- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
SVN r980 (trunk)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
SVN r932 (trunk)
- Removed FRadiusThingsIterator after discovering that VC++ misoptimized
it in P_CheckPosition. Now FBlockThingsIterator is used with the distance
check being done manually.
SVN r914 (trunk)
- Reorganized the HackHack code so that the image creation was moved into
MakeTexture. This was necessary because Unload deleted the pixel data
and broke the whole thing.
- Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the
obsolete and uninitialized variable Near255.
- Removed the span creation code specific to FPatchTexture. It only has an
advantage when the lump has already been loaded in memory but since that
is no longer the case now the generic version in FTexture is actually better.
- Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer
directly. Since most patches in multipatch textures are non transparent
the added overhead from creating the spans far outweighs any savings they
might provide. It is also simpler to handle for mirrored or rotated patches now.
- Changed: Textures only create the spans when really needed. Flats and native
textures, for example, do not and it only created needless overhead that they
were always created along with the pixel buffer.
- Made use of player and actor variables consistent in a_hereticweaps.cpp.
- Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle
SVN r911 (trunk)
P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
used. This also allowed to remove all the global variable saving in
P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
function because debugging the previous bug proved to be a bit annoying
because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as
intended due to some random decisions in P_DoNewChaseDir. When in the
avoiding dropoff mode these are ignored now. This should cure the problem
that monsters hanging over a dropoff tended to drop down.
SVN r887 (trunk)
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
SVN r879 (trunk)
- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
on the number of copies of a particular sound that can be playing at once,
aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.
SVN r826 (trunk)
- Changed savegame versioning so that the written version is never lower
than the minmum one reported as compatible.
- Added mirrored movement modes for linked sectors.
- Added Eternity-style initialization for linked sectors as a new subtype
of Static_Init.
- Added linked sectors. The control sector determines how they move but if
any one of the linked sectors is blocked, movement for all linked sectors
will be affected. This will allow lifts consisting out of more than one
sector without the risk of breaking them if only one of the sectors is
blocked.
- Fixed: A_Mushroom created an actor on the stack.
SVN r825 (trunk)
- implemented Vavoom's vertex height things (1504, 1505) that can explicitly
define slopes for triangular sectors. The height is specified as the thing's
z-coordinate.
SVN r804 (trunk)
- Got rid of R_InitPatches because the new texture init code needs to preload
everything to work correctly.
- Rewrote texture manager initialization to order textures primarily by WAD
rather than by type. This way later textures will always override earlier
ones. The only exception is that TEX_MiscPatch are only used as a fallback
if nothing else can be found.
- Optimized the tryany case of FTextureManager::CheckForTexture. It is not
necessary to scan the hash chain twice. The required information can be
retrieved during the first pass as easily and even offers a little more
control.
- Made FFont destructor virtual.
- Added 'Ice' translation to DECORATE.
(Caution: Not fully tested yet!)
SVN r715 (trunk)
reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
(reported as 0) will be handled without breaking savegame compatibility.
SVN r689 (trunk)
- Moved the common code of ACS and DECORATE translation generation into the
FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535.
- Fixed: R_CopyTranslation was not altered for the new functionality.
I removed the function and replaced the one use with a simple assignment.
SVN r644 (trunk)
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
Even though the software renderer has no use for them it is necessary to support them
so that mods can use these flags without becoming incompatible with ZDoom.
SVN r576 (trunk)
- Fixed: The FMOD stream player must specify whether it wants to play the
sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.
SVN r565 (trunk)
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
for implementing custom skill definitions but right now all it does is
returning the original values but keeping the related information all in one
place
SVN r557 (trunk)
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
40.
- Fixed: The code which checked for hitscan traces hitting actors from above
and below must test whether the calculated hit position is actually inside
the actor being checked. If it crosses the top/bottom plane outside the
bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
This was done to ensure compatibility with parsers that will parse these as
identifier-aware script code later.
SVN r554 (trunk)
I forgot to change the call that draws the automap marker numbers.
