Christoph Oelckers
48e21f6759
- consider MBF sky transfers when checking for skybox precaching.
2015-04-01 12:08:42 +02:00
Christoph Oelckers
bf490d8dcd
Merge branch 'master' of https://github.com/rheit/zdoom
2015-04-01 11:59:57 +02:00
Christoph Oelckers
1e9a6e667e
- GL code adjustments for reworked precaching.
2015-04-01 11:59:41 +02:00
Christoph Oelckers
60d9f38084
Merge branch 'master' of https://github.com/rheit/zdoom
...
Conflicts:
src/v_video.cpp
2015-04-01 11:59:20 +02:00
Christoph Oelckers
74f4ae86d8
- forgot to save this...
2015-04-01 11:57:10 +02:00
Christoph Oelckers
ad9e4413fa
- made the texture precaching code a bit more self-descriptive after finding a discrepancy in handling between ZDoom and GZDoom's versions.
2015-04-01 11:48:47 +02:00
Christoph Oelckers
34aeb428a1
- Removed the check for this flag from P_RadiusAttack because MF7_CAUSEPAIN cannot be used for radius attacks. Their logic is too different from regular attacks.
2015-04-01 10:01:48 +02:00
Christoph Oelckers
d940c6a2ee
- fixed: With the recent changes to the damage code, the check for MF5_NODAMAGE was too early. Putting it into AActor::TakeSpecialDamage is also not the best idea because that limits that function's potential.
2015-03-31 23:15:43 +02:00
Christoph Oelckers
d481ba7b5a
- fixed: The replacement actors for A_SetTelefog should not require inheriting from TeleportFog.
2015-03-31 22:11:16 +02:00
Christoph Oelckers
6eb4e2a224
Merge branch 'master' of https://github.com/rheit/zdoom
2015-03-31 18:25:31 +02:00
Christoph Oelckers
5febac0994
- removed incorrect multiplication from FraggleScript's PointToDist function. The problem was introduced by replacing a (fixed_t) type cast with FLOATTOFIXED without removing the value range adjustment.
2015-03-31 15:21:15 +02:00
Christoph Oelckers
4d59190446
- redit commit 5f56fb5a16
without altering the line endings throughout thingdef_codeptr.cpp.
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* Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-31 09:24:16 +02:00
Braden Obrzut
5f56fb5a16
Changed the behavior of SetActorTeleFog.
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- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-30 21:54:58 -04:00
Christoph Oelckers
3849cb8623
- added precaching of textures via MAPINFO.
2015-03-29 13:02:45 +02:00
alexey.lysiuk
267054071f
Added missing render styles to info console command
2015-03-28 12:13:47 +02:00
Christoph Oelckers
25e5ac7e2a
- fixed: CheckForResurrection should check whether the active translation is actually a blood translation before resetting it, not assuming that GenericCrush is a single state with infinite duration.
2015-03-27 18:29:57 +01:00
Christoph Oelckers
15e0f19fdb
- fixed another flags mismatch.
2015-03-27 17:16:53 +01:00
Christoph Oelckers
94a04f36e5
- fixed: Dormant monsters should not be telefraggable.
2015-03-27 17:06:56 +01:00
Christoph Oelckers
164d523eca
- fixed incorrect flags word access.
2015-03-27 16:58:21 +01:00
Christoph Oelckers
eb78c24140
- small oversight: TakeSpecialDamage must be called if damage is 0 (to do the special death state checks) but it may not be called if damage is already -1, because that means that damage and pain have already been ruled out completely.
2015-03-27 14:37:13 +01:00
Christoph Oelckers
9d5e6d32c7
- review of P_DamageMobj:
...
* decided that the pain threshold should always be checked against the actual damage, even if it's down to 0, for consistency. This also restores the original behavior of using actual damage for checking the pain threshold which was altered by the introduction of the ALLOWPAIN and CAUSEPAIN flags.
* removed all newly added exceptions that excluded the player from checks for completely cancelled out damage.
* if anything during damage modification causes negative damage, no pain handling whatsoever will be initiated.
* made sure that TELEFRAG_DAMAGE will not be subjected to damage amount modification by protection items and any other kind of damage modification.
2015-03-27 13:49:47 +01:00
Christoph Oelckers
ac7abca6f8
- completely removed fakePain check in case DoSpecialDamage returns -1. This signifies a special case that should bypass anything that inflicting pain implies.
2015-03-27 11:55:11 +01:00
Christoph Oelckers
c78b9235a8
- DoSpecialDamage was formerly called for any damage value, removed check for 'damage > 0' to restore original behavior.
2015-03-27 11:50:27 +01:00
Christoph Oelckers
375c0ac736
- cleanup of damage flag handling in P_RailAttack.
2015-03-27 10:10:22 +01:00
Christoph Oelckers
19cea0f626
- fixed: DoCheckSpecies got an actor's species by directly reading the 'species' variable, bypassing initialization in GetSpecies.
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- cleaned up DoCheckSpecies and DoCheckFilter which both contained several redundant checks and renamed DoCheckFilter to DoCheckClass.
