Christoph Oelckers
e04055dbb2
- added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
...
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
yqco
df4a8e38c5
Add CheckActorState ACS function
...
bool CheckActorState(int tid, str statename, bool exact = false);
- Same parameter order as SetActorState
- Returns true if actor has the state; else returns false
2016-08-22 01:21:38 -06:00
Blue-Shadow
d09ec5a930
Added DamageType ACS actor property
2016-07-19 03:16:12 +03:00
Christoph Oelckers
79264cb8cd
- fixed missing QuakeEx parameter conversion.
2016-07-12 19:57:32 +02:00
MajorCooke
9df65f73fc
Localized the input checker into P_Thing_CheckInputNum now called by both ACS and DECORATE..
2016-06-20 09:41:46 -05:00
MajorCooke
85a34bbb88
Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
...
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
Edoardo Prezioso
6384e81d0f
- Add support for Skulltag ACS IsNetworkGame.
...
Once known as PlayerOnTeam, then it became IsMultiplayer, but Skulltag code ignored emulated multiplayer, hence the new and clearer name.
2016-06-20 09:34:41 +02:00
Edoardo Prezioso
2f6c98ead3
- Added support for old Skulltag ACS PlayerTeam.
2016-06-19 22:57:42 +02:00
Edoardo Prezioso
de55d693f9
- Fixed ACS Singleplayer for non-net multiplayer.
2016-06-19 12:59:46 +02:00
Edoardo Prezioso
4e148f00e6
- Fixed wrong Skulltag ConsoleCommand pcode name.
...
Also report this pcode as not supported by the program.
2016-06-19 12:01:29 +02:00
Leonard2
ebe3f23677
Added GetCVar(string name)
...
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
f787056198
- Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
...
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Christoph Oelckers
c4d8950a7f
- fixed: APROP_Friction was missing a 'break'.
2016-06-10 13:23:23 +02:00
Edoardo Prezioso
243030046a
- Fixed issues with invalid GetMaxInventory calls.
2016-05-29 12:50:37 +02:00
Benjamin Moir
6633e41cca
added CheckProximity to ACS
2016-05-29 12:38:37 +02:00
Christoph Oelckers
661c2e5919
- added missing NULL pointer check to ACS's CheckInventory.
2016-05-18 09:39:19 +02:00
Randy Heit
4fbe77fb82
Very minor optimization for ACS str(i)cmp
...
- If the two strings compared both point to the same location in memory,
then we know they are the same string without having to bother actually
comparing their contents. Note that the opposite is not neccessarily
true: If they point to two different locations, they could still match a
case-sensitive comparison because there are still two ACS string tables:
the one that belongs to the map's script and the one that belongs to
everything else.
2016-05-01 16:55:28 -05:00
Christoph Oelckers
38d92b23b9
- fixed: ACS's GetSectorCeilingZ and GetSectorFloorZ expected integer coordinates.
2016-04-27 15:41:22 +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
35a6994d0a
- remove the 'F' prefix from the floating point access function to the sidedef texture info, now that the fixed point versions are gone.
2016-04-23 10:55:55 +02:00
Edoardo Prezioso
6aca7604eb
- Clean the code by using AActor::GiveInventory.
...
This fixes also a bug in FraggleScript GiveInventory, which tried to access the 'SaveAmount' member of 'ABasicArmorBonus' with the wrong cast.
2016-04-21 16:02:43 +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
27cc3d6289
- fixed: ACS's GetActorLightLevel didn't check 3D floors.
2016-04-21 11:17:28 +02:00
Christoph Oelckers
a1e8d83724
- added SetMusicVolume ACS function.
2016-04-17 10:56:46 +02:00
Christoph Oelckers
5d528fe317
- fixed: PCD_ENDTRANSLATION was missing a NULL pointer check.
2016-04-12 01:23:12 +02:00
Christoph Oelckers
99ca649930
- fixed NULL pointer access in SetAmmoCapacity.
2016-04-11 20:42:43 +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
bcebeadedc
- fixed: ACS's GetActorPitch needs to convert to a signed angle.
2016-04-09 21:44:09 +02:00
Christoph Oelckers
1d286d5bd5
- added APROP_MaxStepHeight + APROP_MaxDropOffHeight.
