Christoph Oelckers
9c12c03684
Merge branch 'maint'
2013-08-09 20:36:08 +02:00
Christoph Oelckers
a78ad3188b
- added MF5_NOFORWARDFALL flag to prevent attacks from making its victim fall forward randomly.
2013-08-09 20:20:23 +02:00
Christoph Oelckers
21bce3b0c4
Merge branch 'maint'
2013-08-09 12:51:26 +02:00
Christoph Oelckers
34b71baad1
- added Player.Aircapacity property which is used as a multiplier for the level's air supply.
2013-08-09 11:57:14 +02:00
Edoardo Prezioso
0dc70f847c
- Be more compatible with C++11 narrowing conversions system.
2013-07-31 12:27:54 +02:00
Edoardo Prezioso
8cab8f180b
- Be clear about the safe 'memset/memcpy' operations on virtual classes.
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Since I remember that 'memset/memcpy' is safe in this code, it should be okay to cast to the generic pointer all the 'virtual class' arguments before calling the above functions. Shuts up Clang warnings.
2013-07-31 12:23:31 +02:00
Christoph Oelckers
cbc0b70e7c
- TransferStencilColor A_SpawnItemEx patch / by Ryan Cordell.
2013-07-24 20:15:17 +02:00
Christoph Oelckers
f3d8790995
Merge branch 'maint' of https://github.com/rheit/zdoom into maint
2013-07-22 22:54:45 +02:00
Christoph Oelckers
83bd8ba1b8
- added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
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- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Christoph Oelckers
a90b49dc72
- added string table replacement for A_Print, A_PrintBold and A_Log.
2013-07-14 14:33:45 +02:00
Christoph Oelckers
94a3d92f93
Merge branch 'maint'
2013-06-24 16:49:51 +02:00
Christoph Oelckers
394f21f71e
- fixed: Draining health from a victim must check for damage reduction before awarding the health to the player. This affected Heretic's gauntlets, A_Saw and A_CustomPunch.
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- added a DONTDRAIN flag that prevents the above attacks from draining any health at all.
2013-06-24 16:42:43 +02:00
Christoph Oelckers
7d56311152
- added Ryan Cordell's A_CheckRange submission.
2013-06-23 18:45:17 +02:00
Randy Heit
2d13a45773
- Added read access to an actor's melee range from DECORATE and ACS, via Blue Shadow.
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SVN r4305 (trunk)
2013-06-01 02:23:27 +00:00
Christoph Oelckers
9e3c6a3cc7
- fixed parameter type for Floatbobphase property.
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SVN r4300 (trunk)
2013-05-31 18:10:41 +00:00
Christoph Oelckers
ad12be4877
- fixed inappropriate type for FloatBobPhase property.
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SVN r4299 (trunk)
2013-05-30 21:10:54 +00:00
Christoph Oelckers
a7c2346b32
- added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
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SVN r4296 (trunk)
2013-05-30 08:52:29 +00:00
Randy Heit
504496278b
- Fixed: FxBinaryInts that needed to cast the right-side parameter to an int resolved the left
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side instead.
SVN r4265 (trunk)
2013-05-13 02:55:48 +00:00
Randy Heit
894c4198b0
- Fixed possible NULL pointer deref in A_FireBullets
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SVN r4263 (trunk)
2013-05-13 02:27:39 +00:00
Randy Heit
c63273348a
- Fixed possible NULL pointer deref in A_CustomPunch
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SVN r4255 (trunk)
2013-05-12 18:31:36 +00:00
Randy Heit
2668988870
- Switched to a genericly extensible representation for userinfo.
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- Fixed: The playerinfo CCMD did not range check the player number.
SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
9072c25e65
- Added a big-endian fix for actor flag fields that aren't four bytes wide.
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SVN r4251 (trunk)
2013-05-05 00:01:51 +00:00
Randy Heit
40f7abb8e9
- Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
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DECORATE). Then you can use:
* Bounce
* Bounce.Floor
* Bounce.Ceiling
* Bounce.Wall
* Bounce.Actor
* Bounce.Actor.Creature
Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
not cause it to change state.
SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Christoph Oelckers
bed47c6eff
- A_KIllSiblings and A_DamageSiblings didn't check for a valid master.
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SVN r4242 (trunk)
2013-04-30 06:48:53 +00:00
Randy Heit
0e19a0e330
- Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label.
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When set, the actor will run this state during its first tick. This means Spawn
states may now run an action function if you set this flag. Note that this action function
is executed during the actor's first tick, which is not the same as when it is spawned.
SVN r4240 (trunk)
2013-04-30 04:20:09 +00:00
Randy Heit
5dc034c2ed
- Fixed: A_RemoveSiblings and A_KillSiblings did not check that the caller had a master to deduce siblings from.
