Christoph Oelckers
9348baeeb1
Removed all remaining references to AInventory
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What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
3d28006eda
- started removing literal references of AInventory, so far only simple stuff.
2018-12-04 00:41:39 +01:00
Christoph Oelckers
8e8ee732f4
- another batch of direct native functions.
2018-11-25 14:19:19 +01:00
Christoph Oelckers
8bc2d50ad2
Merge branch 'master' into asmjit
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# Conflicts:
# src/p_actionfunctions.cpp
2018-11-18 21:08:16 +01:00
Major Cooke
a8d4d45e89
P_Thing_Raise fixes & cleanup
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- Transfer flags directly into the function and process inside instead of the action functions
- Pass in raiser for all function calls
2018-11-18 15:28:05 +01:00
Christoph Oelckers
94ed30e782
- removed the default parameter handling from all native script functions because it is no longer needed.
2018-11-17 10:03:40 +01:00
ZZYZX
d85e5afdfb
Destructible geometry - minor fixes and 3D floor support
2018-11-07 00:12:37 +01:00
ZZYZX
b911bbc424
Single commit - destructible geometry feature
2018-10-31 17:22:09 +01:00
alexey.lysiuk
91f440378e
- fixed minor issues with new line specials
2018-05-26 10:37:01 +03:00
Raccoon
475d3f0829
Adds line specials
2018-05-24 21:46:32 +02:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Rachael Alexanderson
c6946cc672
- removed all instances of CF_POWERBUDDHA
2017-05-16 09:52:50 +02:00
Rachael Alexanderson
fe023b5ca4
- changed Buddha powerup from a flag to an inventory check
2017-05-16 09:52:50 +02:00
Major Cooke
795f8f0578
- Added a separate cheat flag to handle buddha powerups. Currently, Buddha powerups could interfere and disable the actual player cheat unintentionally, when the player may not want their actual cheat to be turned off.
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- Set some overlooked 1000000 damage points to TELEFRAG_DAMAGE inside the falling damage code.
2017-05-14 17:22:46 +02:00
Christoph Oelckers
046e250f2e
- fixed: Ceiling_CrushStop checked the wrong argument for the remove parameter.
2017-04-15 14:54:43 +02:00
Christoph Oelckers
069e4e9b0b
- allow tag == 0 for backside activation on a few more actions.
2017-04-15 12:03:21 +02:00
Christoph Oelckers
6599e2c425
- moved the VM types into their own file and only include it where really needed.
2017-04-13 01:12:04 +02:00
Christoph Oelckers
914c829f79
- added Floor/Ceiling_MoveToValueAndCrush action specials.
2017-03-29 01:25:02 +02:00
alexey.lysiuk
e1cd034698
Fixed compilation with GCC/Clang
2017-03-14 18:24:34 +02:00
Christoph Oelckers
44a087554f
- moved the OpenGL fog properties to FLevelLocals to simplify their handling.
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- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
ad41b23506
- replaced the homegrown integer types in all p* sources and headers.
2017-03-08 18:55:52 +01:00
Christoph Oelckers
d5d383ee93
- added Floor_Stop and Ceiling_Stop action specials.
2017-02-27 21:31:59 +01:00
Christoph Oelckers
0514a997db
- added a new argument to GlassBreak to allow it to spawn other types of debris than GlassJunk by passing a spawn ID.
2017-02-26 23:07:16 +01:00
Christoph Oelckers
c4b546404a
- added a 'nocheck' parameter to A_Raise* and Thing_Raise.
2017-02-26 17:50:48 +01:00
Christoph Oelckers
cfeb1724fe
- added a Door_AnimatedClose special.
2017-02-16 18:35:58 +01:00
Christoph Oelckers
4df2a221a8
- fixed: The special called by the InterpolationSpecial actor must have no activator.
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This required splitting A_CallSpecial into a direct wrapper around P_ExecuteSpecial and implementing itself as a script function calling ExecuteSpecial so that this special case can use a version of the function that can be used without an activator.
2017-02-15 22:49:13 +01:00
Rachael Alexanderson
bd86abede3
- fixed Skulltag rune bugs.
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1) When used in a hub, returning to a previous level in the hub deactivated the runes if they were a permanent powerup.
2) When picking up two different runes with the same effect, one rune wearing off removed the effect completely.
3) This entire system was done through an extremely hacky CheatFlags implementation. This was a gross hack, and it was no wonder it didn't always work properly.
2017-02-15 16:37:45 +01:00
Christoph Oelckers
3c30b59bab
more inventory scriptification
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* 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
2fcffd1fc1
- removed the remaining native parts of ABasicArmor.
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- 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
534b2ebbfb
- scriptified the remains of APowerup.
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- 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
d2d6e5d486
- scriptified PowerFlight and PowerWeaponLevel2.
2017-01-15 23:21:38 +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
385ebf2ed2
- fixed: Stairs_BuildUpDoomCrush wasn't in the special dispatcher list.
2017-01-11 01:13:39 +01:00
Christoph Oelckers
cd7986b1b1
- refactored global sides array to be more VM friendly.
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- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
71d1138376
- refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
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- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +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
c02281a439
- refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals.
2017-01-07 19:32:24 +01:00
Christoph Oelckers
c927aca2a0
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
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# Conflicts:
# wadsrc/static/zscript.txt
2016-11-30 18:46:23 +01:00
Christoph Oelckers
3af9232fca
- scriptified a_strifeitems.cpp and a_debris.cpp.
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- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers
55b549c0c6
- converted the rest of a_strifestuff.cpp.
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- changed some very old A_Explode calls which passed all values as integer literals.
2016-11-29 00:16:30 +01:00
Christoph Oelckers
66d28a24b8
- disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
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Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
36a4352867
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-09 20:15:35 +02:00
Christoph Oelckers
7104b01193
- added Hexen compatible handling to specials that stop perpetual sector movement.
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This uses the same logic as Eternity.
2016-08-09 17:09:12 +02:00
Christoph Oelckers
09e40840b5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-05 15:15:11 +02:00
Christoph Oelckers
9229146eeb
- fixed: DFloor set the 'gap' for one wrong movement type.
2016-08-05 12:13:47 +02:00
Christoph Oelckers
c1a4dd74c4
- added handling for Eternity's 'gap' parameter to:
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Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
2016-08-03 12:59:40 +02:00
Christoph Oelckers
c9f93d9c88
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-27 11:28:55 +02:00
Christoph Oelckers
f67243a40f
- fixed: The NO_CHANGE constant shouldn't have been floatified because this is an input value for action specials which will remain integers.
2016-07-27 08:23:00 +02:00
Christoph Oelckers
317730584f
- GZDoom still needs this.
2016-05-04 14:39:31 +02:00
Christoph Oelckers
0b833be06e
- removed accidentally added GZDoom specials.
2016-05-04 14:37:52 +02:00