- Fixed: The chaingun-flash-checking code always checked the first player,
not the calling one.
- Fixed: Hitscan traces didn't hit actors when entering from above or below
SVN r551 (trunk)
from the wrong variable in a few places resulting in incorrect calculations.
- Fixed: MP3/OGG music always looped because the looping flag was always
set when FMOD was called to play it.
- Removed upper limit of 1 for an actor's gravity factor.
- Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x)
instead of (target->x, target->y). (Old vanilla bug.)
SVN r550 (trunk)
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its
own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
this creates needless overhead by adding a potentially unneeded name to the name
table and looking up the name. In almost all cases where a name is needed it's as
easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.
SVN r537 (trunk)
I got rid of the old tx and ty CVARs because they made the texture scaling
much more complicated than it was actually needed (and besides, they were completely
useless except for testing purposes anyway.)
SVN r522 (trunk)
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
class that implements its functionality. Now there is an abstract base class
all backpack-like items derive from. Also moved the actual definition of Doom's
backpack to DECORATE.
SVN r519 (trunk)
NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
SECF_UNDERWATER instead of SECF_UNDERWATERMASK.
SVN r514 (trunk)
player's inventory even when they have been used up. If the item also
has an inventory bar icon, it will be drawn darkened when it is
depleted.
SVN r497 (trunk)
was open, the game was frozen before its initial setup tick until the
console was closed. The most obvious result of this is that your view was
stuck on the floor until the console closed.
- Fixed: Pressing ESC while editing your player name completely cleared the
menus instead of simply canceling the name change.
- Fixed: The status bar still showed the rampage face if you held the fire
button down while frozen.
SVN r493 (trunk)
3 new code pointers without general use it was necessary to handle
GiveDefaultInventory consistently for all players without the need to
subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
and a BasicArmor item to the inventory. If these items are not the first ones
added to the inventory anything else that might absorb damage is not guaranteed
to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
Tick function, not the item's. This is so that the order of execution is
determined by the order in the inventory. When done in the item's Tick function
order depends on the global thinker table which can cause problems with the
order in which conflicting powerups apply their effect. Now it is guaranteed
that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
the owner's translucency information in case of interference between different
subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
the translucency effect if an invisibility powerup is active.
SVN r448 (trunk)
MAPINFO keyword 'bordertexture' and are settable per map.
- Fixed: When used in DECORATE A_Explode must use A_ExplodeParms.
- Added custom label support to A_Chase. To enable resurrection from the
customizable version I also moved all A_VileChase stuff into p_enemy.cpp.
SVN r437 (trunk)
- Fixed: Due to the changes for custom states the internal weapons shouldn't
define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
whether it was set by default or not. Now the MF2_SLIDE check checks both
flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
SVN r422 (trunk)
- Added DECORATE support for setting an actor's args. If this is done
it will also disable the actor's special that can be set in a map. This
is for actors that want to use A_CountdownArg or similar functions
that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that
all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector
lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.
SVN r401 (trunk)
in DECORATE. While it is still recommended not to use them anymore
they will continue to work with custom state support and existing
DECORATE code doesn't have to be changed. However, they will remain
limited to the existing functionality, nothing more.
SVN r377 (trunk)
- After doing some tests with state label scopes I had to conclude that
using '.' both for separating sub-state-labels and scope resolution
identifiers does not work reliably unless all actor class names were
prohibited from being used as state labels. Since that is undesirable
the only solution is to change the scope resolution operator. Fortunately
no WADs so far have used it so implementing such a breaking change isn't
a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.
SVN r375 (trunk)
- Added VSpeed DECORATE property so that an actor can be given an initial
vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
monsters and added it to the list of DECORATE code pointers. Now Quake-style
zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
health compatibility flag if max is 0. To do that it calls P_GiveBody now.
SVN r373 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)
definition and not in BeginPlay.
- Changed the special explosion behavior of the rocket to a flag
(MF5_DEHEXPLOSION) so that its effects can be used on other actors
as well without having to inherit from the rocket.
