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
Christoph Oelckers
0bdb65c477
- made AActor::radius a double.
...
This means that all files in g_doom are now fully converted.
2016-03-20 15:04:13 +01:00
Christoph Oelckers
ec58e70078
- replaced ceilingz with a floating point variable, also in FCheckPosition.
2016-03-20 13:32:53 +01:00
Christoph Oelckers
ada5097e34
- converted scale variables in AActor, FMapThing and skin to float.
2016-03-20 12:13:00 +01:00
Christoph Oelckers
a4f5846c7c
- replaced all uses of P_ThrustMobj with the already implemented AActor::Thrust method and deleted this function.
...
- for quakes, making a distinction between circular and elliptic thrust is pointless, so the checks were removed and both paths consolidated. The elliptic code will do exactly the same for circles and there isn't even a performance difference.
2016-03-20 01:25:47 +01:00
Christoph Oelckers
a43dccaa86
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/g_hexen/a_heresiarch.cpp
# src/g_shared/a_quake.cpp
2016-03-20 00:56:09 +01:00
Christoph Oelckers
51b05d331d
- replaced AActor::vel and player_t::Vel with a floating point version.
...
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
0ef9ee23b1
- fixed: When the intensity values of DEarthquake were converted to fixed point, its uses in DEarthquake::Tick were not changed along.
2016-03-19 12:01:10 +01:00
Christoph Oelckers
51a98d0e5d
- cleaned up the mugshot code's angle checks (I hope these are correct because the old code was so confusing...)
2016-03-18 10:08:18 +01:00
Christoph Oelckers
39de225fa7
- restored old FaceMovementDirection.
2016-03-17 00:46:12 +01:00
Christoph Oelckers
aa09cbdada
- renamed some functions and fixed a few more conversion errors.
2016-03-17 00:07:37 +01:00
Christoph Oelckers
b140d71c49
- several fixes.
2016-03-16 22:29:35 +01:00
Christoph Oelckers
29a7fe33f3
- fixed some minor issues found during reviewing the code.
2016-03-16 14:10:13 +01:00
Christoph Oelckers
671291227e
- first stage of converting actor angles to float complete
...
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers
c64eee5b15
Merge branch 'master' into float
...
# Conflicts:
# src/g_heretic/a_hereticweaps.cpp
# src/p_map.cpp
# src/p_mobj.cpp
# src/p_things.cpp
# src/portal.cpp
2016-03-15 00:16:13 +01:00
Christoph Oelckers
651817fad7
- made AActor::velx/y/z and player_t::velx/y fixedvec's.
...
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
161d03231a
- added custom math routines for reliability.
2016-03-11 15:45:47 +01:00
Christoph Oelckers
f8ebfb541e
- use typedefs for TVector<double> etc.
...
(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Christoph Oelckers
5175d56129
- made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
...
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
2016-03-06 21:58:36 +01:00
Christoph Oelckers
b9c72e372b
- fixed bad loop handling in FWeaponSlots::SetFromGameInfo().
2016-03-04 16:25:23 +01:00
Michael Labbe
97821a3036
21:9 aspect ratio support
...
- vid_aspect 6 forces 21:9
2016-03-03 17:31:12 -06:00
Randy Heit
55142078d8
Normalize line endings
2016-03-01 09:47:10 -06:00
Christoph Oelckers
e11da06e69
- some preparations for actor interpolation through wall portals.
2016-02-25 00:41:31 +01:00
Christoph Oelckers
21c55a090a
- fixed: "take armor" cheat should only deplete the armor, not destroy it.
...
- fixed: Hexen armor cannot be depleted by the common function, it needs an override to achieve that.
2016-02-24 10:50:42 +01:00
alexey.lysiuk
8ba6f6ced5
Fixed crash when spawning decal without texture
...
See http://forum.zdoom.org/viewtopic.php?t=50977
2016-02-24 10:37:14 +01:00
Christoph Oelckers
884a265d4a
- refactored P_FindFloorCeiling to be portal aware and cleaned up its interface.