2016-04-07 13:41:54 +02:00
Christoph Oelckers
1d83ea6177
- fixed: ACS's SpawnProjectile and Thing_Projectile2 functions were treated as fixed point even though they are not.
2016-04-05 10:16:48 +02:00
Christoph Oelckers
7586320038
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/p_map.cpp
2016-04-04 14:19:34 +02:00
Randy Heit
7de8c2b5eb
Fixed: || should be &&
2016-04-03 21:35:44 -05:00
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
Christoph Oelckers
7a2c8fdc1c
- floatified po_man.cpp and the remaining bits in p_lnspec.cpp
2016-03-31 00:41:21 +02:00
Christoph Oelckers
66929cbaff
- floatified p_trace, p_slopes and p_udmf.cpp.
...
- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
ced30e7bbb
- fixed a few oversights.
...
- switched p_buildmap to use the floating point variants of the linedef/sector init methods.
2016-03-30 11:25:02 +02:00
Christoph Oelckers
0eb35d6c6e
Merge branch 'master' into floatcvt
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# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
2016-03-30 09:47:25 +02:00
Christoph Oelckers
77f2530236
- floatified the sector plane movers and removed some of the ZatPoint conversion cruft.
2016-03-30 09:41:46 +02:00
Randy Heit
1648a71e45
Add support for Name and String types to ACS's GetUserVariable
...
- Reading one of these types will copy its value into the global ACS string
table and return the index.
2016-03-29 22:49:12 -05:00
Randy Heit
b37ef48e99
Allow ACS's GetUserVariable to access non-user variables
...
- Since DECORATE already allows reading all declared variables in a class,
where's the utility in keeping this restriction in ACS?
- Variables must still be numeric types.
- SetUserVariable is still restricted to user variables only.
2016-03-29 22:42:04 -05:00
Randy Heit
35121544b4
Add float support to ACS's Get/SetUserVariable functions
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- "Support" means that setting one will convert from fixed point to
floating point, and reading one will do the reverse.
2016-03-29 22:41:38 -05:00
Christoph Oelckers
25f5e8449a
- replaced all direct access to sector plane coefficients with wrapper functions.
2016-03-29 12:40:41 +02:00
Christoph Oelckers
0baaa3cf63
- floatified P_LineAttack, P_TraceBleed and P_UseLines.
2016-03-27 20:58:01 +02:00
Christoph Oelckers
dabed04d2a
- floatification of p_3dfloors, p_3dmidtex and p_acs.cpp plus some leftovers.
...
- removed all references to Doom specific headers from xs_Float.h and cmath.h.
2016-03-26 12:36:15 +01:00
Christoph Oelckers
2cf3b20ea8
- floatified the last remaining AActor member variable 'damagemultiply'.
2016-03-25 16:30:31 +01:00
Christoph Oelckers
21340c6eba
- floatified the rest of thingdef_codeptr.cpp and got rid of the remaining fixed_t and angle_t parameters in VM-accessed function. The VM should now be free of those types completely.
2016-03-25 12:57:22 +01:00
Christoph Oelckers
4d22b346f4
- floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere.
2016-03-24 23:50:29 +01:00
Christoph Oelckers
7a26318bf0
- floatified friction.
2016-03-24 22:50:03 +01:00
Christoph Oelckers
6c9e5b03c8
- floatified meleerange, pushfactor and radiusdamagefactor,
2016-03-24 21:31:04 +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
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
7c87479eea
- parameter rework of several spawning functions.
2016-03-23 13:31:12 +01:00
Christoph Oelckers
f60eac8dc0
- floatified FMapThing, dropoffz and GetBobOffset
2016-03-23 12:21:52 +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
301f5abadc
- floatified the decal code.
2016-03-22 22:07:38 +01:00
Christoph Oelckers
6b3c0ecbd3
- floatified viewheight variables and some related code.
2016-03-22 18:06:08 +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
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
4155e84a1c
- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
...
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +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
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- 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
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
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
6e2421bd37
- use a set of specific conversion functions to convert from and to ACS script variables so that these cases do not get caught when searching for fixed point math in the source.
2016-03-20 12:37:21 +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
51b05d331d
- replaced AActor::vel and player_t::Vel with a floating point version.
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- 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
f332a098cd
- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.
2016-03-18 00:43:05 +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
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# 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
Blue-Shadow
a07f264782
Added a NULL check for activator in Warp().
