class menu was present so instead of starting the game specific skill menu
it always started Hexen's.
- Fixed: When a non-player tried to play a player sound it tried to access
the actor object as an APlayerPawn.
- Changed PlayAttacking2 to always use the melee state instead of different
implementations per player and hard coding it to MissileState+1. Also
changed PlayAttacking for the HereticPlayer to use the same animation as
PlayAttacking2. Now the special handling for Heretic in the FireWeapon
functions can be removed.
For R258:
- Fixed: PlayerStartItem created a duplicate of the item's class name before
converting it into an FName.
- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
is compatible with all games now so the explicit handling is no longer needed.
- Moved replacement handling back into AActor::StaticSpawn but controlled
by a (mandatory) parameter. Also added replacement to most other
instances in the game where non-inventory items are spawned. Replacement is safe
nearly everywhere except for inventory related spawns.
- Fixed: Due to the player class inclusion A_NoBlocking never called
NoBlockingSet for monsters.
- Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN.
SVN r259 (trunk)
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
which is deciding what to do. To keep backwards compatibility this flag
is unset for projectiles in Doom and Strife and set for them in Heretic
and Hexen. The same applies to DECORATE but of course the flag can be
manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom.
This allows using the same states in every game, including the
Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
each time they are called.
SVN r112 (trunk)
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)