Commit Graph

2134 Commits

Author SHA1 Message Date
Christoph Oelckers abac756289 - exported some stuff for fonts and screen size that will be needed for the menus. 2017-02-04 00:46:22 +01:00
Christoph Oelckers d5b908186c - some work on the base classes for menus. None of this is being used yet. 2017-02-04 00:19:25 +01:00
ZZYZX f816537992 Setting Order directly (while the event handler is registered) will result in all sorts of broken behavior. Made readonly. 2017-02-03 20:44:27 +02:00
ZZYZX 03f7c39ea7 Fixed mouse input in event handlers. Added RequireMouse field in event handler to signify that native mouse should be turned on for certain handlers. 2017-02-03 20:34:34 +02:00
ZZYZX b4565c3800 Exposed Shift/Ctrl/Alt to the scripts 2017-02-03 16:15:53 +02:00
ZZYZX 0d96517f5f Implemented RenderOverlay hook that executes directly after level and statusbar 2017-02-03 13:29:34 +02:00
ZZYZX 6a0103a746 Merged p_setup conflict 2017-02-03 13:02:44 +02:00
ZZYZX 9bb4cf1c03 User input events first take 2017-02-03 12:28:40 +02:00
Christoph Oelckers 075cce98c4 - fixed: PlayerPawn.GetEffectTicsForItem read the duration from the wrong actor. 2017-02-03 10:41:38 +01:00
ZZYZX 7fa50c22e5 Added player events 2017-02-02 20:26:56 +02:00
ZZYZX bc1194d03b Added ordering for handlers - by int value returned by virtual function GetOrder(); Also, some handlers (WorldUnloaded and WorldThingDestroyed) are now executed in reverse order. 2017-02-02 19:57:00 +02:00
alexey.lysiuk 1fd37ff2ff Removed unused input from fog boundary fragment program
This should fix https://mantis.zdoom.org/view.php?id=151
2017-02-01 10:05:38 +02:00
Christoph Oelckers ccacc23905 - fixed division by 0 in ActorMover code. 2017-02-01 00:21:30 +01:00
ZZYZX 89c475c2d1 Added WorldThingDamaged hook 2017-01-31 04:35:44 +02:00
ZZYZX 9942a59866 Almost forgot (x2): thing revived world event 2017-01-31 04:11:09 +02:00
ZZYZX 066b22af0a Almost forgot: WorldTick hook, since ZScript doesn't have delays 2017-01-31 03:24:46 +02:00
ZZYZX 71f62af6db Implemented WorldThingDied (calls at the same point as SCRIPT_Kill); Added Inflictor parameter for WorldThingDied. 2017-01-31 02:07:00 +02:00
ZZYZX 27c8140c46 Replaced specialized event handlers with Event structure passed to a method; returned the check for virtual implementation to make sure that we don't waste time initializing the event data. 2017-01-31 01:28:47 +02:00
ZZYZX 5751f84350 Moved empty virtual methods to script side 2017-01-30 11:56:03 +02:00
ZZYZX 2382a76be5 Made separate .Find in Static handlers for convenience. 2017-01-30 09:33:06 +02:00
ZZYZX c7e3ff2356 Static event handlers can create/register/unregister other static event handlers. 2017-01-30 09:28:27 +02:00
ZZYZX 0598c18ad8 Added WorldEventHandler with WorldThingSpawned. WorldThingDestroyed is not implemented because you already can attach an object that would check master's state. 2017-01-30 08:47:15 +02:00
ZZYZX 09ca1f610d Removed World*Unsafe handlers (merged with WorldLoaded/WorldUnloading); Removed the concept of 'map-local static' handlers, static handlers are now only those that run globally. 2017-01-30 07:50:09 +02:00
ZZYZX 9a54a5affe Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-29 01:01:28 +02:00
Christoph Oelckers ee22a9371b - use Doom64 colors on sectors and linedefs. 2017-01-28 20:44:46 +01:00
Christoph Oelckers 12d073a27d - objectcolor stuff.
# Conflicts:
#	src/gl/renderer/gl_renderstate.cpp
2017-01-28 19:06:21 +01:00
Christoph Oelckers 1d2ae53ecb Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."