2016-03-14 20:52:44 +03:00
Christoph Oelckers
d07bf08e56
- fixed: 3D floor ceiling calculation didn't take into account that an actor's top may just be slightly inside a 3D floor and returned the next highest one instead.
...
For floors this change is deliberately not done because it might cause problems with the movement code.
2016-03-14 16:38:17 +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
Randy Heit
72edd7d455
Fixed: GetVarAddrType() bounds check was inverted
2016-03-06 22:17:30 -06:00
Randy Heit
55142078d8
Normalize line endings
2016-03-01 09:47:10 -06:00
Christoph Oelckers
b4a002a07f
- preparations for allowing hitscans through portals.
...
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.
- fixed setup of target acquisition for the Mage Staff.
The pre-acquired seeker target was never passed to the spawned projectiles.
2016-03-01 16:39:31 +01:00
Christoph Oelckers
49bfe717ce
Merge remote-tracking branch 'remotes/origin/portal'
2016-02-22 15:54:07 +01:00
alexey.lysiuk
7b49d9d92c
Fixed crash when accessing undefined user variable
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Presence of DECORATE user variable was not checked before attempting to read or write its value from ACS
2016-02-20 20:02:32 +01:00
Christoph Oelckers
6132f6971a
- added support for FFCF_NOPORTALS and FFCF_3DRESTRICT to FindNextLowestFloorAt and FindNextHighestCeilingAt
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- use these functions in P_GetFloorCeiling instead of duplicating all this code.
- removed some debug CCMDs.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
dc37f78566
- fixed: Old portal data must be deleted before loading a new level.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
02d7572343
- some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
...
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- čontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00
Christoph Oelckers
ae02b2fcaf
- added NextHighestCeiling/NextLowestFloorAt functions. Not tested yet!
2016-02-16 21:00:34 +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
c5c4ec83c2
- ensure thar PRINTNAME_LEVEL always uses uppercase.
2016-02-11 21:45:34 +01:00
alexey.lysiuk
7fa5cb788b
Fixed regression with getting/setting user variables
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See http://forum.zdoom.org/viewtopic.php?t=50727
2016-02-07 15:32:55 +02:00
Christoph Oelckers
01b075660d
- removed the option to toggle portals with SetLineSpecial.
...
This is to keep some people from jumping the gun on this and preventing the implementation of a proper toggling mechanism.
The feature itself will come back, but differently.
- removed portal setup from Build maps
they don't define it anyway so it makes no sense to have it there. Once this code gets refactored this will be in a different place that's identical for all map types.
2016-02-05 14:34:01 +01:00
Braden Obrzut
ba54d73e07
Merge branch 'portals2_visual'
2016-02-05 00:10:46 -05:00
Christoph Oelckers
0b7a06c714
Merge branch 'NewEESpecials'
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# Conflicts:
# src/fragglescript/t_fs.h
2016-02-05 01:01:39 +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
Christoph Oelckers
f6b64430c3
Revert "Merge tag 'a'"
...
This reverts commit 37578f85b3
, reversing
changes made to 66f053f131
.
After thoroughly checking the submission I had to conclude that it does more things wrong than right so better leave it out.
2016-02-03 11:36:34 +01:00
Christoph Oelckers
37578f85b3
Merge tag 'a'
2016-02-03 01:02:13 +01:00
Christoph Oelckers
6715a97d6e
- removed debug output from previous commit.
2016-01-28 12:04:47 +01:00
Christoph Oelckers
dfcee625db
- fixed: The ACS String garbage collector only looked at the active script's stack but never considered a recursive call from another script.
...
Fixing this required adding an external list of active stack objects that the garbage collector can access.
A nice side effect: It's no longer necessary to pass around the stack info to various functions that might end up triggering a garbage collection.
2016-01-28 11:56:47 +01:00
MajorCooke
0be09f54bd
Particles can now scale up to 65535.
2016-01-25 15:44:11 -06:00
Christoph Oelckers
cf43eb6c6d
- limit particle size to 127
2016-01-25 21:08:09 +01:00
Christoph Oelckers
7b5a77a8d8
- added various action specials and parameter extensions defined by Eternity Engine.
...
The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
* all access to action specials is now through a small set of access functions.
* Two new PCodes were added to ACC to handle these new specials from scripts.
