Commit graph

664 commits

Author SHA1 Message Date
Edward Richardson
3817bed0b3 Weap scroll could sometimes miss sameslot weapons
In rear cases, when using next/prevweap, defined weapons in the same
slot couldn't cycle when looping to another when you only had weapons in
1 slot.
2014-06-01 18:13:47 +12:00
Christoph Oelckers
8f5683e23d - moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
- added 'showsecretsector' CVAR to show the sector number with the secret found message.
2014-05-29 17:50:14 +02:00
Christoph Oelckers
75cde0b221 - allow locks to check for a key's species so that newly defined keys can open previously defined locks without the need to redefine them. 2014-05-29 17:30:01 +02:00
Christoph Oelckers
24886b6734 - removed the last static character arrays from FLevelLocals. 2014-05-13 23:16:13 +02:00
Christoph Oelckers
e49e926bd9 - added option to ASectorAction to remove itself upon triggering by setting the STANDSTILL flag on the map thing. 2014-05-13 21:26:51 +02:00
Christoph Oelckers
30f57c0b8e - added new renderstyles AddStencil and AddShaded. 2014-05-13 21:16:06 +02:00
Christoph Oelckers
ca4179caa3 - allow texture lookup by full path names. Due to technical limitations this may result in double textures if the same graphics lump is also referenced by its short texture name. 2014-05-13 20:51:16 +02:00
Christoph Oelckers
a22670626c - expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used. 2014-05-13 13:40:02 +02:00
Christoph Oelckers
a05e62f3f7 - changed storage of lump and texture names in gameinfo to allow long names (with the exception of view border elements.) 2014-05-13 12:44:17 +02:00
Braden Obrzut
bbd3106cbb Merge commit 'b3f5de356f14e2026cc9e5738e8b58e22e7daa44' 2014-01-06 04:04:51 -05:00
Braden Obrzut
d8ff4ec281 - Fixed: All clang 5.0 warnings.
- Renamed autostart/autozend since Xcode’s build process links in strictly alphabetical order.
2014-01-05 19:50:09 -05:00
Braden Obrzut
b3f5de356f - Fixed: SBarInfo's gamemode command used to ignore unknowns (for cross compatibility). On top of restoring the old behavior, generate a warning for only the first ignored instance. 2014-01-05 15:46:11 -05:00
Braden Obrzut
b0f40c0733 - So we did end up restoring the variable that the last commit was compensating for. 2014-01-04 00:37:15 -05:00
Braden Obrzut
4770b9b27b - Fixed: Rampage timer should only reset when the weapon is ready to be fired. 2014-01-03 01:21:21 -05:00
Randy Heit
242f2ab7b0 Merge branch 'maint' 2013-10-08 21:51:51 -05:00
Randy Heit
d558cf51a9 - Fixed: ABackpackItem::CreateTossable did not check for failure from the supermethod. 2013-10-08 19:59:46 -05:00
Christoph Oelckers
eb186a5b92 Merge branch 'maint' 2013-10-07 11:58:53 +02:00
Christoph Oelckers
c4d2a021b0 - fixed: AInventory::BecomePickup must not restore the MF_COUNTITEM flag when transforming the inventory item into a pickup again. 2013-10-07 11:53:58 +02:00
Braden Obrzut
ffae34c5fd - Changed the new default alignment keyword for drawimage from topleft to none in order to allow a potential topleft without image offsets. 2013-09-30 20:02:05 -04:00
Braden Obrzut
f73275ad88 - Applied Tesseract's patch for drawimage extensions. (Extended icon support and maximum width/height.) 2013-09-21 12:46:19 -04:00
Christoph Oelckers
c1aac878b0 Merge branch 'maint' 2013-09-15 23:12:21 +02:00
Christoph Oelckers
8847d5649a - fixed: Bridge needs to call Super::Destroy. 2013-09-15 23:11:55 +02:00
Christoph Oelckers
e4e26e7aa7 Merge branch 'maint' 2013-09-13 10:17:38 +02:00
Christoph Oelckers
ea0e4ed344 - fixed: The Hexen bridge must make its balls disappear when it gets destroyed.
Hexen did this with a call to A_BridgeRemove in Thing_Destroy which merely set a flag in the bridge object, which cannot be done safely in ZDoom because it's not guaranteed that the ball object calls A_BridgeOrbit and the garbage collector may delete the bridge actor before it can be checked so now the Bridge's Destroy method deletes all balls attached to the bridge object itself.
2013-09-13 10:07:43 +02:00
Christoph Oelckers
9c2454eacc Merge branch 'maint' 2013-08-28 11:20:53 +02:00
Christoph Oelckers
f8899f98fc - fixed: The secret counter was not incremented for items that had the UDMF COUNTSECRET flag set. 2013-08-28 11:14:48 +02:00
Christoph Oelckers
aa03609b69 - added IF_TOSSED inventory flag. 2013-08-12 21:00:23 +02:00
Christoph Oelckers
ecfe67dd78 - removed weirdness from Powerup.Strength property that was specifically tailored to its use on PowerInvisibility and made its use problematic elsewhere. 2013-08-12 09:13:55 +02:00
Christoph Oelckers
35764ff3b2 - fixed: Powerup.Strength is a fixed point value, so using it as health amount for PowerRegeneration requires division by FRACUNIT. 2013-08-11 20:39:53 +02:00
Christoph Oelckers
1c889dc9fa - let APowerRegeneration use the Strength property to define the amount of regeneration it gives. 2013-08-10 09:51:48 +02:00
Christoph Oelckers
c253d40fbb - externalize labels for automap statistics display to the string table. 2013-07-28 16:18:57 +02:00
Randy Heit
e845b292c2 - Always clear bEvilGrin after checking it in FMugShot::UpdateState(). If
it's not an appropriate time to show the grin when the flag is set, it
  shouldn't be saved until later.
2013-07-02 14:48:03 -05:00
Randy Heit
b9e771576f - Fixed: The time freezer power should do nothing while predicting.
SVN r4333 (trunk)
2013-06-06 20:15:04 +00:00
Randy Heit
e32e44209e - Added SpawnDecal ACS function:
int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
  Traces a line from tid's actor until hitting a wall, then creates a decal there. Returns the
  number of decals spawned.
  * tid = Which actor(s) to start the trace at.
  * decalname = Which decal to spawn.
  * flags =
    * SDF_ABSANGLE = Angle parameter is an absolute angle. Otherwise, it's relative to the origin actor's angle.
    * SDF_PERMANENT = Decal ignores cl_maxdecals. Otherwise, it will eventually disappear.
  * angle = Direction in which to search for a wall. Defaults to 0.0.
  * zoffset = Offset from the middle of the origin actor for the Z height of the decal. Defaults to 0.
  * distance = Maximum distance to search for a wall. Defaults to 64.