...
A big problem with this function was that some flags required setting up some variables before calling it and others did not. It will now set everything up itself so all initializations to AActor::floorz and ceilingz that were made before these calls (which were all identical to begin with) could be removed and the internal initialization logic streamlined.
2016-02-17 21:57:52 +01:00
Christoph Oelckers
0948448988
- some more checking and refactoring of ZatPoint calls.
...
- removed Plane/Floor/CeilingAtPoint functions because they are overkill for the problem they were meant to solve. Calling ZatPoint with adjusted coordinates created with AActor::PosRelative is just as easy in the few places where this is needed.
- made P_HitWater and P_CheckSplash portal aware.
2016-02-17 02:21:26 +01:00
Christoph Oelckers
1b88052bba
- started refactoring ZatPoint calls which need to be portal aware.
...
To summarize, anything that just works with map geometry doesn't need to bother, as does the renderer. (i.e. nearly all r_* files, p_floor.cpp, p_ceiling.cpp et.al)
But all calls that are somehow related to actor positions need to be made aware of potential portal transitions:
* added FloorAtPoint, CeilingAtPoint and PlaneAtPoint methods to sector_t, which can be used to calculate a plane's height with relation to a given actor, even if that actor is on the other side of a portal.
* added HighestCeilingAt and LowestFloorAt methods which traverse all ceiling/floor portals until they find an impassable plane.
2016-02-16 16:40:53 +01:00
Christoph Oelckers
f24bf7e622
- separated FCheckPosition and its FPortalGroupTable substructure into its own header because this was creating too many dependencies on other headers with FCheckPosition in p_local.h and FPortalGroupTable in portals.h.
2016-02-15 13:40:31 +01:00
Christoph Oelckers
afc631b537
- this wasn't saved for last night's commit.
2016-02-15 09:25:48 +01:00
Christoph Oelckers
6adb069506
- rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
...
This was to resolve some circular dependencies with the portal code.
The most notable changees:
* FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
* split off the parts from p_maputl into a separate header.
* consolidated all blockmap related data into p_blockmap.h
* split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
d5a1004c41
- some preparations for portal stuff:
...
* set up linked sector portals so that everything that will eventually have to be considered is present, even though the software renderer currently can't handle those adequately.
* tag all skybox things with a type so that they can easily be distinguished at run time.
* fill in the linked portal types in xlat/eternity.txt.
2016-02-14 13:12:03 +01:00
Christoph Oelckers
158caf78a0
- more float to double conversion.
...
In particular this removes all assignments of FIXED2FLOAT to double variables because they not only lose precision but also generate unnecessary code.
2016-02-11 21:33:30 +01:00
Christoph Oelckers
b5029e0976
- call the native A_BossDeath directly instead of going through the VM-enabled action function.
...
- undo some formatting screwup in a_clericstaff.cpp.
2016-02-10 13:57:21 +01:00
Christoph Oelckers
bc616dbf06
- fixed: APowerupGiver::PowerupType also needs replacement handling for placeholder classes.
2016-02-10 10:04:52 +01:00
Christoph Oelckers
3358181f18
- cleaned up the class data organization:
...
* moved RestrictedToPlayerClass and ForbiddenToPlayerClass arrays to AInventory.
* moved all copy-from-parent code into DeriveData functions.
2016-02-10 00:46:51 +01:00
Christoph Oelckers
6ce0c9f78e
- split up PClass::Derive and its child functions because part of them is also needed when initializing an inherited native class with the properties of its parent - but calling the base version in PClass is not possible.
...
- moved a few AActor properties out of the EXE so that I could easily test if it works.
2016-02-10 00:17:00 +01:00
Christoph Oelckers
b484cbf18a
- fixed: It is not guaranteed that the class object that is created by FindClassTentative actually matches the real object that is required later, so it needs to be replaced wherever it could be referenced once the real object is created.
