Commit graph

856 commits

Author SHA1 Message Date
Randy Heit
b2abf224b5 Save function name for error message in ParseStates()
- The error "You cannot pass parameters to..." used the most recent token,
  which was always ( and not the function name. (Note that this was
  already fixed in the scripting branch, so this is probably going to be a
  conflict. Meh.)
2015-01-06 19:31:00 -06:00
MajorCooke
643d37ab7c - Added A_SetFloatBobPhase(int). Takes a number between 0 and 63. If it's outside that range, it does nothing.
- Added A_Warp flags:
- WARPF_BOB: Gets the bob offset of actor pointer with the FLOATBOB flag.
- WARPF_MOVEPTR: The function is inversed to move the pointed actor with applied flags, but only the original caller will make the success/jump.
2015-01-06 11:55:41 -06:00
nashmuhandes
2b12db153b New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
Blue-Shadow
ba3988290c Added an option to A_Check[SightOr]Range to be able to perform a 2D-based distance check. 2015-01-01 22:16:51 +03:00
MajorCooke
4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
MajorCooke
15cd0debc1 - Fixed: Species was not defined in actor.txt. 2014-12-25 09:23:59 -06:00
MajorCooke
d94be8f57b - Reverted back and set filter to "None" instead. 2014-12-24 17:15:21 -06:00
rheit
bfb94f13d2 Merge pull request #198 from MajorCooke/filters
- Added name filtering to all A_Damage/Kill/Remove functions.
2014-12-23 21:42:31 -06:00
MajorCooke
91bfe4cceb - Added pointers for A_CustomMissile and A_CustomBulletAttack. 2014-12-21 12:29:19 -06:00
MajorCooke
2c7a3f2eba - Optimized DoDamage and DoKill.
- Do a filter and species check first to save time.
- Added DMSS/KILS/RMVF_EITHER, which means if the actor is of type or species, it counts.
- A_DamageTarget(20,"Normal",DMSS_EITHER,"DoomImp","CyberdemonSpecies")
- This affects actor DoomImp, and anything that's of species CyberdemonSpecies.
- Added a little more documentation via comments.
2014-12-21 10:38:51 -06:00
MajorCooke
5a472e815b - Added species checking.
- Added two more flags for each of the functions, EXFILTER and EXSPECIES.
- Stands for "exclude filter/species" and makes the function not take them into account.
- Cleaned up the code and placed all the checking in their own subfunctions.
2014-12-21 09:31:24 -06:00
MajorCooke
c168761eda - Couple additional fixes:
- The wiki said the minimum distance to teleport defaults to 0, actor.txt on the other hand said otherwise. I was wondering why it was still broken somewhat...
- Prevent stickiness from happening, a.k.a. getting stuck in ceiling or floor and letting the engine unstick the actor. This caused velocity loss.
2014-12-20 22:51:43 -06:00
MajorCooke
e5a41a1358 - Added name filtering to all A_Damage/Kill/Remove functions.
- A_DamageChildren(20,"Normal",0,"DoomImp") for example will only target actors of DoomImp specifically.
2014-12-20 16:57:00 -06:00
Christoph Oelckers
5f8d140424 Merge branch 'menu-updates' of https://github.com/Edward850/zdoom 2014-12-20 11:38:22 +01:00
Christoph Oelckers
a19f0219c5 Merge branch 'master' of https://github.com/Blue-Shadow/zdoom 2014-12-20 11:36:10 +01:00
MajorCooke
86b0065c0b - Added a multitude of flags for A_Teleport.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
2014-12-19 12:37:02 -06:00
Edward Richardson
80bc95d3bc Added absent cl_capfps and cl_maxdecals entries 2014-12-19 21:57:34 +13:00
Blue-Shadow
a150e0686c Added 'lifestealmax' parameter and STEALARMOR flag to A_Saw and A_CustomPunch. 2014-12-18 23:05:59 +03:00
MajorCooke
c6fd4c5aaf - Added the two definitions to actor.txt. 2014-12-18 09:46:19 -06:00
MajorCooke
a2bb673370 - I really need to stop coding so late at night. 2014-12-17 21:58:30 -06:00
MajorCooke
30acb72006 - Added per-actor teleport fog modifications.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
2014-12-17 16:11:07 -06:00
MajorCooke
465d9ab89a - Added flags for A_CheckLOF:
- CLOFF_SETTARGET | CLOFF_SETMASTER | CLOFF_SETTRACER
- An actor that causes A_CheckLOF (and only an actor) to succeed will set the intercepting actor as its target, master, and/or tracer, respectively.
2014-12-15 14:50:35 -06:00
MajorCooke
94f08aa593 - Added: Boolean to specify if A_Raise functions should perform CopyFriendliness based upon who raised it. By default, this is false. 2014-11-27 15:12:33 -06:00
MajorCooke
08570ec48e - Added flags for A_Fade functions:
- FTF_REMOVE: Removes the actor when the alpha hits a certain level.
- - A_FadeIn - 1.0
- - A_FadeOut - 0.0
- - A_FadeTo - Alpha target level reached
- FTF_CLAMP: Automatically fixes the alpha so it won't leave the range [0.0, 1.0].
2014-11-25 13:24:35 -06:00
Christoph Oelckers
6665ac5837 - fixed: With P_ExplodeMissile now working properly it is no longer valid to terminate a looping sound in a missile's death state because it now gets called after the death sound has been started. 2014-11-25 16:49:27 +01:00
khokh2001
e9075334a3 new opl3 emulator 2014-11-23 00:36:22 +09:00
Edoardo Prezioso
fd354dbe9a - Added CPF_NOTURN flag for A_CustomPunch. 2014-11-14 12:18:46 +01:00
Edward Richardson
b08fcbf6b3 Added compat profile for TNT MAP31 2014-11-10 18:37:14 +13:00
Edoardo Prezioso
8b85e6d00b - Port an empty version of 'A_FaceConsolePlayer'.
Hissies will be happy now.
2014-11-08 18:49:16 +01:00
Christoph Oelckers
c28c0b8f0b Revert "Backport 'A_FaceConsolePlayer' from zandronum."
This reverts commit eab971500b.

