Christoph Oelckers
c98c93914d
- text update
2022-03-18 18:17:02 +01:00
Rachael Alexanderson
6cc03aba16
- add gl_satformula == 2 - an optional 'more accurate' desaturation
2022-03-16 13:33:29 -04:00
Christoph Oelckers
a20d519488
- text update.
2022-03-09 22:16:53 +01:00
Rachael Alexanderson
a245e4faad
- remove default lost soul translucency
2022-03-08 10:57:48 -05:00
Rachael Alexanderson
36629d2f80
- revert the previous two commits for now - needs further optimization and testing
2022-02-23 06:00:14 -05:00
Major Cooke
992141d8e3
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-02-23 05:20:09 -05:00
Major Cooke
bb862098ea
Added CanCrossLine virtual for actors.
...
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-02-23 05:20:09 -05:00
Major Cooke
421c40e929
Replaced GetTerrainDef with the global Terrains array.
2022-02-22 19:35:50 +01:00
Major Cooke
8a61badcad
Removed some residuals.
2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2
Added GetTerrainDef and Sector variant of GetFloorTerrain.
...
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
Rachael Alexanderson
c926b7533f
- play both land and grunt sound if not the same, even if grunted (emulates pre-virtual behavior)
2022-02-17 01:36:38 -05:00
Christoph Oelckers
e6184ccb96
- silence some warnings.
2022-02-14 20:05:42 +01:00
Christoph Oelckers
c48de5d8d3
- added a 'no MBF21' compatibility flag.
...
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
Rachael Alexanderson
64ee08d80b
- fix: player landing sound was not properly playing, error in morph logic check
2022-02-14 10:17:52 -05:00
Rachael Alexanderson
add4ff12ac
- virtualize player landing on thing sound
2022-02-14 08:07:10 +01:00
Emile Belanger
5939f1947f
Fix func_paletted.fp to use alpha channel for index. This was needed due to GLES renderer change from Raze
2022-02-10 23:46:23 +01:00
Emile Belanger
93b62d4f15
Fix Texture Mode 7 shader compilation bug
2022-02-10 23:46:23 +01:00
Rachael Alexanderson
410c35b942
Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom
2022-01-24 12:30:59 -05:00
emily
20d16381f8
Add TexMan.SetCameraTextureAspectRatio
...
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke
4e8d59951b
Added A_SetViewPos(Vector3 Offset, int Flags = -1)
...
- Offset: The offset from the actor's view to move the camera about.
- Flags: (Default is -1, which means don't change flags)
- VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
- VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!
Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.
**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron
bfb79e5b32
Merge branch 'master' into feature_weaponscale
2022-01-23 20:01:59 -06:00
Xaser Acheron
e9c86017e4
apply WeaponScaleX/Y to all PSprites on a weapon
2022-01-23 19:59:06 -06:00
nashmuhandes
db92e63e22
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-22 18:06:05 +08:00
Rachael Alexanderson
2ab4539d40
- fix logic error with shader compatibility layer
2022-01-21 16:40:04 -05:00
nashmuhandes
f79bbed130
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-20 14:19:45 +08:00
Xaser Acheron
0d8d4a2ad7
fix mbf21 A_FindTracer fov cone being twice as big as intended
2022-01-18 08:06:29 +01:00
Xaser Acheron
efbb31fa39
add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy
2022-01-18 08:06:29 +01:00
Xaser Acheron
40a5c4c1c5
fix mbf21 A_SeekTracer not working (arg type shenanigans)
2022-01-18 08:06:29 +01:00
Xaser Acheron
a4b124bff8
fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set
2022-01-18 08:06:29 +01:00
Xaser Acheron
cf04ebb774
fix MBF21 A_WeaponProjectile spawn position
2022-01-18 08:06:29 +01:00
Christoph Oelckers
84458ddb9f
- redid postprocessing shader interface to be free of the player dependency.
...
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
...
# Conflicts:
# src/common/rendering/gl/gl_shader.cpp
# src/common/rendering/hwrenderer/data/buffers.h
# src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
be103bd9dc
- fixed: the powerup item for respawn invulnerability was never given to the player.
2022-01-07 00:39:22 +01:00
Christoph Oelckers
32de663210
- fixed MBF21's A_SeekTracer.
...
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Rachael Alexanderson
e6403197eb
- drop yet another option from the simple mouse menu
2022-01-05 12:17:28 -05:00
Rachael Alexanderson
68d4c3f19c
- drop more options from the simple mouse menu
2022-01-05 12:13:48 -05:00
Rachael Alexanderson
ea9d945ff3
- create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning
2022-01-05 11:10:28 -05:00
drfrag
2945e10a0e
- More wrong tracer flags in ActorMover.