SVN r353 (trunk)
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.
SVN r348 (trunk)
state has changed since the target has been acquired.
- Fixed: Multiplayer telefrag obituaries must be handled before weapon
dependent obituary messages.
SVN r341 (trunk)
- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
are now fully initialized when being created.
- Added GZDoom's HI_START/HI_END namespace and HIRESTEX support.
- Added sprite scaling to the weapon drawing code
SVN r304 (trunk)
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
- Fixed: CheckActorInventory stored the return value in the wrong address
on the ACS stack.
- Fixed: Skin sounds weren't properly restored after a SNDINFO reset.
- Added a more flexible ACS ChangeLevel function. It gets passed a level name
instead of a level number and has several additional options (e.g. changing
skill, starting the map without monsters and clearing the players' inventories. (UNTESTED!)
- Changed Thing_Activate so that passing a tid of 0 activates the calling actor.
- Changed Thing_Remove so that passing a tid of 0 removes the calling actor.
- Added DECORATE parameters to A_Saw.
SVN r283 (trunk)
class menu was present so instead of starting the game specific skill menu
it always started Hexen's.
- Fixed: When a non-player tried to play a player sound it tried to access
the actor object as an APlayerPawn.
- Changed PlayAttacking2 to always use the melee state instead of different
implementations per player and hard coding it to MissileState+1. Also
changed PlayAttacking for the HereticPlayer to use the same animation as
PlayAttacking2. Now the special handling for Heretic in the FireWeapon
functions can be removed.
For R258:
- Fixed: PlayerStartItem created a duplicate of the item's class name before
converting it into an FName.
- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
is compatible with all games now so the explicit handling is no longer needed.
- Moved replacement handling back into AActor::StaticSpawn but controlled
by a (mandatory) parameter. Also added replacement to most other
instances in the game where non-inventory items are spawned. Replacement is safe
nearly everywhere except for inventory related spawns.
- Fixed: Due to the player class inclusion A_NoBlocking never called
NoBlockingSet for monsters.
- Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN.
SVN r259 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)
- Changed the special radius damage handling for the barrel and boss brain
into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius
attack functions accordingly.
SVN r236 (trunk)
- Added a PickupMessage property to the internal actor parser, replaced
most of the virtual PickupMessages with it and placed the code that
reads the metadata into AInventory::PickupMessage. Now the
PickupMessage method is truly virtual and I can do:
Added a Health.LowMessage property to define double message items like
Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
method means that this item defeats all ammo checks in the game it might
as well be defined as a CustomInventory item. At least this fixes the
amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
to use fuglyname as for DECORATE definitions. This allows to export
the ammo definitions into DECORATE definitions without doing it for
the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.
SVN r196 (trunk)
dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
explicit settings will take precedence over the compatflags CVAR.
SVN r164 (trunk)
other more important message types which have lower priority for some
reason.
- Added a menu option for show_messages after accidentally switching it
off far too often and wondering why no messages appear.
- Added crouching DoomPlayer sprites submitted by Enjay.
- Fixed DF_NO_CROUCH was not checked.
- Fixed: The intermission script parser had some of its cases in the
keyword parser incorrectly sorted.
- Fixed: atterm was still defined to take a STACK_ARGS function argument.
- Added an AltFlash state for weapons.
- Turned FloatSpeed into an actor property and changed the value to 5
for all floating Strife actors, as a comment in the source indicated.
(r114 below):
- Added GZDoom's code for Vavoom slope things because I wanted to test
something with a map from Silent Steel.
- Added nocrouch and allowcrouch MAPINFO commands and a DF_NO_CROUCH
dmflag.
- Added GZDoom's crouching code after cleaning it up so that adding
crouching sprites will be easier.
SVN r115 (trunk)
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
which is deciding what to do. To keep backwards compatibility this flag
is unset for projectiles in Doom and Strife and set for them in Heretic
and Hexen. The same applies to DECORATE but of course the flag can be
manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom.