As Edward850 pointed out, this feature is broken by design and therefore completely useless.
2014-11-08 08:53:32 +01:00
Christoph Oelckers
3976de1404 Merge branch 'faceconsoleplayer' of https://github.com/edward-san/zdoom 2014-11-08 00:48:07 +01:00
Edoardo Prezioso
eab971500b Backport 'A_FaceConsolePlayer' from zandronum.
By Dusk, who authorized me to do this.
2014-11-08 00:31:16 +01:00
MajorCooke
364d9069bd In fact, let's go ahead and ensure compatibility doesn't break since it's already in there. 2014-11-07 17:20:12 -06:00
MajorCooke
848225e9ee - Fixed typo on WARPF_ABSOLUTEPOSITION 2014-11-07 17:12:03 -06:00
MajorCooke
938b54ccb5 - Added TF_FORCED for A_Teleport. Forces the actor to move to the spot. 2014-10-31 15:51:15 -05:00
Edward Richardson
c85105f552 Added cl_showsecretmessage
Controls if secret notifications are displayed (def. true)
2014-10-31 22:50:23 +13:00
MajorCooke
165d2887fd - Added: A_GiveToChildren
- Added: A_TakeFromChildren
- Added: A_GiveToSiblings
- Added: A_TakeFromSiblings
- Added the following flags for A_RadiusGive:
- RGF_NOSIGHT: Exclude sight check from distance.
- RGF_MISSILES: Missiles can take inventory items.
2014-10-29 14:01:31 -05:00
MajorCooke
c01d1a8003 - Added DMSS_NOPROTECT.
Bypasses PowerProtection inventory items.
2014-10-27 22:29:10 -05:00
Christoph Oelckers
be4b253215 - use a separate sound for the net notches on the startup screen. 2014-10-25 18:18:35 +02:00
Christoph Oelckers
ef5707d73b - added a compatibility option for stopping sounds when the owning actor is destroyed. 2014-10-25 12:12:06 +02:00
Christoph Oelckers
8edace83c5 - made CheatKey and EasyKey vector graphics configurable through MAPINFO. 2014-10-25 10:19:14 +02:00
Christoph Oelckers
313245dd77 - added a Buddha powerup 2014-10-25 09:53:23 +02:00
MajorCooke
a19620968d - Follow-up of the previous commit.
- Cleaned up the DoDamage and DoKill functionality.
- Added DMSS_FOILBUDDHA and KILS_FOILBUDDHA.
2014-10-25 09:39:10 +02:00
MajorCooke
b980069367 - Added GOD2 and BUDDHA2 cheats.
- Ensures that not even telefrag damage can kill the player.
- Fixed: Players with NODAMAGE could still hurt and kill themselves via
voodoo dolls.
2014-10-25 09:38:40 +02:00
Christoph Oelckers
5513966165 - fixed: Strife's peasants couldn't harm the player because they were defined as friendly. 2014-10-25 01:15:39 +02:00
Christoph Oelckers
e28234a8b8 - replaced pistol pickup sprite. 2014-10-24 23:19:57 +02:00
Christoph Oelckers
6824605154 - added pickup sprite and editor number for Heretic's gold wand. 2014-10-24 00:06:18 +02:00
Christoph Oelckers
952d03da7c Merge branch 'multi' of https://github.com/Edward850/zdoom 2014-10-13 10:37:51 +02:00
Edward Richardson
98904039b7 Final work on prediction lerping
Added cl_predict_lerpscale and cl_predict_lerpthreshold
Added options in menudef
Made sure that lerping cannot extrapolate or run on small scales
Lerping gets reset when rendering interpolation does or respawn
2014-10-13 16:32:49 +13:00
Edward Richardson
3e6ad8c1a8 Further work on prediction lerping 2014-10-13 00:29:15 +13:00