This reverts commit dd03bb1fcb.

Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
2017-01-28 18:26:52 +01:00
Christoph Oelckers dd03bb1fcb - made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly. 2017-01-28 12:20:18 +01:00
ZZYZX 2c314f3f3f Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-28 05:23:16 +02:00
Rachael Alexanderson 949862f78f - fixed: PalTonemap Exponent slider didn't have a proper decimal place. 2017-01-24 22:24:53 +01:00
Rachael Alexanderson 3154652885 - fixed possible AMD compilation error. 2017-01-24 22:24:53 +01:00
Rachael Alexanderson 9a777f719b - Added "gl_bandedswlight" to reduce the software light emulation gradient to 32 levels. 2017-01-24 22:24:53 +01:00
Rachael Alexanderson 6263704741 - Added menu options for pal tonemap tweaks.
# Conflicts:
#	wadsrc/static/language.enu
2017-01-24 17:57:03 +01:00
ZZYZX 8c36a2a3df Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-24 11:05:14 +02:00
Christoph Oelckers 17ed23bfcc - don't read the full height of a player from the defaults, because that cannot be changed by A_SetHeight.
Instead a new member, FullHeight is used for this now.
2017-01-24 00:12:06 +01:00
ZZYZX 3e093a20ff First take at serialization 2017-01-24 00:17:12 +02:00
ZZYZX 35ec14f465 Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create. 2017-01-23 20:48:57 +02:00
ZZYZX 302af61686 Added per-thing render hooks 2017-01-23 20:48:57 +02:00
ZZYZX 2aadd1e13c Forgot to add events.txt 2017-01-23 20:48:57 +02:00
ZZYZX ce616f9c06 Added: prototype event system 2017-01-23 20:48:57 +02:00
Christoph Oelckers b3aa7c61a9 - fixed: Class and struct name lookup was not context aware.
If a later module reused an existing name for a different class or struct type, this new name would completely shadow the old one, even in the base files.
Changed it so that each compilation unit (i.e. each ZScript and DECORATE lump) get their own symbol table and can only see the symbol tables that got defined in lower numbered resource files so that later definitions do not pollute the available list of symbols when running the compiler backend and code generator - which happens after everything has been parsed.

Another effect of this is that a mod that reuses the name of an internal global constant will only see its own constant, again reducing the risk of potential errors in case the internal definitions add some new values.

Global constants are still discouraged from being used because what this does not and can not handle is the case that a mod defines a global constant with the same name as a class variable. In such a case the class variable will always take precedence for code inside that class.

Note that the internal struct String had to be renamed for this because the stricter checks did not let the type String pass on the left side of a '.' anymore.

- made PEnum inherit from PInt and not from PNamedType.

The old inheritance broke nearly every check for integer compatibility in the compiler, so this hopefully leads to a working enum implementation.
2017-01-23 19:10:28 +01:00
alexey.lysiuk db4c5e090d Fixed incorrect armor given by cheats
See https://mantis.zdoom.org/view.php?id=106
2017-01-23 13:18:30 +02:00
Christoph Oelckers 89d9a43b68 - fixed local variable having the same name as a member in Strife's inquisitor. 2017-01-22 12:28:09 +01:00
Christoph Oelckers 06ad2351d3 - fixed error in vertical velocity calculation for A_SkullAttack. 2017-01-21 19:56:54 +01:00
ZZYZX df1a90fb1b Apparently 'name = something' gets parsed as a Type. Fixed CustomSprite actor again. 2017-01-21 10:32:26 +01:00
ZZYZX 59472d6f63 Fixed CustomSprite actor 2017-01-21 10:32:26 +01:00
ZZYZX 6f5fff00a0 Implemented static methods in String struct. Implemented String.Format and String.AppendFormat. Implemented native vararg methods for the future. 2017-01-21 10:32:26 +01:00
Christoph Oelckers 06898bf8fb - copied A_ClearRefire to the proper place for good now. 2017-01-20 20:19:38 +01:00
Christoph Oelckers 314e49f791 - let A_SpawnProjectile, A_FireProjectile, A_SpawnItem(Ex) and A_ThrowGrenade return the spawned actors to the calling code.
