Commit graph

1195 commits

Author SHA1 Message Date
Christoph Oelckers
25071e26e5 - fixed: The CheckEnvironmant call in PlayerThink can already invalidate the PlayerPawn so even the calls to CheckUndoMorph and CheckUse need to get the pawn through the PlayerInfo. 2019-02-03 09:11:33 +01:00
Nemrtvi
4af80fa43b Fixed “Finished:” and “Now entering” in Heretic
The text file
gzdoom/wadsrc/static/zscript/statscreen/statscreen.txt
is set to use strings called “$ENTERING” and “$FINISHED”, located in the language files, in intermission screens between levels in Heretic. However, these strings are named incorrectly in the language files, instead being written as “$WI_ENTERING” and “$WI_FINISHED” for some reason I’m unaware of. After renaming the original script, the ingame text shows up through what is written in the language files, as intended.

On a miscellaneous note: in GZDoom, the text between levels in Heretic says “Entering:”. In the DOS version, it says “Now entering:”. This is accurately reflected in the English language file, though, and thus faithful to the original when displayed ingame.
2019-02-02 18:29:33 +01:00
Christoph Oelckers
235c4c0499 - allow localization of Strife's log text. 2019-02-02 16:56:58 +01:00
Major Cooke
695eced81a Added Inventory UNCLEARABLE flag.
- Allows prevention of ClearInventory without stopping it from being dropped.
2019-02-01 18:29:31 +01:00
Major Cooke
b1c508fa6c Added CheckReplacee.
- Allows defining of what actor is replacing another for information.
- If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
2019-01-31 19:05:44 +01:00
Erick Tenorio
b9e71d6db3 - DOOM.WAD fixes 2019-01-31 19:03:57 +01:00
Christoph Oelckers
cfa35f548f - make the file name of savegame nodes read only. 2019-01-31 17:57:39 +01:00
Christoph Oelckers
b2ee99c7cc - call level compatibility handlers for all levels and pass the map name as a second parameter.
This is for user-made handlers for which the checksum is rather useless both for deciding whether to call the handler and for identifying the map.
2019-01-25 00:56:15 +01:00
Christoph Oelckers
5c8ae72453 - fixed: ScriptUtil.PlayerAmmo must be declared static. 2019-01-23 21:50:11 +01:00
Christoph Oelckers
477560e1ef - swapped order of checks for picking up an item.
Failure must take precedence over the morph check because this does not return a proper toucher.
2019-01-23 21:50:10 +01:00
Christoph Oelckers
f6ce5f59ae - fixed armor bonus giving in A_CustomPunch 2019-01-23 21:49:18 +01:00
alexey.lysiuk
12db808307 - fixed 'missing interpolation point' warning 2019-01-23 21:46:46 +01:00
alexey.lysiuk
7d4765b5cd - workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
Multiple values in returned from a subfunction cannot be used directly as a function result

https://forum.zdoom.org/viewtopic.php?t=63284
2019-01-23 21:41:03 +01:00
alexey.lysiuk
8aa47e664e - fixed disappearing inventory after morphing pickup
When player is picked up item that does morph, the corresponding toucher actor is changed in process
Previously, morhing item was removed from original actor leaving player's inventory in inconsistent state