SVN r4330 (trunk)
2013-06-05 02:15:21 +00:00
Randy Heit
78437d917c - Added edward850's patch to cope with stalled network games.
SVN r4285 (trunk)
2013-05-25 22:01:26 +00:00
Braden Obrzut
7fd0950ab9 - Changed the way DrawSelectedInventory is casted so that clang doesn't warn about it.
SVN r4275 (trunk)
2013-05-20 21:27:50 +00:00
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
a5b5172449 - Remove now-unused dropammofactor variable from AWeaponGiver::TryPickup().
SVN r4248 (trunk)
2013-05-04 19:24:24 +00:00
Randy Heit
d86b16d540 - Added a DropAmmoFactor field to WeaponGiver so that ModifyDropAmount() can record the drop
amount modifier into it without fiddling with the actual AmmoGiveX fields.

SVN r4246 (trunk)
2013-05-02 00:24:53 +00:00
Randy Heit
ecdde24bda - Fixed: WeaponGiver did not give half ammo when dropped.
SVN r4238 (trunk)
2013-04-30 03:07:39 +00:00
Randy Heit
92d54ca0fc - Instead of setting the default skybox in every sector without an explicit skybox set, set it
once in the level struct and then use that for sectors with a NULL skybox. This fixes zpack's
  E2M3 so that when it removes its sector stacks, you will get the default skybox in their
  place, since stacked sectors and skyboxes use the same pointers in a sector.

SVN r4224 (trunk)
2013-04-21 02:22:37 +00:00
Randy Heit
c069295f19 - Fixed: When trying to unmorph a monster, make sure the morphed version doesn't have the
TOUCHY flag set, or checking the position of the unmorphed version will kill the morphed
  version, since they will both exist in the same place at the same time, and TOUCHY is
  really touchy about that.

SVN r4219 (trunk)
2013-04-16 20:39:54 +00:00
Randy Heit
a5d770b433 - Dropped items with the DONTGIB flag set will no longer be destroyed by crushers.
SVN r4215 (trunk)
2013-04-16 17:55:17 +00:00
Randy Heit
2fb64108a7 - Fixed: Monsters with STAYMORPHED set would still unmorph.
SVN r4213 (trunk)
2013-04-09 22:45:20 +00:00
Randy Heit
f7c55c0936 - Do copy a monster's special to its morphed version so that it can be properly restored when
it unmorphs.

SVN r4212 (trunk)
2013-04-09 22:40:27 +00:00
Randy Heit
85d4350190 - Fixed: AInventory::Touch() should check for a local player view before trying the pickup,
because if it's a morph powerup, after being picked up, the toucher this function received will
  no longer be the active player.

SVN r4211 (trunk)
2013-04-09 22:24:18 +00:00
Braden Obrzut
316faf59b4 - Fixed: Skin mugshots didn't load. (This adds a texture usetype for skin graphics.)
SVN r4205 (trunk)
2013-03-25 18:20:39 +00:00
Randy Heit
324b13c89b - Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
even if they have enough ammo to be used.

SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00
Randy Heit
2874d927b1 - Random spawners no longer move the missile forward when spawning them, because presumably
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
Braden Obrzut
18bf56d3d7 - Fixed: NULL pointer dereference in DrawGem.
SVN r4186 (trunk)
2013-03-18 21:56:15 +00:00