* a minor change to the network protocol, so netgame and demo version numbers were bumped.
* FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
2016-01-25 18:49:56 +01:00
Randy Heit
c63f65d441
Merge remote-tracking branch 'origin/master' into scripting
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Conflicts:
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
2016-01-22 20:53:27 -06:00
Eevee (Lexy Munroe)
24f6f1297a
Use ZatPoint(actor)
2016-01-22 16:38:29 -08:00
Eevee (Lexy Munroe)
3e28b195ce
Fix a couple old uses of actor->x and friends
2016-01-22 16:35:43 -08:00
Eevee (Lexy Munroe)
85a82bc6e8
Fix minor typo in comments
2016-01-22 16:35:43 -08:00
Eevee (Lexy Munroe)
c08d865b1b
Extend CheckActor*Texture to look at any non-solid floor
...
Upon deep and personal reflection, I realize this is more consistent
with the TERRAIN change I made.
2016-01-22 16:35:43 -08:00
Eevee (Lexy Munroe)
1ab9d15481
Make CheckActor*Texture also consider swimmable 3D floors
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An actor standing within a swimmable floor whose ceiling texture is X
and on a solid floor whose texture is Y will now be reported as standing
on both.
2016-01-22 16:35:43 -08:00
MajorCooke
793fc90716
Once more homogenized!
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- DECORATE: color, flags, lifetime, size, angle, xyz offset/vel/accel, startalpha, fadestep.
- ACS: Similar, minus the angle parameter.
2016-01-21 19:59:33 -06:00
MajorCooke
28502b9a80
- Reorganized A_SpawnParticle parameters.
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- Decorate order is now color, x/y/zoff, velx/y/z, lifetime, angle, flags, size, startalphaf, fadestepf, accelx/y/z.
- ACS order is now color, xyz offset, xyz velocity, lifetime, fullbright, size, startalpha, fadestep, xyz accel
2016-01-21 18:34:39 -06:00
Randy Heit
9744b9e0d9
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/dobject.h
src/dobjgc.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
2016-01-21 12:45:06 -06:00
Edward Richardson
e5c67cee83
Merge branch conflicts fix
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- CONFLICT (content): Merge conflict in src/p_acs.cpp
- Updated position variables
2016-01-21 10:49:57 +13:00
Christoph Oelckers
bc63b70d88
Merge branch 'master' into scripting
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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
Braden Obrzut
f3f77a1ba0
Merge branch 'master' into portals2_visual
2016-01-18 09:45:42 -05:00
Christoph Oelckers
43314f0c0d
- started refactoring p_map.cpp
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- added AActor::Top function to replace the frequent occurences of actor->z + actor->height.
2016-01-18 00:59:16 +01:00
Christoph Oelckers
bf747075e8
Merge branch 'master' into scripting
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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
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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
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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
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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
c611456397
- more refactoring of AActor coordinate access.
2016-01-17 18:36:14 +01:00
Christoph Oelckers
3e446ea04d
- replaced access to AActor's coordinate members with access functions
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(first 200 compile errors down...)
2016-01-17 13:48:16 +01:00
Braden Obrzut
8f31af3ff9
- Work around issue with tree-loop-vectorize in p_acs.cpp.
2016-01-16 00:51:17 -05:00
Christoph Oelckers
53d385a596
- need to validate SetSectorTerrain's 'plane' parameter,
2016-01-09 21:10:12 +01:00
Christoph Oelckers
7f454358b9
- added ACS SetSectorTerrain function.
2016-01-09 12:16:41 +01:00
Christoph Oelckers
d0c372692b
- added new ACS function SetSectorDamage which allows the use of actual damage types, unlike the old Sector_SetDamage. Unlike Sector_SetDamage this function does not use damage amount dependent defaults for the interval and the leakiness if none are passed.
2016-01-05 16:29:04 +01:00
Christoph Oelckers
b2f860d7ae
- better add a NULL pointer check here.
2016-01-05 11:07:59 +01:00
Benjamin Moir
c9afb199ca
Added "pufftid" parameter for LineAttack.
2016-01-05 13:58:00 +10:00
Blue-Shadow
c51abb0161
Added GetMaxInventory ACS function
2015-12-22 19:01:09 +03:00
Edward Richardson
c099cd4581
SpawnParticle functions
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- Added A_SpawnParticle Decorate and SpawnParticle ACS functions.