- fixed the return type checks in CallStateChain. These made some bogus assumptions about what return prototypes to support and would have skipped any multi-return function whose first argument was actually usable.
2017-01-20 12:39:51 +01:00
Christoph Oelckers 02cfdbc29c - fixed: A_ClearRefire was copied to the wrong script class. 2017-01-20 11:59:12 +01:00
Christoph Oelckers c880b26d98 - scriptified MorphProjectile and CustomSprite.
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
2017-01-20 01:11:36 +01:00
Christoph Oelckers 3c30b59bab more inventory scriptification
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.

- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Christoph Oelckers 1750ded7c4 - more exporting of AInventory. 2017-01-19 20:56:31 +01:00
Christoph Oelckers 7c6542e595 - partial scriptification of AInventory.
- scriptification of CustomInventory.
2017-01-19 19:14:22 +01:00
Christoph Oelckers 19b1c10ba8 - scriptified a large part of the weapon code. 2017-01-19 17:40:34 +01:00
Christoph Oelckers 6d3b26f94c - scriptified the WeaponGiver. 2017-01-19 14:00:00 +01:00
Christoph Oelckers 42f3ccc602 - scriptified a few parts of p_pspr.cpp.
- added a speed parameter to A_Lower and A_Raise in the process.
2017-01-19 13:26:46 +01:00
Christoph Oelckers 8256f25a84 - no need to keep AArmor native, now that all child classes have been scriptified. 2017-01-18 23:46:19 +01:00
Christoph Oelckers 632a29e365 - scriptified HexenArmor. 2017-01-18 23:42:08 +01:00
Christoph Oelckers 2fcffd1fc1 - removed the remaining native parts of ABasicArmor.
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
2017-01-18 22:57:47 +01:00
Christoph Oelckers 3148496f57 - scriptified BasicArmor and fixed a few errors in the conversion. 2017-01-18 22:15:48 +01:00
Christoph Oelckers 2dd6fb9595 - scriptified BasicArmorBonus. 2017-01-18 20:23:13 +01:00
Christoph Oelckers 87b9b6111d - scriptified the BeginPlay methods of the VavoomLight classes.
- moved m_Radius back to arg[3] and arg[4], so that scripts have access to light sizes again.
2017-01-18 19:10:25 +01:00
Christoph Oelckers 1ce7b80158 - scriptified the rest of the weapon pieces. 2017-01-18 18:46:24 +01:00
Christoph Oelckers 30a8541a15 - scriptified the weapon piece functions.
- fixed: ClearInventory did not process depleted items properly.
- changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
2017-01-18 17:26:12 +01:00
Christoph Oelckers d8acf774a6 - scriptified the remains of AKey.
- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
2017-01-18 15:17:12 +01:00
Christoph Oelckers d9fd2d509f - scriptified the remains of AAmmo. 2017-01-18 14:18:17 +01:00
Christoph Oelckers 534b2ebbfb - scriptified the remains of APowerup.
- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
2017-01-18 10:33:03 +01:00
Christoph Oelckers 207f81cc37 - fixed: There was a temporarily commented out piece of code about the Sigil which I forgot to reinstate after making some changes. 2017-01-18 01:45:02 +01:00
Christoph Oelckers ade9e4c3da - implemented processing of multiple return values in script functions. 2017-01-18 01:27:50 +01:00
Christoph Oelckers 232b64d332 - eliminated the native PowerupGiver class.
- scriptified the respawn invulnerability code into a virtual OnRespawn function for PlayerPawn so that custom effects can be implemented.
2017-01-18 00:11:04 +01:00
Christoph Oelckers 98f9219334 - scriptified the remaining functions in a_artifacts.cpp.
- added some helpers to set scripted member variables through the native property parser.

Unfortunately some classes, e.g. PowerMorph, MorphProjectile and the powerup contain some that cannot be handled through the 'property' definition on the script side so they need to be done from the native side.
2017-01-17 20:30:17 +01:00
Christoph Oelckers 14f2c39e58 - scriptified cht_Give and cht_Take and made them virtual function of PlayerPawn so that this can be better configured for mods that want other options in here.
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type.
- fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
2017-01-17 17:34:39 +01:00
Christoph Oelckers 75d3f42d4f - scriptified APowerup. 2017-01-17 17:34:07 +01:00
Christoph Oelckers 8f6571241d - scriptified AÃœpwerInvulnerable. 2017-01-16 23:45:25 +01:00
Christoph Oelckers 6990a46daf - scriptified PowerStrength.
This revealed an interesting bug: When the berserk fadout formula was changed in 2005 the result was essentially broken, resulting in values around 7000 - it only worked by happenstance because the lower 8 bits of the resulting values just happened to work to some degree and never overflowed. But the resulting fade was far too weak and a slightly different handling of the color composition code for the VM made it break down entirely.
This restores the pre-2005 formula but weakened intensity which now comes a lot closer to how it is supposed to look.
2017-01-16 22:27:49 +01:00
Christoph Oelckers d3ab691afb - scriptified APowerInvisibility.
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
2017-01-16 20:34:12 +01:00
Rachael Alexanderson a5edd421bd - Added Deejay's par times for Thy Flesh Consumed 2017-01-16 19:17:22 +01:00
Christoph Oelckers 616f954153 - scriptified PowerIronFeet and PowerMask. 2017-01-16 19:04:03 +01:00
Christoph Oelckers cd1d96b83a - fixed compilation. 2017-01-16 10:36:56 +01:00
Christoph Oelckers d207b571d9 - scriptified PowerLightAmp and PowerTorch.
- allow calling qualified super methods so skipping some levels is possible.
2017-01-16 00:46:15 +01:00
Christoph Oelckers d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers 4837e1e770 - partially scriptified APowerSpeed. 2017-01-15 20:58:52 +01:00
Christoph Oelckers 7503937a84 - scriptified PowerTargeter. 2017-01-15 19:44:43 +01:00
Christoph Oelckers 03c7b10fd6 - fully scriptified HealthPickup. 2017-01-15 18:46:40 +01:00
Christoph Oelckers 156f9c488e - added script variable access for native code so that many more classes can be fully exported. Tested with the puzzle items. 2017-01-15 18:16:36 +01:00
Christoph Oelckers 179b6e1a39 - added property definitions to the ZScript parser. This will allow defining custom properties for the default block in custom base classes. See 'Health' for an example.
- support transient object member variables for information that does not need to be put in a savegame.
- fixed: special initialization of objects needs to pass the proper defaults along, otherwise the parent classes will use their own, inappropriate one.
2017-01-15 16:55:30 +01:00
Christoph Oelckers 267600826f - sxriptified key and puzzleitem base classes. 2017-01-15 10:37:54 +01:00
Christoph Oelckers d3626948e4 - removed duplicate health definitions. 2017-01-15 09:42:49 +01:00
Christoph Oelckers 9f9cea4b4a - scriptified the health items. 2017-01-15 01:02:38 +01:00
Christoph Oelckers 4759f9a399 - scriptified the backpack.
- added GetParentClass builtin to compiler.
2017-01-14 23:34:47 +01:00
Christoph Oelckers a597979738 - scriptified ammo.
- moved inventory stuff into its own directory.
2017-01-14 21:27:31 +01:00
Christoph Oelckers e16713492f - scriptified A_FreezeDeath(Chunks). 2017-01-14 18:26:59 +01:00
Christoph Oelckers 6dc1bb8475 - skriptified the skybox actors.
- fixed code generation for internal pointed arrays, they were missing a pointer dereference.
2017-01-14 18:04:49 +01:00
Christoph Oelckers a9ef73528d - removed all skybox class types from code in preparation for exporting these classes.
- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
Christoph Oelckers 96777273c4 - scriptified ASoundSequence.
- exported virtual Actor.MarkPrecacheSounds function.
2017-01-14 14:37:29 +01:00
Christoph Oelckers f83444f3cc - exported the sound sequence interface to scripting.
- split out the map data definitions from base.txt into their own file.
2017-01-14 13:02:08 +01:00
Christoph Oelckers 386c00f17e - scriptified ASoundEnvironment.
This also exposes the functionality as a member function of Sector for easier script access.
2017-01-14 11:43:08 +01:00
Christoph Oelckers 40e7fa5be2 - scriptified the RandomSpawner.