...
- removed some unneeded code from earlier attempts to fix the class type resolving issue.
2016-02-09 23:08:51 +01:00
Christoph Oelckers
4d2a52418f
- added an errorlog option.
...
This cuts down on as much message noise as possible, outputs everything to a file specified as a parameter and then quits immediately, allowing this to run from a batch that's supposed to check a larger list of files for errors.
Multiple outputs get appended if the file already exists.
2016-02-09 14:20:49 +01:00
Randy Heit
8d159b8506
Add OF_StateChanged handling to NoDelay
2016-02-08 22:11:42 -06:00
Christoph Oelckers
6d0ef7a9da
- added conversion macros to convert floating point angles to angle_t, using xs_Float.h, and replaced all occurences in the code with them (let's hope I found everything.)
...
Converting a floating point value that is out of range for a signed integer will result in 0x80000000 with SSE math, which is used exclusively for this purpose on modern Visual C++ compilers, so this cannot be used anywhere.
On ARM there's problems with float to unsigned int conversions.
xs_Float does not depend on these
2016-02-08 12:10:53 +01:00
Christoph Oelckers
8da6483223
- fixed some places where FStrings were incorrectly used.
...
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
2016-02-05 10:40:45 +01:00
Christoph Oelckers
c8d25378d5
- fixed type confusion with ?: operator in FMugShot::GetFace.
2016-02-05 10:08:49 +01:00
Randy Heit
b3b0886b64
Merge branch 'scripting'
...
Conflicts:
src/actor.h
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_blastradius.cpp
src/p_enemy.cpp
src/p_enemy.h
src/thingdef/thingdef.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
alexey.lysiuk
b9b0029373
Fixed overlapping of active artifacts with time/latency
...
Active artifacts are now displayed below time and/or latency on alternative HUD
2016-02-03 12:06:32 +02:00
alexey.lysiuk
1bf1fc199b
Adjust latency position depending on time visibility
...
Latency placement is no longer fixed:
* If time is visible, it is placed on top of the screen and latency is placed below
* If time is not visible, latency is placed on top of the screen
Both are displayed on alternative HUD only
2016-02-03 12:06:20 +02:00
Christoph Oelckers
46024398fe
- fixed: Change FCheckPosition::LastRipped to a TMap so that it can track multiple overlapping actors being ripped during the same tic.
2016-01-30 22:06:04 +01:00
Braden Obrzut
5d6e8a7338
- Fixed: Possible timer overflow in PowerTimeFreezer.
2016-01-30 00:18:38 -05:00
Randy Heit
b22a909829
Add nodelay handling to FastProjectile
2016-01-27 13:08:23 -06:00
Christoph Oelckers
d2beec4585
- ensure that AInventory::Touch attributes everything to the correct player, even if the touching action results in a morph.
2016-01-27 00:56:40 +01:00
Braden Obrzut
fc15be8689
- Improved DrawSwitchableImage keyslot condition to include key species.
...
- Fixed: currentpos command would crash if not in game.
2016-01-23 22:24:12 -05:00
Braden Obrzut
5abacf0b2f
- Fixed: Uninitialized variable on DrawSelectedInventory.
2016-01-23 21:40:19 -05:00
Christoph Oelckers
c4377b7039
- removed the implicit fixedvec -> TVector conversions because they caused too many problems. Also reviewed all uses of these and made the necessary adjustments. Problems were present in P_SpawnMissileXYZ and P_Thing_Projectile.
...
- replaced some single precision float math with doubles.
2016-01-23 20:44:33 +01:00
Christoph Oelckers
4b9647e539
Merge branch 'master' into scripting
...
Conflicts:
src/actor.h
src/g_hexen/a_hexenspecialdecs.cpp
src/g_strife/a_thingstoblowup.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-20 11:45:57 +01:00
Christoph Oelckers
500bc2b852
- fixed two refactoring errors:
...
* A_BridgeOrbit had its radius as an int, not a fixed_t.
