Commit graph

140 commits

Author SHA1 Message Date
Randy Heit
2874d927b1 - Random spawners no longer move the missile forward when spawning them, because presumably
whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely 
  move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
  might happen to be standing next to).

SVN r4194 (trunk)
2013-03-21 03:06:04 +00:00
Randy Heit
53e73783e0 - Added spawnofs_z parameter to A_RailAttack and A_CustomRailgun.
SVN r4191 (trunk)
2013-03-20 03:36:45 +00:00
Christoph Oelckers
33f363f4c6 - added TheFortuneTeller's NORANDOMPUFFZ submission.
SVN r4170 (trunk)
2013-02-27 10:35:44 +00:00
Randy Heit
787c338871 - Added MAPINFO flag "SpawnWithWeaponRaised".
SVN r4013 (trunk)
2013-01-03 02:08:08 +00:00
Randy Heit
549712e719 - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Randy Heit
955d929d5e - Ensure that only actor with positive SpawnIDs get added to the SpawnableThings map, so there will
be no conflicts with recently-added named arguments for spawnable things on UDMF maps.
- Change the SpawnableThings array into a map, so there is no longer any particular upper limit on an actor's SpawnID. Also fixes a possible exploit, since an actor's SpawnID was never checked to make sure it was within range.

SVN r3959 (trunk)
2012-11-09 23:53:58 +00:00
Randy Heit
3c54047b9f - Added Gez's "Using arg*str instead of SpawnID" patch, with modifications.
SVN r3958 (trunk)
2012-11-09 23:25:56 +00:00
Randy Heit
6a91335841 - Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE
and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
  them telling P_RadiusAttack() that the target is the source.

SVN r3860 (trunk)
2012-08-30 04:01:50 +00:00
Randy Heit
ba00e3a185 - Remove FloatBobOffsets[], since it's just a mini-finesine[] table multiplied by 8.
SVN r3753 (trunk)
2012-07-11 02:50:13 +00:00
Randy Heit
0c8e4c37d9 - The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
SVN r3750 (trunk)
2012-07-08 02:18:15 +00:00
Randy Heit
390fd5dd6c - Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing
that uses the MapThing's type to determine the which player is spawning.

SVN r3748 (trunk)
2012-07-07 22:52:37 +00:00
Randy Heit
70c11f7568 - Added RGF_CENTERZ to spawn a rail from the actor's center instead of offsetting it upward.
- Merged all the multiple bool parameters to the railgun functions into a single flags parameter.

SVN r3706 (trunk)
2012-06-22 03:56:08 +00:00
Christoph Oelckers
37d9519673 - added Xaser's submission for no impact damage from blasting.
SVN r3693 (trunk)
2012-06-16 09:01:05 +00:00
Christoph Oelckers
3a24790056 - fixed: The newly added checks for printing weapon obituaries failed if the weapon used a puff with a special damage type. To handle this, P_DamageMobj will now pass the damage flags to AActor::Die and from there to ClientObituary so that P_LineAttack - which is a better place to decide this - can flag an attack as coming from a player weapon.
- fixed: The same rules that are used for deciding if a weapon attack took place should be used when checking the PIERCEARMOR flag in P_LineAttack: It should be ignored if the attack doesn't originate from the weapon.

SVN r3649 (trunk)
2012-05-13 07:54:44 +00:00
Randy Heit
f8e64a13af - On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not
be the best idea.

SVN r3598 (trunk)
2012-04-26 03:50:11 +00:00
Randy Heit
5b86ce9f7d - If A_SeekerMissile is used with the SMF_LOOK flag and its targets is unseekable, it now clears
its tracer so that it will look for a new target the next time it is called.
- Extended P_RoughMonsterSearch() with a flag to indicate that it should only search for seekable
  targets.

SVN r3572 (trunk)
2012-04-19 03:22:06 +00:00
Randy Heit
280ca05554 - In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.