2015-03-27 09:57:33 +01:00
Christoph Oelckers
602f541e31
- use '|', not '+' to combine flags.
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There's probably going to be more of these coming...
2015-03-27 09:40:47 +01:00
Christoph Oelckers
c78fdae31d
- beautification of A_BFGSpray.
...
Reordered checks so that only one 'spray != NULL' is needed, removed redundant thingToHit variable and reformatted slightly.
2015-03-27 09:25:26 +01:00
Christoph Oelckers
66c3c93529
- call TakeSpecialDamage, even if damage is 0, just like it was in older versions.
2015-03-27 09:03:44 +01:00
Randy Heit
5d27bf7742
Add Windows 8+ related bits to the manifest
2015-03-27 00:25:53 -05:00
Randy Heit
3463b87876
Fixed: MUSINFO was not multiplayer-aware
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- Move MUSINFO change request out of FLevelLocals and into player_t. This
allows the MusicChanger actors to change music for each player
independantly. This is similar to PrBoom+, which switches depending on
the displayplayer. The difference being, we don't actually track the
music other players are listening to. (Which might not be a bad idea to
implement at some point.)
- Moved a few fields in player_t for better packing.
2015-03-26 23:19:05 -05:00
Randy Heit
9cd6aae902
Added Archvile ghosts compatibility flags for some more maps
2015-03-26 22:02:10 -05:00
Randy Heit
ee9f64427c
Add wad name to mapchecksum output
2015-03-26 22:01:57 -05:00
Randy Heit
93c7f4b4b5
Don't accelerate BOOM colormaped player sprites
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- Fixed: Player weapons ignored BOOM colormaps when accelerated.
2015-03-26 21:46:14 -05:00
Randy Heit
32a55c9229
Revert "- Fixed: A_Die didn't consider missiles for the function."
...
This reverts commit 5977cb04d9
.
- It breaks at least one mod (Complex Doom) and who knows how many others.
Considering how long A_Die has been around, a random "fix" like this is
probably not a good idea. [P.S. Missiles have health and can be damaged
by P_DamageMob, so it's not like it never did anything on missiles.]
2015-03-26 20:57:12 -05:00
Christoph Oelckers
29c5071672
Merge branch 'hashing' of https://github.com/Edward850/zdoom
2015-03-26 13:05:42 +01:00
Edward Richardson
2c978bc6f7
Change hashfiles filename string to a cstr
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- It seems some compilers don't like passing FNames to Printf, and this
might as well be a cstr anyway.
2015-03-26 23:38:09 +13:00
Christoph Oelckers
d206e423b6
Merge branch 'countitems' of https://github.com/edward-san/zdoom
2015-03-25 23:21:14 +01:00
Christoph Oelckers
3d2eaf81db
Merge branch 'hashing' of https://github.com/Edward850/zdoom
2015-03-25 23:20:20 +01:00
Edoardo Prezioso
66b090cd44
- Improvements to some of the actor debug CCMDs.
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- 'monster' and 'items' can now filter the list if an argument is passed (like with 'kill');
- added 'countitems', which will show only the 'count items' in the current map, with the same filter parameter as 'monster' and 'items'.
- reorganize the code to reduce the duplication.
2015-03-25 22:25:00 +01:00
Christoph Oelckers
21314fe867
Merge branch 'causepainfix' of https://github.com/MajorCooke/zdoom
2015-03-25 20:36:09 +01:00
Christoph Oelckers
d1a972ff3d
- fixed: The recent ANIMDEFS extension missed adjusting the call to AddSimpleAnim for ANIMATED-defined animations.
2015-03-25 20:34:26 +01:00
MajorCooke
d45d45583b
Take PainThresholds into account.
2015-03-25 14:27:12 -05:00
MajorCooke
f161c0c501
- Fixed: Projectile impacts never called P_DamageMobj when damage was 0 without the CAUSEPAIN flag.
2015-03-25 14:19:50 -05:00
Braden Obrzut
890fb39d25
- Apparently cmake_policy doesn't ignore unknown policies (which seems to defeat the purpose to me) so we must wrap them in code to detect if the policy is known.
2015-03-24 18:28:59 -04:00
Christoph Oelckers
7b6d245444
- added NULL pointer checks to A_CheckStaff.
2015-03-24 09:22:51 +01:00
Braden Obrzut
e29b8b2094
- Fixed: QuakeEx ACS function didn't handle fixed->double conversion.
2015-03-24 00:02:25 -04:00
Braden Obrzut
b958e930cf
- Cleared developer warnings with modern (3.0+) versions of CMake.
2015-03-23 23:28:18 -04:00
Braden Obrzut
44f9f2bbd6
- Fixed: Default movedown bind was set to "insert" and not "ins".
2015-03-23 21:51:33 -04:00
Randy Heit
86e1d3ed9a
Improve default IWAD search paths for Unix
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- /usr/share/doom and /usr/share/games/doom are better default paths than
/usr/local/share
2015-03-23 17:01:49 -05:00
Christoph Oelckers
7dbabb5ee7
- missed a NULL pointer check.
2015-03-21 13:08:08 +01:00