- Includes 2 flags, affixed by CBF_: AbsolutePos, and AbsoluteAngle.
- AbsolutePos: Absolute position of where to check.
- AbsoluteAngle: Angle parameter is used as is, not added onto the actor's current angle.
* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.
* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.
The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
- started converting g_hexen.
Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
- Having my edits to the grammar disappear because Visual Studio had
opened the copy instead of the original was super annoying. Using the -C
option with Lemon, this problem is avoided because there are no copies
to worry about.
- Enhancements to lemon to generate more compact action tables and to avoid making array bounds tests that can never fail on action table calculations. (user: drh)
- Update zcc-parse.lemon: YY_SZ_ACTTAB is now YY_ACTTAB_COUNT
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code.
Most is still using wrapper functions around the fixed point versions.
I can't believe I missed this for more than 10 years, considering that A_CustomMissile explicitly implements this case:
It makes a crucial difference whether P_SpawnMissileZ is used or the actual z-position is temporarily changed.
Reverted this function to the position changing method of the original.
- for quakes, making a distinction between circular and elliptic thrust is pointless, so the checks were removed and both paths consolidated. The elliptic code will do exactly the same for circles and there isn't even a performance difference.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.