Commit graph

4519 commits

Author SHA1 Message Date
Boondorl
ab9b6320cb Allow easier piece weapon replacing
Checks for replacements on weapons instead of using the given weapon class as is (also verifies said replacement is a weapon).
2024-11-15 23:58:39 -03:00
Boondorl
268dad18f7 Discs no longer blast players with collision disabled 2024-11-15 23:58:28 -03:00
Boondorl
597b06ae52 Added CRandom functions
Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
2024-11-15 23:56:23 -03:00
Rachael Alexanderson
ccd38afbcb
- revert adding in the sprite/frame support for visual thinkers 2024-11-13 16:16:36 -05:00
Rachael Alexanderson
ad40299da4 - add sprite/frame support for VisualThinkers 2024-11-13 14:39:40 -05:00
Ricardo Luís Vaz Silva
d94a596bc2 move crucial functions out of Tick, so that light custom tick overrides can be done without calling super.Tick for non-moving visualthinkers 2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
3622e2bb2a Compress visualthinker bools into a flags field 2024-11-13 15:47:22 -03:00
nashmuhandes
ea7ea182ed Add missing CHANF_ constants and fix the styling of the comments for better readability 2024-11-11 23:27:22 -03:00
Blue Shadow
a145eac056 added constants for the most recently added level flags 2024-11-11 06:59:43 -05:00
Rachael Alexanderson
2bc561d135
- add automap default markers for all games (can be overridden) 2024-11-11 06:51:30 -05:00
Boondorl
04cdbd1898 Fixed CreateCopy being broken on HexenArmor 2024-11-09 12:32:51 -03:00
Major Cooke
3d4dccd650 And the variable. 2024-11-04 16:23:34 -03:00
Major Cooke
ceb2de36d3 Change function from private to protected by request. 2024-11-04 16:23:34 -03:00
Major Cooke
1620d405c6 Added OrthographicCamera actor. Arguments are:
- 0: Offset. This pushes the camera further away, going behind the camera. Default is 1.0 (converted to negative - the value cannot go lower than that).
2024-11-04 16:23:34 -03:00
Kaelan
275635adc5 add set/get plane reflectivity 2024-10-26 00:21:16 -03:00
Ricardo Luís Vaz Silva
d0e6bce4e6 add CVar to control footstep volume 2024-10-21 14:53:53 -03:00
Ricardo Luís Vaz Silva
d07d08ce9f Add velocity/distance based footsteps 2024-10-21 14:53:53 -03:00
Ricardo Luís Vaz Silva
3a88281c10 time footsteps with duration of movement, not with actor age 2024-10-21 14:53:53 -03:00
inkoalawetrust
34dc204517
Re-added sector damage for non-players. (#2773)
* Re-add non-player sector damage.

Reimplements SECMF_HURTMONSTERS and SECMF_HARMINAIR.

* Fixed 3D floor handling for sector damage.

Fixes sector damage to either monsters or players not working on (non-)solid 3D floors.
2024-10-20 07:51:36 -04:00
nashmuhandes
12c6d1361a Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later. 2024-10-19 18:35:54 -04:00
Rachael Alexanderson
4ba53e34e4
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
This reverts commit 391f496512.
2024-10-19 10:25:03 -04:00
Rachael Alexanderson
c2fd99a24d
Revert "- Actor.GetSpecies() is a non-destructive function"
This reverts commit ee5442c06b.
2024-10-17 21:28:52 -04:00
Kaelan
9d725276ac Add manual config saving to CVar struct
Allows for calling to save custom cvars manually to ensure they're reliably stored. As is, the only way to ensure that cvars are saved is to safely/manually close out GZDoom, meaning if a crash occurs, that data is lost.

THis is very detrimental to mods/standalone projects that rely on CVars for storing custom data, and or data that transcends save games.
2024-10-16 00:39:32 -03:00
Rachael Alexanderson
ee5442c06b
- Actor.GetSpecies() is a non-destructive function 2024-10-14 17:31:18 -04:00
Major Cooke
fa467073eb Added (SPF_)STRETCHPIXELS.
This counteracts the squaring implied by rolling sprites.
2024-10-14 16:14:25 -04:00
inkoalawetrust
9df656a9cf
Added LookForEnemiesEx() for returning all enemies in an area. (#2753)
* Compartmentalized the LookForEnemiesInBlock checks

* Added LookForEnemiesEx().

This function allows for ZScript code to get an array with all enemies of the caller found in range. Using similar sight logic as functions like LookForEnemies().

* Added noPlayers parameter to LookForEnemiesEx().

This parameter allows the function to also find players around it.

* Added VM abort to LookForEnemiesEx().

Prevent crashes by passing a null array by reference.
2024-10-14 03:47:53 -04:00
inkoalawetrust
12d1afcc4e
Fixed WalkStepTics & RunStepTics in terrain parser
Fixed the discrepancy where WalkStepTics and RunStepTics were called, well, that. In the terrain struct in both C++ and ZScript. While the terrain parser looked for WALKINGSTEPTIME and RUNNINGSTEPTIME instead.
Also made the parse not multiply these time values by the ticrate to treat them as seconds instead of tics.