This allows using the same states in every game, including the
Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
each time they are called.
SVN r112 (trunk)
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
string or a LANGUAGE identifier. The only reason I did the mixed format
in the first place were Hexen's lock messages but they have been
replaced by unique strings in the mean time so the feature isn't needed
any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only
ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
This allows a relatively simple means of setting all the new flags
directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.
SVN r110 (trunk)
string. With strings being passed as names this is unsafe.
- Removed unused parameter types from the function parameter parser for
DECORATE.
- Changed: All actor name parameters in DECORATE are now passed as
FNames, not as strings.
- Fixed: The MAPINFO parser stored the RedirectType as a type pointer.
But at this point DECORATE hasn't been read yet so this was limited to
the internal classes.
- Fixed: TXT_NEED_IDCARD wasn't terminated with a ';'.
- Fixed: Strife's DeadRebel was missing its DoomEdNum.
- With names as type identifiers it is no longer necessary to remap
the monster types to internal constants in A_BossDeath.
- Fixed: A_BossDeath got the string from a name - just to get a name from
the string. Using the name directly is sufficient.
SVN r103 (trunk)
- Removed doom.x, heretic.x and strife.x from the SVN repository. These
are generated files.
- Fixed: A_PainDie has to check whether a valid target exists before
calling IsFriend.
- Fixed: FDecalLib::FindAnimator needs a signed counter to work properly.
May 1, 2006 (Changes by Graf Zahl)
- Added support for game specific pickup messages, if only to be able
to define Raven's invulnerability item in DECORATE.
- Removed A_TreeDeath because it is no longer used.
- Fixed: When picking up a PowerupGiver for an active powerup the
blend color and the duration were transferred to a temorary item
and never took effect. They have to be trnasferred to the newly created
powerup item before trying to give it to the player, not afterward.
- Made the colormap of the InvulnerabilitySphere item specific.
The base power class still needs to have its color adjusted
per game though and since Raven's invulnerability item is used in both
Hexen and Heretic it can't define its own colormap/blend.
- Separated the invulnerability colormaps from the game being played
and made them item specific. They can also be specified as regular
blend colors in DECORATE now.
- Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp,
a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE.
- Changed the Soulsphere to be a real health item with the Dehacked
modifications made in d_dehacked.cpp as for most other items which
need to be adjusted.
- Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER
dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods
from AInvulnerabilitySphere and ABlurSphere.
- Converted a_splashes.cpp to DECORATE.
- Converted most of a_debris.cpp to DECORATE.
SVN r73 (trunk)
- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can
happen when a TimiditySong doesn't use FMOD and outputs the sound itself.
- Fixed: 'use' sector actions were using the incorrect sector on several
occasions.
- Added a wi_noautostartmap CVAR and a noautostartmap intermission option
that force the user to manually end the 'entering level' page.
SVN r70 (trunk)
- Fixed the issues with .96x's railgun code and added it to the current
version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
could cause it to move backwards in a féw situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
flag, not by checking for the actor class. That made it impossible to
spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
the target's when deciding whether to switch targets. Replaced with
MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
texture has been set up.
SVN r66 (trunk)
STlib_drawNum(), and FDoomStatusBarTexture::DrawToBar() should add
the textures left offset to the x coordinate before drawing.
These fix Twice Risen's status bar.
- Changed: VPrintf now uses string.VFormat(), instead of vsprintf().
SVN r53 (trunk)
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
- Fixed: AExplosiveBarrel should have MF2_MCROSS set.
- Fixed: Passing 0 numrays to A_BFGSpray should default to 40.
- Fixed: New A_JumpIfCloser() function.
- Future-proofing: thingdef.cpp/FindState() allows the 2.1 names for
SwitchingDecorations.
- Fixed: ASwitchingDecoration declared itself as deriving from AActor instead of
ASwitchableDecoration.
- Fixed: AWeaponHolder::Serialize() did not call its supermethod.
SVN r19 (trunk)