SVN r3562 (trunk)
2012-04-14 03:55:46 +00:00
Christoph Oelckers
b2336f5c21 - missed one file in last commit.
SVN r3558 (trunk)
2012-04-13 08:16:19 +00:00
Randy Heit
06de818059 - Add Xaser's railgun fixes:
* P_RailAttack's 'sparsity' was being ignored for particle core trails,
    and 'maxdiff' was ignored when spawning actors.
  * Fixed the persistent core issue.
  * Fixed. The default value for the new 'range' parameter was incorrectly
    set to zero, causing A_FireRailgun to emit a zero-length "rail."


SVN r3551 (trunk)
2012-04-11 04:41:37 +00:00
Randy Heit
da21075480 - Fixed: The onlyspawnpos handling in P_FindFloorCeiling would fail to adjust an actor's floorz
(and related) to a 3D midtex beneath its Z if it also touched a 3D midtex above its Z.

SVN r3548 (trunk)
2012-04-10 03:18:04 +00:00
Randy Heit
837126ae57 - Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
  must only consider 3D floors and midtexes.

SVN r3545 (trunk)
2012-04-08 21:12:14 +00:00
Randy Heit
d0bba7c3c3 - Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
  A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.

SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Christoph Oelckers
34820aacd2 - added Xaser's modified version of kgsws's railgun enhancements patch.
SVN r3529 (trunk)
2012-04-07 12:57:44 +00:00
Randy Heit
5358fd594b - Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
The initial spawn did not, so this can prevent respawns of things that were initially
  spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
  also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
  onlymidtex.)

SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Randy Heit
b2abe9d11e - Use 64-bit coordinates for a few spots in the FPathTraverse constructor and P_SightPathTraverse().
- Allow FTraceInfo::TrlaceTraverse to pass the endpoints to FPathTraverse as deltas instead of
  as absolute coordinates.

SVN r3487 (trunk)
2012-03-28 04:20:23 +00:00
Randy Heit
cfd5b84535 - Replace >>MAPBLOCKSHIFT with GetSafeBlockX/GetSafeBlockY from Mocha Doom.
SVN r3486 (trunk)
2012-03-28 03:49:38 +00:00
Randy Heit
977b2caa30 - Applied a modified version of FDARI's patch to prevent giving health to dead things:
* P_GiveBody() now takes a max parameter so that it can also do the bulk of the work
    AHealth::TryPickup() previously did.
  * Setting an actor's health to 0 or below with SetActorProperty will now kill the actor
    properly.

SVN r3438 (trunk)
2012-03-15 21:21:00 +00:00
Christoph Oelckers
893455ef61 - sync source with latest GZDoom:
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.


SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit
7d502e7789 - Added SMF_CURSPEED flag for A_SeekerMissile to cause it to use the missile's current speed rather than its Speed property.
SVN r3318 (trunk)
2011-11-24 04:27:47 +00:00
Randy Heit
48c7423fbf - Added flag ALF_NOFRIENDS and a friend-basis pointer to P_AimLineAttack().
A_DeathBallImpact uses these to avoid aiming at friends when the death ball
  bounces. (The pointer is needed because the missile itself does the aiming,
  not the player that shot it, and missiles are nobody's friends.)



