Christoph Oelckers
2c928a2cda
- fixed: Strife's firehands' coordinates need WEAPONTOP being added because it cannot be taken from the main weapon layer which no longer exists when the hands appear.
2016-06-17 15:26:00 +02:00
Christoph Oelckers
018615ca0d
- fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter.
2016-06-17 14:14:35 +02:00
Edoardo Prezioso
574f2936d4
- Fixed GCC/Clang compiler errors and warnings.
2016-06-17 10:19:03 +02:00
Christoph Oelckers
cfaa3e3fa9
- changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
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With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00
MajorCooke
c9f4620702
Reimplemented P_SetPsprite.
2016-06-16 07:24:00 -05:00
Xaser Acheron
de0301a704
split bfg self-damage code into its own function, A_RadiusDamageSelf
2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5
added SMMU-BFG11k-style 'damrad' property to A_BFGSpray
2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a
added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray
2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4
- Added limit parameter to A_RailAttack and A_CustomRailgun.
2016-06-14 18:20:43 -05:00
Christoph Oelckers
f1597a5d26
- fixed: Trace should set CrossedWater only if a water surface actually is crossed, i.e. the start of the trace and the end of the trace are on different sides of the surface.
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This was incorrectly spawning splashes when shooting inside a deep water sector, but in most cases the splash just was not visible. It could become visible if its position got clipped by a nearby one-sided wall.
2016-06-13 21:30:58 +02:00
MajorCooke
82bc5e7bd1
Fixed wrong token for Light keyword.
2016-06-13 09:50:12 -05:00
Christoph Oelckers
d74584e5b2
- fixed: DAnimatedDoor must not start an interpolation on the door sector's ceiling.
2016-06-13 13:58:39 +02:00
Braden Obrzut
624c935385
- Fixed: Floating point conversion error in SBarInfo DrawBar which broke interpolation.
2016-06-12 06:28:50 -04:00
Christoph Oelckers
b8e392eaa5
- do not try to load empty BEHAVIOR lumps.
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These would otherwise print an error message but there's a lot of maps out there which only have an empty entry to mark the map as Hexen format.
2016-06-12 11:45:25 +02:00
Christoph Oelckers
373c59f924
- fixed inverse sign for rocket trail particle movement.
2016-06-12 00:05:23 +02:00
Christoph Oelckers
db2cef96d6
- removed unnecessary FLOAT2FIXED call in particle code.
2016-06-11 23:43:07 +02:00
MajorCooke
4c8028d64b
- Fixed a discrepancy with A_FaceMovementDirection involving pitch adjustments going the wrong way both in motion, and standing still.
2016-06-11 14:07:27 -05:00
Christoph Oelckers
9eb18a9e45
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-11 17:15:55 +02:00
MajorCooke
fb286d1737
- Changed endsize to sizestep. Endsize affected more things than I thought it would.
2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677
Added GetCVar(string name)
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Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
d8bf958a06
Fixed: Frozen particles would still be deleted when frozen instead of doing nothing with.
2016-06-11 10:00:50 +02:00
MajorCooke
f787056198
- Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
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SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Christoph Oelckers
c4d8950a7f
- fixed: APROP_Friction was missing a 'break'.
2016-06-10 13:23:23 +02:00
Christoph Oelckers
ef86b3975a
- added 'strictdecorate' CVAR. If this is set to 'true', any DECORATE error that had to be demoted to a warning for backwards compatibility will be treated as an actual error.
2016-06-08 10:56:11 +02:00
Christoph Oelckers
cf21bb1524
- reinstated abort-on-error for any problem that gets reported during DECORATE code generation.
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- fixed: DECORATE allowed a silent conversion from names to integers.
In old versions the name was converted to 0, since the scripting branch to the name index. Reverted to the old behavior but added a warning message.
2016-06-08 10:46:35 +02:00
Christoph Oelckers
1703842a94
- fixed some issues with teleport fog:
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* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
2016-06-06 10:48:40 +02:00
alexey.lysiuk
56ce6abbc2
Fixed splitting of walls in compatibility renderer
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Any wall adjacent to 3D floor sector were not rendered at all
2016-06-05 12:38:23 +03:00
Christoph Oelckers
8a08fb2f6a
- fixed nullptr/bool mixup.
2016-06-04 20:52:56 +02:00
Leonard2
0b88bae458
The strife firehands now make proper use of the psprite layers
2016-06-03 19:46:31 +02:00
Leonard2
afa708c138
Allow psprite layers to be manipulated directly from the player's own body
2016-06-03 19:18:58 +02:00
Leonard2
eeff17c550
Account for this on the renderer's side instead
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This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
2016-06-03 00:50:12 +02:00
Leonard2
543414d31f
Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
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These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Leonard2
bc334ccc9f
Avoid creating the targeter layers if the inventory item isn't attached to
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its owner yet
2016-06-03 00:50:11 +02:00
Leonard2
e1f139ddcd
The targeter layers now use a proper Caller
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This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
2016-06-03 00:50:10 +02:00
Leonard2
8244d2c844
Make sure never to call GetPSprite when the ReadyWeapon is null
2016-06-03 00:37:55 +02:00
Leonard2
9ee5e57340
Call GetPSprite here to update the ReadyWeapon but avoid doing so if it
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is null
TickPSprites will take care of destroying the weapon/flash layers if the
ReadyWeapon is null
2016-06-03 00:37:54 +02:00
Leonard2
f14a840777
The ReadyWeapon is now assumed to not be null
2016-06-03 00:37:54 +02:00
Leonard2
8668719bbc
Revert "- re-added P_SetPSrite."
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This reverts commit e6d89b9f71
.
2016-06-02 20:02:03 +02:00
Leonard2
d933f77bf5
Fixed: the game could crash if some inventory items were destroyed in a
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certain way
2016-06-02 20:00:22 +02:00
Christoph Oelckers
9cf1d96698
- added identification for delaweare.wad to the list of supported IWADs.
2016-06-02 12:04:35 +02:00
Christoph Oelckers
2afadb0108
- fixed: ADehackedPickup was missing NULL pointer checks in nearly all methods that used RealPickup.
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Some DECORATE hacks make it possible that this does not contain a valid pointer when these methods are called.
2016-06-01 23:41:34 +02:00
Christoph Oelckers
18ebe92cfc
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# src/g_level.cpp
2016-06-01 11:45:57 +02:00
Christoph Oelckers
26a15d0ccc
- delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
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Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
978e522fb4
- fixed: portal-related sound calculations offset the sound in the wrong direction.
2016-06-01 11:14:25 +02:00
Christoph Oelckers
14e4a64c82
- fixed: Destroying a SkyViewpoint disabled all sector portals.
2016-06-01 10:10:18 +02:00
alexey.lysiuk
5348a15b75
Added option to control dynamic loading of OpenAL
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Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library
# Conflicts:
# src/sound/oalsound.cpp
# src/sound/oalsound.h
2016-05-29 14:25:04 +02:00
Edoardo Prezioso
243030046a
- Fixed issues with invalid GetMaxInventory calls.
2016-05-29 12:50:37 +02:00
Christoph Oelckers
44f09edf4c
- fixed: monsters cannot crouch, so their crouch factor has to be 1, as 0 would yield incorrect results if the value is used in subsequent calculations (e.g. adjusting a trajectory to a target which can be or may not be a player.)
2016-05-29 12:48:27 +02:00
MajorCooke
bb91723174
- Added GetCrouchFactor(ptr).
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Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00