* PIT_CheckThing used the wrong coordinate for checking actor distance.
2016-01-20 11:39:41 +01:00
Christoph Oelckers
e9b23cf833
- keep evaluation order of Random() calls defined.
2016-01-20 09:25:30 +01:00
Christoph Oelckers
97620b0645
- fixed some leftover unused variable warnings.
...
- match the variable names in thingdef_codeptr.cpp to the ones in the scripting branch to reduce the amount of merge conflicts in upcoming changes.
2016-01-19 16:09:44 +01:00
Christoph Oelckers
1faf68794b
- fixed the merge.
2016-01-19 13:59:53 +01:00
Christoph Oelckers
bc63b70d88
Merge branch 'master' into scripting
...
Conflicts:
src/actor.h
src/fragglescript/t_func.cpp
src/g_doom/a_bossbrain.cpp
src/g_doom/a_revenant.cpp
src/g_heretic/a_hereticartifacts.cpp
src/g_heretic/a_hereticweaps.cpp
src/g_heretic/a_knight.cpp
src/g_hexen/a_bishop.cpp
src/g_hexen/a_clericholy.cpp
src/g_hexen/a_dragon.cpp
src/g_hexen/a_firedemon.cpp
src/g_hexen/a_flechette.cpp
src/g_hexen/a_heresiarch.cpp
src/g_hexen/a_hexenspecialdecs.cpp
src/g_hexen/a_iceguy.cpp
src/g_hexen/a_korax.cpp
src/g_hexen/a_magelightning.cpp
src/g_hexen/a_serpent.cpp
src/g_hexen/a_spike.cpp
src/g_hexen/a_wraith.cpp
src/g_raven/a_minotaur.cpp
src/g_shared/a_bridge.cpp
src/g_shared/a_pickups.cpp
src/g_shared/a_randomspawner.cpp
src/g_strife/a_alienspectres.cpp
src/g_strife/a_crusader.cpp
src/g_strife/a_entityboss.cpp
src/g_strife/a_inquisitor.cpp
src/g_strife/a_loremaster.cpp
src/g_strife/a_programmer.cpp
src/g_strife/a_sentinel.cpp
src/g_strife/a_spectral.cpp
src/g_strife/a_strifestuff.cpp
src/g_strife/a_strifeweapons.cpp
src/g_strife/a_thingstoblowup.cpp
src/p_local.h
src/r_utility.cpp
2016-01-19 13:43:11 +01:00
Christoph Oelckers
27aeb6a656
- g_shared refactored
2016-01-19 13:26:05 +01:00
Christoph Oelckers
9f78bcd1e6
- Strife game code refactored for coordinates.
2016-01-19 11:50:07 +01:00
Christoph Oelckers
bf747075e8
Merge branch 'master' into scripting
...
Conflicts:
src/actor.h
src/g_hexen/a_clericstaff.cpp
src/p_enemy.cpp
src/p_interaction.cpp
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
cfcd2668cc
Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
...
Conflicts:
src/p_pspr.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers
fbaab5044d
Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
...
Conflicts:
src/d_dehacked.cpp
src/decallib.cpp
src/g_hexen/a_clericstaff.cpp
src/p_interaction.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers
5207aa6cc0
Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
...
Conflicts:
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +01:00
Christoph Oelckers
37f18055af
- turned sector_t::FloorSkyBox and CeilingSkyBox into an array.
...
- removed unused SpreadCeilingPortal function.
2016-01-12 21:34:41 +01:00
Christoph Oelckers
7115590c1d
- moved setup code for Eternity-style skyboxes to p_spec.cpp and consolidated most of it with nearly identical parts of the stacked sector portal setup code.
2016-01-11 15:29:44 +01:00
Christoph Oelckers
918a2ed562
-fixed: Eternity-style skyboxes must check if some portal copy definitions have been set for them.
