player does not immediately activate switches. oldbuttons was not usable
for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
what precisely they hit because MF_CORPSE is only valid for monsters.
A new flag, MF6_KILLED that gets set for all objects that die, was added
for this case.
- Added a generic A_Weave function that exposes all possible options of
A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
no longer needed from DECORATE and therefore deprecated.
SVN r2045 (trunk)
instead of the player class's maximum.
- Fixed: A_CStaffCheck() assumed the player's max health was 100 instead
of getting checking for the true maximum.
SVN r1876 (trunk)
* WRF_NOBOB (1): Weapon won't bob
* WRF_NOFIRE (12): Weapon won't fire at all
* WRF_NOSWITCH (2): Weapon can't be switched off
* WRF_NOPRIMARY (4): Weapon will not fire its main attack
* WRF_NOSECONDARY (8): Weapon will not fire its alt attack
SVN r1720 (trunk)
summoning.
- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
- Locks and teleporters now take precedence over one-sidedness for automap
coloring.
SVN r1317 (trunk)
so that all files are included by a central one instead of compiling
each one separately. This speeds up the compilation process by 25%
when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.
SVN r1226 (trunk)
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
SVN r1112 (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)
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)
- 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)