit 2a89a9f1d8
.
2016-02-07 21:59:45 -06:00
Randy Heit
ecef5647d4
Merge branch 'scripting'
2016-02-07 21:58:38 -06:00
Randy Heit
138cdccaf9
Fix code generation for && and ||
...
- The test condition should be the same for both sides of the operators.
2016-02-07 21:56:56 -06:00
Christoph Oelckers
2a89a9f1d8
- fixed incorrect code generation for '||' operator (at least I hope it's fixed now.)
2016-02-07 21:36:02 +01:00
MajorCooke
ccf887c978
Fixed wrong type.
2016-02-06 13:49:16 -06:00
Randy Heit
47d33c1ef5
Fixed: A_Set(Float)Speed take FIXED speed, not INT
2016-02-05 22:24:12 -06:00
Randy Heit
c978aa32b1
Fix FxRandomPick code generation for floats
2016-02-05 22:18:54 -06:00
Randy Heit
48dcbabd60
Emit a message when trying to use something non-integral as a boolean
...
- It's not exactly optimal, since it silently removes the offending
expression, but it's better than crashing.
2016-02-05 22:18:54 -06:00
Randy Heit
cb6504669d
Add return statements for DECORATE.
2016-02-05 16:34:51 -06:00
Randy Heit
2516b8f8af
Adjusted the assert conditions in DoJump()
...
- With multiple A_Jump calls possible in a single action now, it is now
possible for DoJump() to be called with a callingstate that does not
match self->state because the state had been changed by a prior A_Jump
in the same action function.
2016-02-05 06:41:27 -06:00
Christoph Oelckers
3a57036f60
- a simple command line parameter is probably more suitsble for controlling the disassembly output.
2016-02-05 11:20:32 +01:00
Christoph Oelckers
312117b0bc
- disable script disassembly output by default. It's now controlled by a CVAR.
2016-02-05 10:56:15 +01:00
MajorCooke
35b7a5ccc1
Updated for scripting branch merge.
2016-02-04 22:41:02 -06:00
MajorCooke
1f8d425a1e
- Added CountInv(itemtype, [ptr_select]).
...
- Returns an inventory item count.
2016-02-04 21:45:31 -06:00
Christoph Oelckers
4751bffd5f
- replaced malloc.h with stdlib.h in thingdef_expression.cpp.
2016-02-05 01:26:29 +01:00
Christoph Oelckers
0b7a06c714
Merge branch 'NewEESpecials'
...
# Conflicts:
# src/fragglescript/t_fs.h
2016-02-05 01:01:39 +01:00
Randy Heit
b3b0886b64
Merge branch 'scripting'
...
Conflicts:
src/actor.h
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_blastradius.cpp
src/p_enemy.cpp
src/p_enemy.h
src/thingdef/thingdef.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
MajorCooke
a1c1de9edb
Fixed merge conflicts.
2016-02-02 18:26:20 -06:00
MajorCooke
eb2829ad5e
- Added CBF_DROPOFF to A_CheckBlock. Checks for actors stuck in tall ledges or dropoffs.
2016-01-31 09:45:41 -06:00
Braden Obrzut
5317a92d11
Merge branch 'RadiusGiveExp2'
2016-01-30 00:27:44 -05:00
MajorCooke
eeca536d9a
Clean up a few things.
2016-01-29 10:41:05 -06:00
MajorCooke
772f086a5e
Fixed broken aiming with A_CheckLOF.
2016-01-28 12:24:40 -06:00
MajorCooke
2da868656e
Finalize loop and prioritize missile searching.
2016-01-27 15:22:05 -06:00
MajorCooke
846f14c03d
Remove the loop.
2016-01-27 14:56:06 -06:00
MajorCooke
79177cf98e
Set up the subfunction.
2016-01-27 14:54:46 -06:00
MajorCooke
275cdcd958
Renamed A_FaceVelocity to A_FaceMovementDirection.
2016-01-27 10:12:13 -06:00
coelckers
c5379c749e
Merge pull request #428 from MajorCooke/A_CheckSPecies
...
