Alexander Kromm
928c738e19
make various getter and pure-math methods clearscope, and where applicable, const
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Original PR: https://github.com/coelckers/gzdoom/pull/532
Status of the original PR
1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen
2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen
3. C++ methods, to match ZScript:
- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Hugo Locurcio
80c5b4d37b
Add a cvar to control weapon bobbing while firing
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This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.
The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
4fb6b7c7d4
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:08:24 +02:00
nashmuhandes
7a141f3aa3
Add help messages for most of the deprecated stuff in ZScript.
2020-03-14 12:56:03 +02:00
Christoph Oelckers
a638cfbd6e
- fixed: player_t::GetPSprite cannot guarantee success
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As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Major Cooke
70f9b649aa
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
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- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00
Major Cooke
33b343ef31
Added Pre(Un)Morph and Post(Un)Morph functions.
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- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-08 15:29:09 +01:00
Christoph Oelckers
4a67bfcddb
- deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
2020-01-04 14:25:55 +01:00
Cacodemon345
7fd27bc925
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
2019-12-30 13:05:38 +01:00
alexey.lysiuk
222dfd17b7
- added ability to specify display duration of subtitles
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Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box
https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 20:11:42 +02:00
Christoph Oelckers
b360f04e28
- use proper interface calls to give the initial BasicArmor to the player.
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The old code didn't check if giving the item was proper and just went ahead adding it to the inventory unconditionally.
2019-07-17 20:08:43 +02:00
alexey.lysiuk
9603a09f82
- added PSprite.bMirror flag to ZScript class definition
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https://forum.zdoom.org/viewtopic.php?t=65372
2019-07-17 12:20:05 +03:00
Christoph Oelckers
04334aa0fe
- implemented subtitle display for Blackbird's voiceover messages.
2019-05-19 12:16:42 +02:00
player701
32109a75a7
- Fixed random generation of friendly obituaries
2019-05-04 21:06:09 +02:00
Player701
ad23726cb6
- Fixed conditions tested for when checking whether "Force respawn" or "Respawn protection" dmflags are enabled
2019-04-14 05:40:23 -04:00
Christoph Oelckers
cda248df66
- localized some user-facing texts that were still string literals.
2019-03-19 00:37:43 +01:00
Christoph Oelckers
0febe20a08
- fixed: Unmorphing a monster did not clear its UNMORPHED flag.
2019-03-02 13:15:38 +01:00
Christoph Oelckers
b542d1371d
- reorganized the ZScript content in gzdoom.pk3 and changed the files' extensions to something unique for easier syntax highlighting.
2019-02-23 12:08:27 +01:00