Commit graph

11 commits

Author SHA1 Message Date
Christoph Oelckers
523cf6acb2 - Added Gez's Skulltag feature patch, including:
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
    * WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
    * A_FireSTGrenade codepointer, extended to be parameterizable
    * The grenade (as the default actor for A_FireSTGrenade)
    * Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.


SVN r1661 (trunk)
2009-06-09 17:13:03 +00:00
Christoph Oelckers
8c3a816428 - Added Gez's GetArmorType submission
SVN r1636 (trunk)
2009-06-05 20:23:47 +00:00
Christoph Oelckers
fb75c46806 - fixed a typo in armor damage calculation code.
SVN r1306 (trunk)
2008-12-06 13:48:31 +00:00
Christoph Oelckers
153a2a4c2c - Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
2008-12-06 10:22:37 +00:00
Christoph Oelckers
dbcc246cf3 - Added Blzut3's patch for a real Chex Quest game mode.
SVN r1188 (trunk)
2008-08-30 19:44:19 +00:00
Christoph Oelckers
ae54e13428 IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
  integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with 
  DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
  number.


SVN r1137 (trunk)
2008-08-09 11:35:42 +00:00
Christoph Oelckers
8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00
Christoph Oelckers
d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Randy Heit
e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also
  has an inventory bar icon, it will be drawn darkened when it is
  depleted.


SVN r497 (trunk)
2007-03-07 02:24:24 +00:00
Randy Heit
72c93b479e - Added support for damage-specific player pain sounds.
- Removed the constraint that all $playerreserve SNDINFO commands must come
  before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.


SVN r466 (trunk)
2007-01-28 04:59:04 +00:00
Christoph Oelckers
3eeef7af77 - Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid
  confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
  by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.



SVN r427 (trunk)
2006-12-25 13:43:11 +00:00