Commit graph

907 commits

Author SHA1 Message Date
Christoph Oelckers
86b647ed41 - added map name display to IDMYPOS. 2016-04-30 13:03:08 +02:00
Christoph Oelckers
2161ad2c4b - fixed: P_GetMapColorForKey did not check for keys that worked as an alias defined through their species. 2016-04-30 12:48:51 +02:00
MajorCooke
b9687b4a57 Compiler fix 2016-04-29 06:33:38 -05:00
Christoph Oelckers
4a72c7d2f1 - fixed: Decals may not be serialized before thinkers.
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
MajorCooke
6f11a65893 - Converted rollIntensity from int to double.
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
MajorCooke
0fc7055f51 - Fixed: Quakes with rolling were not unique; they borrowed from any other quakes that didn't have rolling, thus preventing the rolling from falling off properly. 2016-04-27 10:13:30 -05:00
Christoph Oelckers
3a17d6aa78 - fixed savegame compatibility. 2016-04-27 13:47:30 +02:00
MajorCooke
be9b25e760 Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation. 2016-04-27 13:42:15 +02:00
MajorCooke
c972caa9f3 - Added rollIntensity and rollWave to A_QuakeEx.
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
Christoph Oelckers
262f3575ae - added a "custom" flag to drawmugshot so that the user-specified image can be forced to be used. 2016-04-27 13:16:35 +02:00
Christoph Oelckers
0f99d7d73f - floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder. 2016-04-24 12:15:09 +02:00
Edoardo Prezioso
ad9b9479ec - Fixed erroneous P_UndoPlayerMorph calls.
In some places, P_UndoPlayerMorph was called with the 'force' argument placed in the 'unmorphflag' parameter, so that 'forced' unmorphs would be not completely forceful.

I hope no mod relied on this weirdness...
2016-04-21 11:25:08 +02:00
Christoph Oelckers
082042818b - refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Edoardo Prezioso
8dee0be9ab - Fixed the morphed player actor friendliness.
It wasn't inherited from the original player actor object.
2016-04-18 16:30:13 +02:00
Christoph Oelckers
e1a683b9ec - fixed minimum damage check in PowerDamage. 2016-04-12 15:49:13 +02:00
Christoph Oelckers
db86385cf6 - removed STACK_ARGS.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
Christoph Oelckers
1f1a0ca847 - fixed incorrect check for negative damage in APowerProtection::ModifyDamage. 2016-04-09 21:57:35 +02:00
Christoph Oelckers
330ca07f69 Merge branch 'master' into floatcvt 2016-04-03 22:11:50 +02:00
Christoph Oelckers
3ee42f6aa6 - removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it. 2016-04-03 20:55:23 +02:00
Braden Obrzut
42edd7db22 - Added IfInvulnerable SBARINFO command (modified from Blue-Shadow's pull request) 2016-04-02 23:47:44 -04:00
Braden Obrzut
81f29556bf - Refactored SBarInfo flow control so negatable commands are handled statically.
- Made TArray movable and TDeletingArray a move only type.
2016-04-02 23:43:56 -04:00
Christoph Oelckers
0a238e7e18 Merge branch 'master' into floatcvt 2016-03-28 22:53:26 +02:00
Christoph Oelckers
a92de84cf7 - this stuff should not have been saved... 2016-03-28 22:53:10 +02:00
Christoph Oelckers
d87f861e87 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_spec.cpp
#	src/p_spec.h
2016-03-28 22:23:41 +02:00
Christoph Oelckers
263051a77b - removed a few unnecessary #includes. 2016-03-28 22:20:25 +02:00
Christoph Oelckers
6ab95da2fc - fixed copy/paste coordinate screwup in moving camera code. 2016-03-27 14:11:46 +02:00
Christoph Oelckers
c2e7858e05 - looks like the oldz parameter in UpdateWaterLevel is not needed at all... 2016-03-26 01:13:36 +01:00
Christoph Oelckers
fb8e03d5eb - floatified FLineOpening.
- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers
8b6b5e7b1c - preparation for upcoming work: rename the fixed point versions of PosRelative. 2016-03-25 14:18:50 +01:00
MajorCooke
a9ef8cc637 Fixed A_QuakeEx falloff not working properly. 2016-03-24 19:04:51 +01:00
MajorCooke
c8ba6f0611 Fixed quake falloff not working in floatcvt branch. 2016-03-24 18:30:23 +01:00
Christoph Oelckers
4a79602325 - floatification of g_shared.
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
2016-03-24 01:46:11 +01:00
Christoph Oelckers
6557f3b8c8 - floatified quake and weapon code 2016-03-23 20:45:48 +01:00
Christoph Oelckers
2dbd79cc8d - floatified the return data from Trace(). 2016-03-23 18:07:04 +01:00
Christoph Oelckers
70d87f94f2 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_acs.cpp
#	src/r_utility.cpp
#	src/thingdef/thingdef_codeptr.cpp
#	src/version.h
2016-03-23 14:15:24 +01:00
Christoph Oelckers
0d1fbcf65f - flattened the following commits by Major Cooke:
* 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.
2016-03-23 14:03:10 +01:00
Christoph Oelckers
f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
2a0d5a621a - floatified some stuff in g_shared.
Note: This commit does not handle z-spawn positions correctly.
2016-03-23 00:53:09 +01:00
Christoph Oelckers
301f5abadc - floatified the decal code. 2016-03-22 22:07:38 +01:00
Christoph Oelckers
af427b80bd - did some cleanup and consolidation on damage factor code while converting it all to floating point.
- made armor properties floating point.
2016-03-22 16:35:41 +01:00
Christoph Oelckers
1eb106e2c5 - floatification of some alpha parameters. 2016-03-22 13:35:16 +01:00
Christoph Oelckers
a652c061f6 - converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut. 2016-03-22 12:42:27 +01:00
Christoph Oelckers
f1602882c8 - added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
- 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.
2016-03-21 14:00:05 +01:00
Christoph Oelckers
4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
2d2eeb49f0 - make weapon sprite offsets floats. 2016-03-21 01:16:34 +01:00
Christoph Oelckers
1ff4bb419c - made AActor::gravity and FMapThing::gravity floats. 2016-03-21 00:51:19 +01:00
Christoph Oelckers
289cdfbefd - made AActor::floorclip a double. 2016-03-20 23:42:27 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +01:00
Christoph Oelckers
8362c6a856 - conversion of floorz to double. 2016-03-20 19:52:35 +01:00
Christoph Oelckers
b81080ce08 - converted most of g_heretic to float. 2016-03-20 16:51:42 +01:00