https://forum.zdoom.org/viewtopic.php?t=63124
2019-01-23 21:40:44 +01:00
Christoph Oelckers
5e4ef04a4d - allow assignment of line IDs through LevelCompatbility. 2019-01-23 21:40:19 +01:00
alexey.lysiuk
c6ee8e084c - fixed condition to produce blood splatter during line attack
https://forum.zdoom.org/viewtopic.php?t=63186
2019-01-23 21:23:35 +01:00
Marrub
af06d7cb9e Make LevelLocals::ExecuteSpecial return int
# Conflicts:
#	wadsrc/static/zscript/base.txt
2019-01-23 21:15:33 +01:00
Christoph Oelckers
4126f8ce72 - made OP_NEW a builtin function instead of an opcode.
The code was present 3 times due to the JIt, and this is not something that benefits from being a real opcode, even in the interpreted case.
2019-01-23 21:12:23 +01:00
Christoph Oelckers
a1ae01e392 - fixed last PR.
The result of GetPointer must be null checked as well!
2019-01-23 20:43:23 +01:00
Cacodemon345
70a07e154c Move receiver NULL check above the orresult check (#695)
This is to prevent a VM abort from happening here if orresult is false.
2019-01-23 20:42:41 +01:00
Christoph Oelckers
c651045ed3 - let RunHealth clamping respect the newly added global properties. 2019-01-05 15:37:14 +01:00
Christoph Oelckers
dab68184f5 - moved the global spot state into FLevelLocals.
This way it doesn't even have to be a thinker.
2019-01-05 10:04:27 +01:00
Christoph Oelckers
d898cadda5 - fixed: Trying to remove the first item in an actor's inventory would lose all owned items. 2019-01-04 18:56:14 +01:00
Christoph Oelckers
f9ff097457 - fixed A_Chase default detection. 2019-01-03 23:43:15 +01:00
Christoph Oelckers
9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00
Christoph Oelckers
c18e895272 - exported all native components of APlayerPawn.
Only the class definition itself remains and needs to be taken care of.
2019-01-03 18:01:58 +01:00
Christoph Oelckers
3314a1efe5 - scriptified the remaining PlayerPawn methods. 2019-01-03 14:35:17 +01:00
Christoph Oelckers
2258a71c36 - took several methods out of the native PlayerPawn implementation, either by scriptification or moving them to other places. 2019-01-03 13:59:46 +01:00
Christoph Oelckers
23146f1af2 - scriptified PlayerPawn.ResetAirSupply. 2019-01-03 13:04:48 +01:00
Christoph Oelckers
badacbb968 - scriptified APlayerPawn's DamageFade handling. 2019-01-03 12:47:34 +01:00
Christoph Oelckers
2bd72478ee - scriptified P_CalcHeight.
This was the only code using the ViewBob member variable.
This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
2019-01-03 11:57:20 +01:00
Christoph Oelckers
9e5c5b68c5 - did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled. 2019-01-03 10:06:45 +01:00
Christoph Oelckers
c753d59a72 - scriptified A_SkullPop and ObtainInventory.
These were the last relevant items to access PlayerPawn.InvFirst.
2019-01-03 00:35:56 +01:00
Christoph Oelckers
6eb8ded471 - made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
These are only used during initialization and they should have been readonly from the start.
2019-01-02 22:13:57 +01:00
Christoph Oelckers
bc47fdfa78 - scriptified useflechette CCMD's item finding code. 2019-01-02 11:58:26 +01:00
Marrub
3e3d21cd35 Fix A_CustomBulletAttack's spawnofs_xy parameter
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
2019-01-02 08:13:53 +01:00
Christoph Oelckers
dc612703d5 - scriptified the declaration of AmbientSound
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
2019-01-02 01:05:20 +01:00
Player701
68091db598 - Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes. 2019-01-01 22:00:35 +01:00
Christoph Oelckers
d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
alexey.lysiuk
99479d84b1 - fixed everlasting fast projectile after hitting ceiling
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely

https://forum.zdoom.org/viewtopic.php?t=63023
2019-01-01 08:14:28 +01:00
Christoph Oelckers
0b2a919bbe - fixed crash in AutoUseStrifeHealth
The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed.
As native code this just failed silently, but with the VM it needs to be explicitly checked.
2018-12-31 19:03:02 +01:00
Major Cooke
8d9d71f55f - Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller. 2018-12-30 19:01:31 +01:00
alexey.lysiuk
36896a1224 - fixed ammo check for weapon with 'uses both' flags
https://forum.zdoom.org/viewtopic.php?t=63047
2018-12-29 13:36:10 +02:00
alexey.lysiuk
8e684f9687 - fixed missing attack sound in A_CustomPunch
See 7bb3855439/src/p_actionfunctions.cpp (L1729)

https://forum.zdoom.org/viewtopic.php?t=63049
2018-12-29 12:34:38 +02:00
Christoph Oelckers
dd3dba2ef1 - made PlayerPawn.TweakSpeeds virtual. 2018-12-29 08:43:36 +01:00
Christoph Oelckers
3559f7dffb Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-12-28 23:14:22 +01:00
Christoph Oelckers
5f303859e9 - made some changes to how the compatibility code works to allow removing the last remaining global variables of the map loading code.
Everything temporary is now part of the MapLoader class.
2018-12-28 23:14:11 +01:00
Erick Tenorio
0a6ec054d2 - TNT.WAD fixes 2018-12-27 20:52:08 +01:00
Erick Tenorio
9ee0271320 - Have Plutonia MAP16 pit kill player 2018-12-27 18:59:29 +01:00
Kevin Caccamo
e04fc026ff Expand UDMF and ZScript API for side's own additive colors
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF 
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is 
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2018-12-26 16:58:27 +01:00