2015-12-08 22:58:24 +13:00
Braden Obrzut
72d4c33453
- Removed GetAspectRatio as the implementation was highly fragile. Even if converted to giving the ratio, I have strong concerns about having this function built in without ZDoom supporting arbitrary aspect ratios as the odds of people checking against the hard coded constants seems high. The existing ACS version of this function returns fixed point ratios (because why not) and I fully expected people to use a switch statement when writing it.
2015-12-07 01:18:56 -05:00
Christoph Oelckers
ad0e71942d
- added GetAspectRatio function to ACS.
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- 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
John Palomo Jr
2612fad326
Backport RETURNTID and FORCETID flags for PickActor from GLOOME. Renamed prefix to avoid confusion with Pain Attack flags. Fixed broken enum.
2015-11-21 06:05:16 -05:00
Braden Obrzut
a8ac748123
Merge commit 'e2d874e343da34df6edfad0bb47370cbe10f4bae'
2015-10-25 15:00:43 -04:00
alexey.lysiuk
869e168495
'no monsters' option is no longer ignored in ACS Spawn functions
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See http://forum.zdoom.org/viewtopic.php?t=46459
2015-10-18 15:54:07 +03:00
Edoardo Prezioso
6678c3550e
- Improve the TFlags code and fix the new errors.
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The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
2015-10-13 00:30:06 +02:00
MajorCooke
af9478f818
- Added Warp properties RadiusOffset and Pitch.
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- RadiusOffset is a multiplier of the target actor's radius added onto the offsets x and y.
- Pitch is added to the warping actor's current pitch, provided WARPF_USEPITCH is supplied.
- Fixed WARPF_TOFLOOR not working as intended.
2015-10-03 17:28:54 -05:00
ZzZombo
98bdbb1ad8
-Fixed PCD_DROP affecting script result value.
2015-09-19 09:40:19 +08:00
alexey.lysiuk
924a2aaaa7
Added "support" for PCD_CONSOLECOMMAND in ACS
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Now attempt to execute a console command from a script will not terminate its execution
An error message will be issued in the console on every such attempt
2015-09-16 16:56:43 +03:00
alexey.lysiuk
b2fa4970fd
Fixed potential crash in ACS engine
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Unknown p-code in compiled script may lead to a crash if the current module was changed during script execution, e.g. by function call
See http://forum.zdoom.org/viewtopic.php?f=2&t=48524
2015-09-16 16:13:56 +03:00
coelckers
afa438419d
Merge pull request #379 from Edward850/sanitize
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ACS module error was missing newline
2015-09-13 08:55:14 +02:00
Edward Richardson
36c7002628
ACS module error was missing newline
2015-09-13 13:46:02 +12:00
Edoardo Prezioso
e939d6885d
- Fixed a crash in ACS strlen parsing with invalid argument.
2015-09-05 23:58:02 +02:00
MajorCooke
ad14caa800
- Added A_Warp heightoffset property. Only has an effect by two flags.
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- WARPF_ADDHEIGHT adds the pointed actor's height to heightoffset, and adds to the pointed actor's z position.
- WARPF_MULHEIGHT multiplies the pointed actor's height by heightoffset, and adds to the pointed actor's z position. Overridden by ADDHEIGHT.
2015-08-10 11:19:54 -05:00
Christoph Oelckers
58870d4871
- fixed: SingleActorFromTid wasn't declared in thingdef_codeptr.cpp
2015-08-01 23:17:06 +02:00
Christoph Oelckers
36974431ba
Merge branch 'master' into scripting
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Conflicts:
src/thingdef/thingdef_codeptr.cpp
2015-08-01 09:42:31 +02:00
Benjamin Moir
7163aa9667
Moved Warp to the ZDoom range
2015-07-31 22:28:10 +09:30
Christoph Oelckers
701fc374f7
- consolidated A_Warp and ACS Warp code into a subfunction.
2015-07-31 08:40:33 +02:00
Benjamin Moir
cf43bd969d
Added Warp to ACS
2015-07-30 16:56:54 +09:30
Christoph Oelckers
7ba577e1b0
Merge branch 'master' into scripting
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Conflicts:
src/g_heretic/a_hereticweaps.cpp
src/thingdef/thingdef_codeptr.cpp
2015-06-07 09:43:54 +02:00