Added A_CheckSpecies(state jump, name species, ptr = AAPTR_DEFAULT)
2016-01-27 16:45:16 +01:00
Christoph Oelckers
8993f84087
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-26 22:27:42 +01:00
Christoph Oelckers
2a1fa60aa6
Merge branch 'CheckProxExpPruned' of https://github.com/MajorCooke/zdoom
2016-01-26 18:49:03 +01:00
MajorCooke
1c0ef1d367
Removed CPXF_NODISTANCE.
2016-01-26 10:00:20 -06:00
coelckers
e397b5a475
Merge pull request #511 from MajorCooke/CheckLOFpitch
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A_CheckLOF Pitch FIx
2016-01-26 14:44:05 +01:00
MajorCooke
cb43ce9cfc
- Fixed: A_CheckLOF was doubling up on its pitch and reversing it when without a target.
2016-01-26 07:20:55 -06:00
Christoph Oelckers
623276f5a6
- fixed: All access to weapon info in DECORATE functions should be restricted to when they get called from an actual weapon, not from a CustomInventory item.
...
Issues this fixes:
* all original Doom attack functions unconditionally altered the flash state.
* A_FireOldBFG, A_RailAttack and A_Blast never checked for a valid ReadyWeapon.
* CustomInventory items could deplete an unrelated weapon's ammo.
2016-01-26 09:43:47 +01:00
Randy Heit
774c136532
Fixed: Player.FallingScreamSpeed used minz as the maxz as well
2016-01-25 18:55:05 -06:00
MajorCooke
0be09f54bd
Particles can now scale up to 65535.
2016-01-25 15:44:11 -06:00
MajorCooke
ced35e98fb
Remove needless check.
2016-01-25 10:07:00 -06:00
Christoph Oelckers
67f644c898
- fixed inverted NULL pointer check in A_SetAngle.
...
- let COPY_AAPTR check the most common case AAPTR_DEFAULT first instead of running through all the other cases for it.
2016-01-24 11:50:21 +01:00
Randy Heit
c63f65d441
Merge remote-tracking branch 'origin/master' into scripting
...
Conflicts:
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
2016-01-22 20:53:27 -06:00
Edward Richardson
2034f4e49f
Fixed cmf_aimdirection doubling up the spawn Z
2016-01-22 23:06:09 +13:00
MajorCooke
823edc4a69
- Cleaned up leftovers.
2016-01-21 21:23:43 -06:00
MajorCooke
b51bbf66b0
- Fixed pointer setting not working due to requiring more than the SET* flags.
...
- Changed search algorithm to be square and utilize fixed_t instead.
2016-01-21 21:15:50 -06:00
MajorCooke
793fc90716
Once more homogenized!
...
- DECORATE: color, flags, lifetime, size, angle, xyz offset/vel/accel, startalpha, fadestep.
- ACS: Similar, minus the angle parameter.
2016-01-21 19:59:33 -06:00
MajorCooke
28502b9a80
- Reorganized A_SpawnParticle parameters.
...
- Decorate order is now color, x/y/zoff, velx/y/z, lifetime, angle, flags, size, startalphaf, fadestepf, accelx/y/z.
- ACS order is now color, xyz offset, xyz velocity, lifetime, fullbright, size, startalpha, fadestep, xyz accel
2016-01-21 18:34:39 -06:00
Christoph Oelckers
841c7b275e
Merge branch 'ParticleFlags' of https://github.com/MajorCooke/zdoom
...
Conflicts:
wadsrc/static/actors/actor.txt
2016-01-22 00:58:42 +01:00
Christoph Oelckers
3b4ed8d7cd
- made A_SpawnParticle's fadestep parameter a fixed point value as well.
2016-01-22 00:54:09 +01:00
MajorCooke
13dc6be5a1
- Added flags for A_SpawnParticle and angle parameter.
...
- SPF_FULLBRIGHT makes the particle full bright.
- SPF_RELATIVE encapsulates the following flags:
- SPF_RELPOS: Position is relative to angle.
- SPF_RELVEL: Velocity is relative to angle.