2016-01-10 22:26:08 +01:00
Christoph Oelckers
2c0f64cf9f
- refactoring of R_PointToAngle2 when used to calculate direction between two actors.
2016-01-10 20:46:26 +01:00
Christoph Oelckers
1e2ce9a622
- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
...
The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +01:00
Christoph Oelckers
bd8513c063
- made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
...
- marked all places where sector_t::special needs to be addressed for the damage overhaul.
NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Randy Heit
c86cd53753
Merge branch 'master' of https://github.com/crimsondusk/zdoom into crimsondusk-master
...
Conflicts:
src/am_map.cpp
2015-12-31 20:18:54 -06:00
Randy Heit
1d759283c0
Cleanup the zoom/reload/userX handling for A_WeaponReady
...
- There was lots of code duplication. Consolidated it.
- Renamed WRF_UserX to WRF_AllowUserX for consistancy.
2015-12-31 16:46:19 -06:00
MajorCooke
eed6680a67
Added support for weapon states User#.
...
- Added keybinds for the user state triggering.
- Added WRF_USER# flags which must be specified in order to use.
- # can be 1-4.
2015-12-31 16:46:16 -06:00
Christoph Oelckers
ad0e71942d
- added GetAspectRatio function to ACS.
...
- added a sixth parameter for SetHUDClipRect so that the forced aspect ratio fudging this function performs can be disabled.
2015-12-06 09:59:02 +01:00
Christoph Oelckers
f7cdb28eac
- added a HealthFactor skill property.
2015-11-29 12:58:17 +01:00
Christoph Oelckers
6efc2a0ec7
- fixed positioning of map name on Hexen automap.
2015-11-25 13:47:04 +01:00
Christoph Oelckers
355f70986a
- fixed: 'give' inventory functions ignored an items MaxAmount setting.
2015-11-25 13:36:42 +01:00
Christoph Oelckers
99fbb55296
Merge branch 'master' of https://github.com/rheit/zdoom
2015-11-25 11:50:03 +01:00
Christoph Oelckers
7b017f472a
- fixed: Due to the default skybox being moved to the global level data, there was insufficient information to distinguish between using the default skybox or the regular sky. Fixed by adding two new sector flags which get set by a 0-tid SkyPicker.
2015-11-25 11:49:34 +01:00
alexey.lysiuk
fe61b8064a
Fixed MSVC warning in a_randomspawner.cpp
...
...\src\g_shared\a_randomspawner.cpp(32): warning C4800: 'DWORD' : forcing value to bool 'true' or 'false' (performance warning)
See http://forum.zdoom.org/viewtopic.php?t=49737
2015-10-11 09:28:38 +03:00
alexey.lysiuk
96ff716046
Added error message about missing class to drop from RandomSpawner
2015-09-19 18:29:59 +03:00
alexey.lysiuk
49519db257
Fixed crash in RandomSpawner with -nomonsters
...
See http://forum.zdoom.org/viewtopic.php?f=2&t=49520
2015-09-19 18:29:07 +03:00
Teemu Piippo
2f027504b6
Show sector action boundaries on the automap like line specials are.
2015-09-12 04:47:49 +03:00
Christoph Oelckers
2d58a28cc3
- fixed: In Heretic an active Tome of Power should not freeze a teleporting player.
...
This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
2015-08-16 08:50:22 +02:00
Christoph Oelckers
7ba577e1b0
Merge branch 'master' into scripting
...
Conflicts:
src/g_heretic/a_hereticweaps.cpp
src/thingdef/thingdef_codeptr.cpp
2015-06-07 09:43:54 +02:00
Christoph Oelckers
4444d3c0c5
- removed the _3DFLOOR #define because we really do not want to comment this out anymore, right?
2015-06-07 09:41:44 +02:00
Braden Obrzut
c9214c1ce9
- Fixed: Hexen's status bar top graphic was drawn 1 pixel too low.
...