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SVN r4237 (trunk)
2013-04-30 02:46:47 +00:00
Randy Heit
f7aa019f85
- Stylistic changes.
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SVN r4236 (trunk)
2013-04-30 02:45:15 +00:00
Randy Heit
e92560b4da
- Be consistent with whitespace tabs.
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SVN r4235 (trunk)
2013-04-30 02:41:59 +00:00
Christoph Oelckers
9f71c7cb4e
- added Xaser's reactiontime for ACS and DECORATE expression patch.
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SVN r4222 (trunk)
2013-04-20 21:32:03 +00:00
Randy Heit
cb64014494
- Added CROUCHABLEMORPH flag for the PlayerPawn class. Use this to indicate that a morphed
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player class can crouch. (Regular players can always crouch, hence the name CROUCHABLEMORPH
and not CANMORPH or ALLOWMORPH.)
SVN r4221 (trunk)
2013-04-19 02:24:20 +00:00
Randy Heit
ec6d522a29
- Remove the requirement that only action function default parameters can accept a constant
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expression that evaluates to the class 'None'. (I don't know why that was there to begin with.)
SVN r4210 (trunk)
2013-04-09 22:15:41 +00:00
Randy Heit
147da94e2f
- Added FDARI's CLOFF_JUMP_ON_MISS and CLOFF_AIM_VERT_NOOFFSET flags.
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SVN r4207 (trunk)
2013-03-28 01:29:23 +00:00
Randy Heit
324b13c89b
- Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
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even if they have enough ammo to be used.
SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00
Randy Heit
f9915d7cf2
- Added FDARI's A_CheckLOF, modified to use a Trace callback function.
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SVN r4201 (trunk)
2013-03-23 02:55:59 +00:00
Randy Heit
c54ea7f6b7
- Added SXF_TRANSFERSPECIAL and SXF_CLEARCALLERSPECIAL flags for A_SpawnItemEx.
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SVN r4199 (trunk)
2013-03-23 01:22:37 +00:00
Randy Heit
2874d927b1
- Random spawners no longer move the missile forward when spawning them, because presumably
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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.
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SVN r4191 (trunk)
2013-03-20 03:36:45 +00:00
Randy Heit
277d59b2bb
- Added flags SXF_CLEARCALLERTID, SXF_MULTIPLYSPEED, and SXF_TRANSFERSCALE for A_SpawnItemEx.
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SVN r4188 (trunk)
2013-03-20 03:07:45 +00:00
Randy Heit
de20936b13
- Allow negative force for A_RadiusThrust.
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SVN r4187 (trunk)
2013-03-20 02:41:59 +00:00
Christoph Oelckers
b0203c9f1d
- added Xaser's SXF_USEBLOODCOLOR for A_SpawnItemEx submission
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SVN r4181 (trunk)
2013-03-13 11:27:30 +00:00
Randy Heit
8410ac760a
- Added A_SetDamageType.
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SVN r4180 (trunk)
2013-03-13 04:04:48 +00:00
Christoph Oelckers
c7aa7e2a4b
- missing NORANDOMPUFFZ code.
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SVN r4177 (trunk)
2013-03-09 07:09:40 +00:00
Randy Heit
bd601a1bc8
- Added NOTRAIL flag for PowerSpeed.
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SVN r4146 (trunk)
2013-02-19 02:44:49 +00:00
Randy Heit
ae6b0c6215
- Added IF_NOSCREENFLASH>
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SVN r4145 (trunk)
2013-02-19 02:27:41 +00:00
Braden Obrzut
dcb1a3c8bd
- GCC warning cleanup
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SVN r4031 (trunk)
2013-01-21 22:30:30 +00:00
Braden Obrzut
de65ae809f
- Fixed: BobStyle was assigned as if they were flags.
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SVN r4027 (trunk)
2013-01-17 19:25:22 +00:00
Randy Heit
549712e719
- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
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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
dfe470e5f2
- Added JLOSF_NOAUTOAIM flag for when you want to use A_JumpIfTargetInLOS in conjunction with
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something that never autoaims, such as a railgun.
- Fixed: A_JumpIfTargetInLOS should use P_AimLineAttack() instead of P_BulletSlope(), because the
latter intentionally checks to the sides of the aimed line.
SVN r4007 (trunk)
2013-01-02 03:17:52 +00:00
Randy Heit
a71736b598
- Fixed: If there are not enough states for a spawned debris chunk, A_SpawnDebris should still
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fling it somewhere.
SVN r3963 (trunk)
2012-11-10 03:38:52 +00:00
Randy Heit
2ce1debe8d
- Added FDARI's get actor height and radius patch.
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SVN r3955 (trunk)
2012-11-09 23:06:40 +00:00