- SPF_RELACCEL: Acceleration is relative to angle.
- SPF_RELANG: Add caller's angle to angle parameter for relativity.
2016-01-21 16:36:58 -06:00
Christoph Oelckers
39014b1732
- make the startalpha parameter of A_SpawnParticle a float to be consistent with other functions that want an alpha value.
2016-01-21 20:13:55 +01:00
Randy Heit
9744b9e0d9
Merge branch 'master' into scripting
...
Conflicts:
src/actor.h
src/dobject.h
src/dobjgc.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
2016-01-21 12:45:06 -06:00
MajorCooke
9638cbb844
Updated A_CheckProximity Expansion Pruned Edition.
2016-01-21 11:39:13 -06:00
Christoph Oelckers
995721836b
Merge branch 'SpawnParticle' of https://github.com/Edward850/zdoom
...
Conflicts:
src/actor.h
2016-01-21 17:04:52 +01:00
MajorCooke
93aff2413f
Fixed an issue which caused A_Teleport to set the caller and itself to SpotZ's z position.
2016-01-20 18:18:00 -06:00
MajorCooke
116e157447
Nevermind this.
2016-01-20 15:52:56 -06:00
MajorCooke
d20a7516c9
Updated A_FaceVelocity to remove conflicts.
2016-01-20 15:51:11 -06:00
Edward Richardson
e5c67cee83
Merge branch conflicts fix
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- CONFLICT (content): Merge conflict in src/p_acs.cpp
- Updated position variables
2016-01-21 10:49:57 +13:00
Christoph Oelckers
98a9d7210a
- fixed the definitions for script access to AActor::x, y, z.
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(Note: These should be made read only when real scripting becomes available!)
2016-01-20 15:19:35 +01:00
Christoph Oelckers
68c0f929dc
- refactoring complete. The source compiles again with the renamed position variable.
2016-01-20 15:12:51 +01:00
Christoph Oelckers
4b9647e539
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_hexen/a_hexenspecialdecs.cpp
src/g_strife/a_thingstoblowup.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-20 11:45:57 +01:00
Christoph Oelckers
e9b23cf833
- keep evaluation order of Random() calls defined.
2016-01-20 09:25:30 +01:00
Christoph Oelckers
7ea3e49332
- refactored p_mobj.cpp and the first half of p_map.cpp.
2016-01-20 01:48:57 +01:00
Christoph Oelckers
b73e1e65f5
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
2016-01-19 20:17:34 +01:00
Christoph Oelckers
7658111566
- refactoriung of thingdef_codeptr.cpp - probably the ugliest file in the entire project...
2016-01-19 20:15:45 +01:00
Christoph Oelckers
97620b0645
- fixed some leftover unused variable warnings.
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- match the variable names in thingdef_codeptr.cpp to the ones in the scripting branch to reduce the amount of merge conflicts in upcoming changes.
2016-01-19 16:09:44 +01:00
Christoph Oelckers
bf747075e8
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_hexen/a_clericstaff.cpp
src/p_enemy.cpp
src/p_interaction.cpp
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
cfcd2668cc
Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
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Conflicts:
src/p_pspr.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers
fbaab5044d
Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
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Conflicts:
src/d_dehacked.cpp
src/decallib.cpp
src/g_hexen/a_clericstaff.cpp
src/p_interaction.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers
5207aa6cc0
Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
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Conflicts:
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +01:00
Christoph Oelckers
0e645ad173
- added a 'non-modify' mode to P_TeleportMove and let A_Respawn use that, rather than letting P_TeleportMove muck around with the actor properties and then have A_Respawn only partially and haphazardly restoring them afterward.
2016-01-16 16:30:53 +01:00
MajorCooke
629eaa35a3
- Fixed: A_Fade* could destroy live player bodies because it was calling the Destroy() function directly instead of going through P_RemoveThing.
2016-01-13 20:26:15 -06:00
Christoph Oelckers
2c0f64cf9f
- refactoring of R_PointToAngle2 when used to calculate direction between two actors.