2021-12-24 16:37:58 +01:00
drfrag
395b5695ad
- Fixed: ActorMover was not changing its tracer's flags.
2021-12-23 21:28:27 +01:00
Player701
2ce5b49cab
- Exported the "paused" global variable to ZScript
2021-12-06 16:26:34 +01:00
Rachael Alexanderson
4db7a20f7a
- apply clearscope to ApplyDamageFactor
as well
2021-11-18 21:29:08 -05:00
Xaser Acheron
0b93aef776
add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites
2021-11-14 23:21:07 -06:00
nashmuhandes
879c514120
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-14 22:01:03 +08:00
Rachael Alexanderson
01b825b181
- apply clearscope for ApplyDamageFactor - https://forum.zdoom.org/viewtopic.php?f=15&t=73830
2021-11-13 11:07:42 -05:00
nashmuhandes
9b853dd275
- Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
...
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
nashmuhandes
c2b3600981
Add a render style parameter to Screen.Dim
2021-10-29 21:08:32 +02:00
nashmuhandes
5c20a5918e
Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2
2021-10-20 21:59:37 +08:00
Marisa Kirisame
58e66f4805
ReadThisMenu / MenuDelegate overriding.
2021-10-19 11:43:27 +02:00
Christoph Oelckers
8149c3e936
- text update.
2021-10-16 21:52:36 +02:00
nashmuhandes
12c509cc46
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-17 03:42:15 +08:00
Marisa Kirisame
95b8629fe0
Allow customization of pause screen.
2021-10-16 11:33:30 +02:00
Marisa Kirisame
d5ad8b28ec
PreTravelled virtual for player and inventory.
2021-10-15 17:37:19 +02:00
Marisa Kirisame
bc75dc056e
Compat patch for misplaced items in Hexen MAP08.
2021-10-14 21:35:32 +02:00
nashmuhandes
96383792fa
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-14 12:20:42 +08:00
Hugo Locurcio
d0975467f5
Add cvars to control automap line alpha and thickness
...
This can be used to improve automap readability on high-resolution
displays.
Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Marisa Kirisame
7c591cd0e9
Allow map markers to scale relative to automap zoom.
2021-10-08 16:03:51 +02:00
nashmuhandes
82a3036429
Set the ZDRay-specific things to not spawn in the MAPINFO
2021-10-05 18:17:28 +08:00
nashmuhandes
52004f36b4
Add sunlight actor for ZDRay
2021-10-05 18:09:00 +08:00
nashmuhandes
d35cd9549f
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-05 12:53:05 +08:00
Christoph Oelckers
3c961a2aa2
- avoid multiple Dehacked mappings to the same function.
...
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers
6e9e75c02c
- disallow changing the line spacing for option menus.
...
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Marisa Kirisame
457f7c31c3
Allow WorldUnloaded events to know the next map name (if any).
2021-10-01 20:18:36 +02:00
Blue Shadow
f517d33ecf
- fixed A_Punch having a short attack range (take 2).
...
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
nashmuhandes
70b72a2157
- Recognize the new lightmap UDMF keywords
...
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes
ae50fcdf8b
Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map.
2021-09-29 17:00:10 +08:00
nashmuhandes
ff3cdb7e56
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-09-27 07:32:30 +08:00
nashmuhandes
e74b338b79
- Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
...
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes
b3a2b9b2a5
Adjust the light probe assets to better aid debugging
2021-09-26 01:20:10 +08:00
nashmuhandes
d2b8f1aaff
Add light probe actor
2021-09-25 12:00:25 +08:00
Magnus Norddahl
604c4ff8e0
Fix vertex layout locations and add lightmap to vulkan shader
2021-09-24 16:21:23 +02:00
Blue Shadow
3b31dda6b8
- resolved a VM abort upon morphing while the tome of power is active
2021-09-24 13:34:35 +02:00
nashmuhandes
2f8cff90b6
- Add lightmaps to the main shader (currently only OpenGL)
...
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers
7ce5bb4861
- re-enable light attenuation.
2021-09-22 12:14:29 +02:00
Christoph Oelckers
0db7a6206b
- fixed shader compilation.
2021-09-21 21:07:46 +02:00
Christoph Oelckers
6c12a8de12
- properly track whether some action in the current frame may have triggered a dynamic light activation.
2021-09-21 20:31:43 +02:00
Christoph Oelckers
da806b354d
- cleanup of the revised y-clamping feature.
...
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger
76875f0a3c
Fix spot lights for GLES
2021-09-20 18:12:20 -04:00
Emile Belanger
c20cb92961
Removed unused GLES shader files
2021-09-20 18:12:20 -04:00
Christoph Oelckers
2fd8113576
- text update.
2021-09-19 16:12:40 +02:00
Christoph Oelckers
fc2818b195
- menu system update from Raze for better control of animated menus.