- fixed: String constants were not processed by the compiler backend.
- added an explicit name cast for class types.
2017-01-14 02:05:52 +01:00
Christoph Oelckers f759b6757a - scriptified the teleport fog. 2017-01-13 23:17:04 +01:00
Christoph Oelckers 4be0767d7b - scriptified the moving camera. 2017-01-13 22:13:03 +01:00
Christoph Oelckers 51cc7feb4c - scriptified the particle fountains. 2017-01-13 19:29:54 +01:00
Christoph Oelckers d338ca3ec1 - scriptified the sector actions. 2017-01-13 13:51:47 +01:00
Christoph Oelckers d73db8c1e8 - added a 'local' parameter to the A_Log family.
- complete "give quakes their own damage type." (was only partially saved.)
2017-01-13 11:48:05 +01:00
Christoph Oelckers 1400f401e7 - fixed use of multiple sector actions in the same sector.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00
Christoph Oelckers cf39af0642 - consolidated the sector action classes.
This can be done with a lot less overhead by using one of the object's properties to store the activation flag, so that all the nearly redundant trigger methods can be folded into one.
2017-01-13 01:06:37 +01:00
Christoph Oelckers 85a84b5e94 - scriptified FastProjectile. 2017-01-13 00:35:56 +01:00
Christoph Oelckers cc58f13e4e - scriptified the sector silencer. 2017-01-12 23:35:24 +01:00
Christoph Oelckers 3d73919092 - scriptified CustomBridge.OnDestroy. 2017-01-12 22:56:06 +01:00
Christoph Oelckers 7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers 0b94d4e0a3 - scriptified the bridge things, except the Destroy method which still requires work to allow virtually calling this. 2017-01-12 19:55:25 +01:00
Christoph Oelckers ea163f3898 - exported FCheckPosition to the VM and completed the parameter lists for Actor.CheckPosition and Actor.TryMove. 2017-01-12 00:26:16 +01:00
Christoph Oelckers 5ef9429ae4 - added the ability to attach a constructor or destructor to an internally defined struct.
There are a few which require explicit native construction or destruction that need to be exported to the VM, e.g. FCheckPosition.
The VM cannot handle this directly, it needs two special functions to be attached to handle such elements.
2017-01-11 23:46:03 +01:00
Christoph Oelckers de4153ceaf some groundwork for the implementation of dynamic arrays
- created script exports for all relevant functions with all integral types.
- created script side definitions for the underlying data types.
- added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
2017-01-11 00:57:31 +01:00
Christoph Oelckers 11d93cb030 - removed r_columnmethod 1 because the code was broken and already gone from QZDoom. 2017-01-10 22:28:15 +01:00
Christoph Oelckers 3e4f799bbc - made Actor.DamageMobj virtual. 2017-01-10 21:31:52 +01:00
Christoph Oelckers 3f94a15cfe - added a virtual PostSpawn method to RandomSpawner, this will get called when the actor has been spawned so that the spawner can do some special setup with it. 2017-01-10 20:14:48 +01:00
Christoph Oelckers 06c97d898b - added a new parameter to A_CustomRailgun to customize the inaccuracy induced by a moving target. 2017-01-10 20:08:23 +01:00
Christoph Oelckers 3696d34806 - added IF_NOSCREENBLINK flag, see http://mantis.zdoom.org/view.php?id=9 2017-01-10 19:57:51 +01:00
Christoph Oelckers f78927500e - exported all meaningful parts of side_t to the VM. 2017-01-08 21:42:26 +01:00
Christoph Oelckers 7a5171a2e9 - fixed: The check for virtual function overrides was never done if the overriding function had no qualifier at all.
- fixed several occurences where an 'override' qualifier was missing.
2017-01-08 19:07:26 +01:00
Christoph Oelckers abdfb8788b - fixed bad variable assignment in Heresiarch. 2017-01-08 18:53:02 +01:00
Christoph Oelckers 1c74faea73 - exported line_t's functions to the VM. 2017-01-08 15:45:37 +01:00
Christoph Oelckers cb89a1a81a - fixed inconsistent use of line_t::portaltransferred.
Some parts used 0 as 'nothing' others used UINT_MAX. 0 should refer to the map's default sky, not to nothing.