2016-01-10 20:46:26 +01:00
Christoph Oelckers
1e2ce9a622
- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
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The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +01:00
MajorCooke
ccc694bbcd
- Added the following flags, all affixed with CPXF_:
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- NODISTANCE: Disables distance checking.
- CHECKSIGHT: The qualifying actor must be in sight in order to count.
- SET<TARGET/MASTER/TRACER>: Gets the first qualifying actor and sets the calling actor's specified pointer to it.
- SETONPTR: If the function is being aimed at another actor other than the caller, sets that actor's pointers instead. Requires a SET* flag to work.
- FARTHEST: The actor farthest from the checking actor is set as the pointer. Requires a SET* flag to work.
- CLOSEST: The closest qualifying actor is set as the pointer. Requires a SET* flag to work.
2016-01-07 17:09:02 -06:00
MajorCooke
452c82cbe2
- Added TF_SENSITIVEZ to A_Teleport. Fail teleportation instead of adjusting the actor to fit if they cannot.
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- When checking whether to use spot z or floorz, use spot floorz instead of ref for consistency.
2015-12-17 10:34:38 -06:00
Edward Richardson
c099cd4581
SpawnParticle functions
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- Added A_SpawnParticle Decorate and SpawnParticle ACS functions.
2015-12-08 22:58:24 +13:00
Braden Obrzut
62d41a58a8
Merge branch 'DecProx3' of git://github.com/MajorCooke/zdoom into master
2015-12-07 00:53:06 -05:00
MajorCooke
8594bfaa8b
A_CustomPunch Extension
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- Added Melee/Miss parameters just like A_CustomMeleeAttack.
2015-11-30 11:42:08 -06:00
MajorCooke
4fb48b332b
Added A_CheckProximity.
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- Checks to see if a certain actor class, in numbers, is close to the actor/pointer via distance, based upon count. Can check for ancestry, disable Z searching, perform less than or equal to instead of greater or equal to, exact counts, check a pointer instead of itself and differentiate between live monsters and dead.
2015-11-28 10:53:34 -06:00
MajorCooke
d730b06da7
Added A_CheckSpecies(state jump, name species, ptr = AAPTR_DEFAULT)
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- Performs a state jump if the defined species name for the pointed actor matches the criteria.
2015-11-26 01:33:02 -06:00
MajorCooke
7725e9d641
New line.
2015-11-25 23:17:13 -06:00
MajorCooke
a1e3112850
Removed FVF_RESETPITCH.
2015-11-25 23:15:59 -06:00
MajorCooke
ab5b1f479a
Updated A_FaceVelocity.
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- Now includes anglelimit and pitchlimit.
- Anglelimit and pitchlimit only allows the actor to turn this much, similar to A_FaceTarget's limit. FVF_RESETPITCH also respects the pitch limit.
- (offset, anglelimit, pitchlimit, flags, ptr)
2015-11-25 21:49:25 -06:00
coelckers
da39c86967
Merge pull request #401 from MajorCooke/RadiusGiveMinRange
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A_RadiusGive Mindist Parameter + RGF_OBJECTS Fix
2015-11-25 12:27:54 +01:00
MajorCooke
75855dc64a
A_FaceVelocity(offset, flags, ptr)
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- Changes the caller's angle and pitch according to the direction of velocity they're travelling.
- FVF_NOPITCH and FVF_NOANGLE disable changing of pitch/angle respectively and should be counted as mutually exclusive, or the function does nothing.
- FVF_INTERPOLATE - Interpolate's the angle and pitch changes.
- FVF_RESETPITCH will, if there's no z velocity, reset the pitch to 0. Otherwise, the pitch remains unchanged.
2015-11-25 01:44:19 -06:00
Braden Obrzut
a8ac748123
Merge commit 'e2d874e343da34df6edfad0bb47370cbe10f4bae'
2015-10-25 15:00:43 -04:00
Edoardo Prezioso
4cd793ca2f
- Fixed broken projectile firing projectiles code.
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This went unnoticed since ZDoom 2.0.90, which introduced the bug. Discovered with the recent TFlags improvements.
2015-10-13 09:13:37 +02:00