SVN r3315 (trunk)
2011-11-07 01:23:23 +00:00
Christoph Oelckers
f08188b0e5 - removed unneeded includes of r_local.h.
SVN r3261 (trunk)
2011-07-06 18:12:16 +00:00
Christoph Oelckers
463c276014 - removed more r_ header dependencies from the rest of the code.
SVN r3260 (trunk)
2011-07-06 15:31:05 +00:00
Christoph Oelckers
b57a39dd86 - moved R_AlignFlat out of renderer into main game code (r_ to p_.)
SVN r3249 (trunk)
2011-07-05 13:33:02 +00:00
Christoph Oelckers
44921297d3 - added DavidPH's PoisonDamageType submission.
SVN r3235 (trunk)
2011-06-13 10:39:14 +00:00
Christoph Oelckers
a587ffed57 - added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors.
SVN r3234 (trunk)
2011-06-13 10:34:46 +00:00
Christoph Oelckers
6ba0689b8d - added DavidPH's A_AlertMonsters range submission.
SVN r3233 (trunk)
2011-06-13 10:30:30 +00:00
Christoph Oelckers
622d1ebe6a - fixed: Spawning things abuve a 3D midtexture did not provess the 'is above midtexture' state properly.
- fixed: When teleporting an actor the destination must be checked with the new z position, not the old one.


SVN r3111 (trunk)
2011-01-20 11:40:05 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers
482d7631f4 - sorted zspecials.acs properly so one can find all the specials.
- added Polyobj_MoveToSpot action specials. They are functionally identical to Polyobj_MoveTo but get the target coordinate from a map spot instead.


SVN r2503 (trunk)
2010-08-10 19:06:33 +00:00
Randy Heit
b9ea9a415e - Added Polyobj_MoveTo, Polyobj_OR_MoveTo, and Polyobj_Stop.
- Cleaned up a couple of warnings.

SVN r2483 (trunk)
2010-08-01 19:14:10 +00:00
Christoph Oelckers
37f55c6539 - added DavidPH's A_RailAttack extension submission.
SVN r2454 (trunk)
2010-07-24 06:27:13 +00:00
Christoph Oelckers
f430881a54 - Added DavidPH's Poison damage extension but changed it so that the metadata can be removed.
SVN r2450 (trunk)
2010-07-23 21:36:17 +00:00
Christoph Oelckers
4ac64b6df7 - merged polyobject branch into trunk and made some adjustments for savegame compatibility.
SVN r2448 (trunk)
2010-07-23 05:56:25 +00:00
Christoph Oelckers
e535b40a9e - fixed: All melee attack functions only used the target acquired by P_AimLineAttack for all subsequent calculations, not the actual victim of the attack.
SVN r2373 (trunk)
2010-06-13 11:14:01 +00:00
Christoph Oelckers
6c4d070095 - restored original Doom behavior for hitscans to only check actors which have their center in the blockmap cells being checked, compatibility optioned by COMPATF_HITSCAN.
SVN r2341 (trunk)
2010-05-28 21:07:45 +00:00
Christoph Oelckers
d916127ecf - made the recent change to P_SeekerMissile an option because it affected critical gameplay behavior and may not be used for existing actors.
SVN r2278 (trunk)
2010-04-10 11:12:29 +00:00
Christoph Oelckers
1436f0a4fa - Fixed: It was no longer possible to talk to non-shootable NPCs. Also took
the opportunity to merge the various boolean parameters to P_AimLineAttack into one flag parameter.



SVN r2254 (trunk)
2010-03-28 10:51:35 +00:00
Christoph Oelckers
a357a70f82 - fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
- cleaned up P_CheckSight flag handling.


SVN r2249 (trunk)
2010-03-27 07:42:31 +00:00
Christoph Oelckers
a5e1fe6906 - fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
- added Gez's A_Mushroom extension.


SVN r2144 (trunk)
2010-01-30 14:35:52 +00:00
Randy Heit
870628dda5 - Split conversation initiation out of P_UseTraverse() and into a separate function. It no
longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife,
  using P_AimLineAttack() to find something to talk to and includes some slight left and right
  "autoaim". I can think of a few consequences of this:
  * Using puzzle items on actors has been restored to its original range of 64.
  * Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can
    probably set up situations where you can talk to somebody that you couldn't talk to before
    because some special line was in the way.
  * You don't need to stick a guard flush against the wall to block players from using a switch
    behind them, because now the autoaim will get the player.

SVN r2102 (trunk)
2010-01-06 04:36:38 +00:00