- Fixed: Artiflash played on initial save loading. I seem to recall this looking like an intentional change, but perhaps I broke it since it's completely pointless to play the animation only on the first load of a save game if nothing has been loaded beforehand.
2015-05-20 13:10:08 -04:00
Braden Obrzut
e46b25f628
- Fixed: god2 didn't trigger invulnerability in SBarInfo.
2015-05-20 12:54:13 -04:00
Christoph Oelckers
5f1c4d157c
Merge branch 'master' into scripting
...
Conflicts:
src/g_shared/a_sharedglobal.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_data.cpp
2015-04-30 12:30:36 +02:00
Christoph Oelckers
84351419a3
Merge branch 'master' of https://github.com/crimsondusk/zdoom
...
Conflicts:
src/actor.h
2015-04-30 10:03:50 +02:00
coelckers
691855e19b
Merge pull request #304 from MajorCooke/morphundoalways
...
- Added MORPH_UNDOALWAYS for morph powerups.
2015-04-30 09:05:41 +02:00
coelckers
c2e91293d2
Merge pull request #310 from MajorCooke/telefogfix
...
- Allow teleport fogs to set the teleporting actors as their targets, so...
2015-04-30 09:02:10 +02:00
Christoph Oelckers
646c135eff
Merge branch 'master' into scripting
...
Conflicts:
src/m_cheat.cpp
src/p_acs.cpp
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_properties.cpp
2015-04-28 23:04:10 +02:00
Edoardo Prezioso
b51fac344d
Little TakeInventory refactoring.
...
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
2015-04-28 15:45:11 +02:00
Christoph Oelckers
2e0f999fea
Merge branch 'master' into scripting
...
Conflicts:
src/p_effect.cpp
src/p_effect.h
src/p_local.h
src/p_map.cpp
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/shared/inventory.txt
zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers
8447990889
Merge commit '2719ce86dc07c9f7b1ad6d61a9a49c974896abf2' into scripting
...
Conflicts:
src/info.h
src/thingdef/thingdef_codeptr.cpp
(until right before the main work for multiple tags.)
2015-04-28 13:32:50 +02:00
Christoph Oelckers
792cad89b3
Merge commit '3849cb86231ce24131a86e9c29795a8cf3706a3d' into scripting
...
Conflicts:
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_hexenspecialdecs.cpp
src/p_acs.cpp
src/p_enemy.cpp
src/p_interaction.cpp
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_expression.cpp
(Scripting branch update part 4)
2015-04-28 11:59:33 +02:00
Christoph Oelckers
d6e3fc0567
Merge commit 'fb9231a38db2025eb77bfd246f36d985cbbccd2e' into scripting
...
Conflicts:
src/info.cpp
src/thingdef/thingdef_expression.cpp
wadsrc/static/actors/constants.txt
(Scripting branch update part 2)
2015-04-28 09:57:01 +02:00
Christoph Oelckers
56989d3422
Merge commit 'ec5817869592660af6837b9f4e20ed140972a2b2' into scripting
...
Conflicts:
src/p_enemy.cpp
src/p_enemy.h
wadsrc/static/actors/constants.txt
(Scripting branch update part 1)
2015-04-28 09:34:51 +02:00
MajorCooke
43053b89a5
- Set the morphing and unmorphing actor as target for the teleport fog. This will allow for better interactions on what should happen between the morphee without needing to make monster AI needing to search for them in particular or rely upon TIDs.
2015-04-26 10:06:13 -05:00
Randy Heit
d6b8603cb6
Ignore sv_unlimited_pickup on items that stay
...
- See http://forum.zdoom.org/viewtopic.php?f=2&t=47790
2015-04-22 22:27:56 -05:00
Christoph Oelckers
3cb4eb44a8
- fixed: APowerRegeneration::DoEffect did not call the super method.
2015-04-16 08:29:21 +02:00
Christoph Oelckers
425e5b9ffc
- replaced P_FindSectorFromTag with an FSectorTagIterator class.
...
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
2015-04-14 22:39:57 +02:00