2021-09-18 12:19:35 +02:00
Christoph Oelckers
a6819bfe62
- use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
...
A new command, "screensize", has been added to allow setting it explicitly, and this has been used for all the stock animations.
2021-09-18 09:19:34 +02:00
Christoph Oelckers
914b54ffd5
- fix compatibility handler for KDiZD's Z1M3.
...
The sector needs both tags - the original 83 for the deep water effect, plus 82 for the fade, to render and act correctly.
2021-09-17 23:35:03 +02:00
Christoph Oelckers
08baad6e21
- fixed melee attack disance being off after adding MBF21 support.
2021-09-17 22:59:30 +02:00
Christoph Oelckers
67958833b7
Merge branch 'gles2_merge'
2021-09-17 21:22:41 +02:00
Christoph Oelckers
918e9e9b0d
- fixed texture clamping for elements that are partially behind a slope.
...
This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers
fdf879167c
- fixed bad parameter order in MinoraurSlam.
2021-09-16 07:45:09 +02:00
Christoph Oelckers
b8d61a38a9
- partial text update.
2021-09-15 18:48:03 +02:00
Christoph Oelckers
17638426b9
- removed the redundant gl_render_precise CVAR.
...
The menu now uses gl_seamless directly without the redirection.
2021-09-14 19:49:42 +02:00
Christoph Oelckers
c7db3875e1
- fixed: colors from brightmaps and glowmaps need to be desaturated.
2021-09-14 19:49:41 +02:00
Christoph Oelckers
e1a5f61f8c
- fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap.
...
These are undefined for such fragments.
2021-09-14 19:49:41 +02:00
Christoph Oelckers
9aeb78ae97
- marked several invisible controller things to not show on the automap with the scanner powerup.
...
am_cheat will still show them.
2021-09-12 13:18:40 +02:00
Christoph Oelckers
78566c0d52
- replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions.
2021-09-09 14:00:00 +02:00
Alexander Kromm
3102640210
fix options search when menus are defined recursively
2021-09-03 19:40:55 +02:00
Rachael Alexanderson
2096fefcee
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-18 12:31:47 -04:00
nashmuhandes
d64dd1f631
Add FOV slider to the display options menu
2021-08-14 09:04:02 +02:00
Rachael Alexanderson
92a3731f20
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-13 08:11:58 -04:00
Christoph Oelckers
73f73cdf7c
- added a null check to CheckWeaponChange.
2021-08-12 20:28:04 +02:00
Christoph Oelckers
f9f48c4a95
- replaced the alt HUD's index font with a sheet based variant.
...
Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +02:00
Christoph Oelckers
99c66071fb
- use original menu spacing for skill and episode menus if all elements are patches.
2021-08-10 21:08:26 +02:00
Christoph Oelckers
55520ed7d0
- fixed exploding barrel animation duration.
2021-08-10 18:57:31 +02:00
Christoph Oelckers
8747145c97
- dim depleted inventory items in all games, not just Strife.
2021-08-10 18:46:23 +02:00
Christoph Oelckers
39513cf7ae
Revert "- eliminate an unexpected slow path in the fragment shader."
...
This reverts commit cd5aa65fda
.
This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00
Christoph Oelckers
cd5aa65fda
- eliminate an unexpected slow path in the fragment shader.
...
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time.
Changed to check the actual lightmode value, which re-enables the fast path again.
2021-08-09 19:50:45 +02:00
Christoph Oelckers
28f2d36732
- removed declaration for Screen.GetTextScreenSize.
...
This function does not exist in GZDoom.
2021-08-04 08:00:49 +02:00
Christoph Oelckers
441cd0796f
- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
2021-08-03 20:12:19 +02:00
Christoph Oelckers
c1a8776a15
- updated common code from screenjob branch.
...
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Major Cooke
e91485c50c
Added GetString/Int/Double/Object(UI) functions to Service.
...
- These functions serve to deprecate (UI)Get and allow for reducing string translations, as well as passing in objects for maximum flexibility.
2021-07-27 16:26:39 +03:00
Rachael Alexanderson
a4c8fbcc50
- language update
2021-07-25 07:49:24 -04:00
alexey.lysiuk
411b4976c0
- fixed EBlastFlags enum definition
2021-07-21 15:44:07 +03:00
Kaelan
65d9d83ddd
Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
...
Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.
2021-07-21 06:48:50 -04:00
Rachael Alexanderson
250fac5b7e
- add player setup to simple options menu
2021-07-09 07:50:26 -04:00
alexey.lysiuk
ddd6970549
- fixed dehacked codepointer aliases
...
https://forum.zdoom.org/viewtopic.php?t=72747
2021-07-09 12:45:58 +03:00
Christoph Oelckers
15a0baadd6
- fixed ZScript compilation.
