* the sprite used for 'pause'.
* the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
* the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.
SVN r2834 (trunk)
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)
But that's insufficient because it doesn't factor in any subsequent velocity
change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.
SVN r2026 (trunk)
- fixed: When a blasted actor collided with another one this other actor's
DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
by this factor in addition to damage type specific damage factors.
SVN r1915 (trunk)
- Cleaned up A_LookEx code and merged most of it with the base functions.
The major difference was a common piece of code that was repeated 5 times
throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
A_LookEx does not need to store its info inside the actor itself.
SVN r1846 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget,
not itself contrarily to other projectile spawning functions.
A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the
BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
(using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
were marked by index in the sector's line list but needed to be marked by
line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for
save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
info from an incorrect variable. To make this more robust the sequence index
is now stored as a hexadecimal string to avoid storing binary data in a string.
Also moved end sequence lookup from f_finale.cpp to the calling code so that
the proper end sequences can be retrieved for secret exits, too.
SVN r1777 (trunk)
1000 as the threshold for god mode damage to use it instead. (Players with
MF2_INVULNERABLE set already used 1000000 as their threshold.)
SVN r1755 (trunk)
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
SVN r1695 (trunk)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
a Minotaur couldn't spawn floor flames when standing in water having its
feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
come from the same definition unit (i.e both containing file and use type
are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
to use floats to prevent overflows. The prevention of the overflows was the
only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
SVN r1668 (trunk)
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.
SVN r1638 (trunk)
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
SVN r1599 (trunk)
typedef'ed anonymous structs.
- Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2.
- Fixed: SBARINFO did not recognize 5:4 aspect ratio.
- Fixed: screenshot_dir was ignored.
SVN r1505 (trunk)
- Fixed: Gravity application was not correct. For actors with no vertical
momentum the initial pull is supposed to be twice as strong as when
vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes.
There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small
Raven health item, 2 a large Raven health item and 3 a Strife item.
SVN r1452 (trunk)
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.
SVN r1393 (trunk)
- Changed WI_drawPercent() when wi_percents is false so that the total
display is optional, and it formats it like Heretic's intermission, with
a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
so they can be colorized.
SVN r1294 (trunk)
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
SVN r1146 (trunk)
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
SVN r1130 (trunk)