Added flags for P_HitWater().

Added optional overridable footsteps for players.

Added an overridable MakeFootsteps() virtual in PlayerPawn. Which allows for adding totally custom footstep logic for players. By default, it comes with a basic footstep system that uses the footstep properties of whatever terrain the pawn is standing on. bMakeFootsteps must be enabled on the pawn for the virtual to run.

Added generic StepSound TERRAIN property.

Added a generic step sound TERRAIN property, for defining foot-agnostic step sounds. Used by the built-in footstep system over the individual foot ones.

Simplified MakeFootsteps().

Also removed a leftover debug message.
2024-10-14 03:47:02 -04:00
Rachael Alexanderson
de64ffbf11
- define dither shader in a way that is compatible with Apple's GLSL-to-metal compiler 2024-10-12 04:22:45 -04:00
Rachael Alexanderson
4cb60265be
- language update 2024-10-12 01:04:18 -04:00
inkoalawetrust
23d131f6c2 Made GetMidTexturePosition() const. 2024-10-05 23:10:45 -03:00
Christoph Oelckers
2e795bebb4 added a menu option for switching module players. 2024-10-05 12:53:21 +02:00
Blue Shadow
6b5be653dc - set a default value of 1.0 for MissileChanceMult property 2024-10-05 11:43:44 +02:00
Christoph Oelckers
5b1f0fdc86 bFriendly should not be set from scripts because this omits needed bookkeeping. 2024-10-04 18:32:06 +02:00
Christoph Oelckers
b667b930a3 fixed logic bug with HitFriend and Refire functions.
The old code was essentially ineffective and useless, this is how MBF had it and how it was supposed to be.
2024-10-03 22:30:09 +02:00
Christoph Oelckers
3798fd815f the MISSILE(EVEN)MORE flags still need to be accessible by ZScript for backwards compatibility.
Since these do not exist anymore an internal interface to Handle/CheckDeprecatedFlags was added.
2024-10-03 12:32:09 +02:00
Christoph Oelckers
8354c4a5c3 Replaced MISSILE(EVEN)MORE with a real property and added related Dehacked options from Crispy Doom.
This also adds proper deprecation messages to the deprecated flags which were missing due to a bad definition macro.
2024-10-03 12:24:16 +02:00
Professor Hastig
2decf10863 add missing 'author' and 'label' UMAPINFO fields. 2024-10-01 12:23:27 -04:00
jekyllgrim
1392db2f5b Made DamageSource and bIsPuff readonly 2024-10-01 11:53:11 -03:00
jekyllgrim
83165dccbf Add damagesource 2024-10-01 11:53:11 -03:00
Cacodemon345
e88d912892 ID24 interlevel lumps implementation 2024-10-01 16:48:07 +02:00
Rachael Alexanderson
18c068fd1f
Revert "- fix some issues with ClearInventory() that sometimes caused script errors"
This reverts commit 41c69736b1.

This introduced more bugs and so the fix was not valid.
2024-09-30 03:28:15 -04:00
Rachael Alexanderson
41c69736b1
- fix some issues with ClearInventory() that sometimes caused script errors 2024-09-30 01:52:51 -04:00
Jon Heard
4c27b55eb9 SetSkin and GetSkinCount added to PlayerInfo class 2024-09-29 18:14:52 -04:00
inkoalawetrust
391f496512 Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE.
- Added SECMF_HURTMONSTERS, which allows monsters in the flagged sector to be hurt with the same behavior as players (i.e damage leaking).
- Added SECMF_HARMINAIR, which allows players (And monsters with SECMF_HURTMONSTERS) to be hurt when they're inside the sector in general, instead of only when they're walking on it. Replicates the behavior of the DAMAGE_IN_AIR flag that SectorDamage() uses.
- Added NOSECTORDAMAGE, which makes actors with the flag immune to any harmful floors.
2024-09-29 18:12:30 -04:00
Rachael Alexanderson
bbeaea1ea7
- implement anamorphesis proof-of-concept (#2431)
Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
2024-09-29 18:09:07 -04:00
RaveYard
a4c98d8dd9 Add RADF_CIRCULARTHRUST and matching XF_/RTF_ flags 2024-09-29 17:56:41 -04:00
Boondorl
1e96ed31aa Exported DPrintf
Allows for custom debug message handling using the built-in
2024-09-29 17:56:16 -04:00
jekyllgrim
994078feae Added FloatBobFactor
This adds a new actor property: `FloatBobFactor` (default 1.0). This will be a multiplier for level.time in `AActor::GetBobOffset`, which finally allows to control not only the range of float bobbing (which is FloatBobStrength) but also the frequency of bobbing.
2024-09-29 16:08:02 -04:00
Boondorl
8c10ac6f38 Added GetDecalName() 2024-09-24 23:38:43 -04:00
Rachael Alexanderson
3524d06813 - export FFont::GetChar() to ZScript 2024-09-20 20:00:01 +02:00