2021-07-08 10:04:47 +02:00
Christoph Oelckers
fbf5b9f2d7
- MBF21: fix for missile flag checks.
2021-07-06 10:35:44 +02:00
Christoph Oelckers
92a92b1303
- fixed: MBF21' scrollers need to divide the offsets by 8.
2021-07-04 11:33:34 +02:00
Christoph Oelckers
2d63974d3a
- fixed: splashes need the MOVEWITHSECTOR flag.
2021-07-02 08:16:29 +02:00
Christoph Oelckers
ff129b26d1
- MBF21: added the code generator for the new functions.
2021-07-01 17:42:24 +02:00
Christoph Oelckers
483c1f6dcf
- MBF21: added the weapon functions.
2021-07-01 17:42:24 +02:00
Christoph Oelckers
c700682a36
- MBF21: ported the code pointers to ZScript.
...
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers
1a0398ae59
- MBF21: new weapon flags.
...
Except for NOAUTOSWITCHTO all remappings to existing features.
2021-06-30 17:19:38 +02:00
Christoph Oelckers
b043a5a5de
- add melee range support to A_Saw and A_Punch.
...
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
2021-06-30 14:48:13 +02:00
Christoph Oelckers
9b3782ea0f
- MBF21: remaining actor properties.
2021-06-29 22:32:38 +02:00
Christoph Oelckers
e2e8ec8b3e
- MBF21: implemented thing flags.
2021-06-29 21:08:58 +02:00
Christoph Oelckers
bca8d01ab3
- MBF21: infighting groups.
2021-06-29 01:34:14 +02:00
Christoph Oelckers
3bef08b1aa
- MBF21: implemented the new line scroller types.
...
These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
2021-06-28 22:06:07 +02:00
Christoph Oelckers
c4ed0cefde
- MBF21: implemented new line flags.
...
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers
057cc0678b
- MBF21: handling of new flags in sector special.
2021-06-28 16:20:35 +02:00
Rachael Alexanderson
e8f007c6ce
- fix missing border flat on heretic shareware
2021-06-11 09:17:49 -04:00
Player701
adad028b33
- Fixed impassable exit line in 007ltsd.wad E4M7
2021-06-08 14:56:44 +03:00
Christoph Oelckers
dc7ba3778d
- fixed explosive damage radius for clericflame.
...
This was fixed before but must have gotten lost somehow...
2021-06-07 07:46:13 +02:00
nashmuhandes
75e18cca3c
Fixed wrong parameter type passed into TryMove here
2021-05-28 09:10:43 +02:00
Chronos Ouroboros
f19f825ccb
- fix DaggerAlert using FindState incorrectly.
2021-05-28 00:34:04 -03:00
Rachael Alexanderson
2ca2076a3f
- add missing break statement
2021-05-25 23:02:16 -04:00
Christoph Oelckers
dfe6a09b8c
- fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2."
2021-05-25 10:12:51 +02:00
Dasperal
8c75c23822
- Fixed bug with BishopPuff moving in wrong direction
2021-05-23 19:42:38 +02:00
Christoph Oelckers
c7b0f37787
- language update
2021-05-22 12:48:14 -04:00
nashmuhandes
aeaa7f21c7
Add some new optional parameters to A_SprayDecal:
...
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.
Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Alexander Kromm
7b31ba7cc8
move Service to engine directory
2021-05-22 16:11:35 +02:00
Alexander Kromm
120c8b77d1
allow partial match for finding services by name
2021-05-22 16:11:35 +02:00
Alexander Kromm
988f83a73f
remove duplicate entry for dictionary in zscript.txt
2021-05-22 16:11:35 +02:00
Alexander Kromm
7d01d0450f
add proper scoping to server interface functions
2021-05-22 16:11:35 +02:00
Alexander Kromm
c7658b691c
add service interface
2021-05-22 16:11:35 +02:00
Rachael Alexanderson
f01b901a04
- fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332
2021-05-21 10:27:44 -04:00
Cacodemon345
9a860ae445
Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
...
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
alexey.lysiuk
98a9729da2
- fixed return type of Actor.GetCVarString()
...
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00
Christoph Oelckers
a3da915812
- gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior.
2021-05-19 19:46:04 +02:00
Christoph Oelckers
8bb36bd479
- do not use M_EPI1 and M_EPI2 in any Doom 2 context.
...
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers
28dab3889b
- moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
...
This got changed because switching weapons in EndPowerup is not safe - this can be called from weapon states where the player can end up with a different weapon being active than the one running the state.
The actual weapon switch has to be delayed until the state processing has ended.
2021-05-19 17:59:44 +02:00
Christoph Oelckers
8a4fa8b65f
- backend update from Raze.
2021-05-17 20:44:19 +02:00