2017-01-08 14:59:31 +01:00
Christoph Oelckers d2a51a57e1 - added new Stairs_BuildUpDoomCrush special from Eternity and used it to fix the bad implementation to make Doom's turbo stairs crush. This also removes the crushing from Generic_Stairs entirely, just like it was in Boom. 2017-01-08 01:15:45 +01:00
Christoph Oelckers 3beed216dd - exported all relevant functions from sector_t.
Please note that currently most of these have little use, they are for future feature support.
2017-01-08 00:50:40 +01:00
Christoph Oelckers 82adc5bf1e - exported secplane_t to scripting. 2017-01-07 21:29:43 +01:00
Christoph Oelckers b11c8fef57 - renamed a few variables for clarity. 2017-01-06 11:56:17 +01:00
Christoph Oelckers 3b7eb849a7 - fixed: The default minimum and maximum distances for A_Teleport were swapped. 2017-01-04 23:56:41 +01:00
Rachael Alexanderson 0a581754bf - Made WadSmoosh detection a lot stricter. 2017-01-04 20:48:52 +01:00
Rachael Alexanderson 8651cbc75a - Wildweasel pointed out that WadSmoosh generates a "SMOOSHED" lump. http://forum.zdoom.org/viewtopic.php?p=967226#p967226 2017-01-04 20:48:52 +01:00
Rachael Alexanderson 4fe3f7611c - Made WadSmoosh detection more flexible (since it doesn't necessarily require MAP01 to be present). 2017-01-04 20:48:52 +01:00
Rachael Alexanderson eb7f1b87e5 - Added Wadsmoosh detection. 2017-01-04 20:48:52 +01:00
Christoph Oelckers b132782c49 - scriptified PowerBuddha and PowerFrightener. 2017-01-03 21:03:05 +01:00
Christoph Oelckers 15f30886cd - scriptified the TimeFreezer powerup. 2017-01-03 20:06:20 +01:00
Christoph Oelckers bf09a89b5d - fixed typo in A_BrainSpit. 2017-01-02 23:26:19 +01:00
Christoph Oelckers 1a16f664e4 - added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Christoph Oelckers 9948189193 - scriptified PowerProtection and PowerDamage.
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
2017-01-01 23:11:48 +01:00
Christoph Oelckers 66cc68606f - scriptified the methods of APowerMorph.
- made some changes to PowerMorph to better deal with recursive calls from UndoPlayerMorph. The flag hackery was only needed because the 'alternative' pointers were cleared far too late.
2017-01-01 19:23:43 +01:00
Christoph Oelckers 80effbb547 - fixed: A_M_Refire's 'ignoremissile' parameter lost its default value. 2017-01-01 15:41:40 +01:00
Christoph Oelckers 3d61d2c1f4 - reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 15:40:51 +01:00
Christoph Oelckers 267b1842b4 - scriptified a few more of the simpler powerups. 2016-12-31 01:08:09 +01:00
Christoph Oelckers 3b524cbed4 - scriptified PowerInfiniteAmmo to test the exported functions. 2016-12-31 00:20:02 +01:00
Christoph Oelckers fe0f19e1e0 - exported Powerup.InitEffect and EndEffect to scripting. 2016-12-30 23:32:43 +01:00
Christoph Oelckers 11bea8249a . added SetMusicVolume script function. 2016-12-28 21:41:06 +01:00
Christoph Oelckers c82189a3d1 fixed: A_JabDagger called S_Sound instead of A_PlaySound. 2016-12-28 18:20:41 +01:00
Christoph Oelckers 8708c69f83 - added GetClassName script function. 2016-12-27 19:25:55 +01:00
Christoph Oelckers f5883d3f86 - fixed: DynamicLight needs a render radius of -1 so that it gets excluded from the touching_renderlist. 2016-12-26 12:04:03 +01:00
Christoph Oelckers 19856d6ccb Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-25 22:56:35 +01:00
Christoph Oelckers 89b7cf4262 - fixed: RenderRadius needs to be serialized.
- fixed: CustomBridge can be visible so it shouldn't be completely excluded from the render lists.
2016-12-25 14:35:35 +01:00