Christoph Oelckers
5151dff03c
- added a compatibility option for a bad teleporter in the final Strife map.
2020-06-04 14:30:56 +02:00
Christoph Oelckers
328d9c75c4
- redid mouse control for the conversation menu.
...
Since the page operates on different coordinate systems, the only working way to check the mouse is to store the real coordinates when drawing and check the mouse position against those.
2020-06-04 14:11:36 +02:00
Hugo Locurcio
80c5b4d37b
Add a cvar to control weapon bobbing while firing
...
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.
The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
6444a7535c
- fixed use of Powerup.Strength in PowerInvisibility.
...
An integer division made the feature useless.
2020-05-25 16:43:01 +02:00
alexey.lysiuk
1fd2ea46d2
- fixed aiming camera that didn't follow target
...
https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:00:48 +03:00
alexey.lysiuk
0631670a66
- restored warning about missing aiming camera target
2020-05-18 13:58:22 +03:00
Major Cooke
079e7ee4e9
Enforce the reflective flag as well.
2020-05-10 10:48:32 +02:00
Major Cooke
b70bc2b152
Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring.
2020-05-10 10:48:32 +02:00
Mekboss
4807f4240b
Fix MSVS compile bug and add offset parameter for SprayDecal
2020-05-07 09:35:48 +02:00
Mekboss
0e9ca3c850
Replace function variables to DVector3
2020-05-07 09:35:48 +02:00
Mekboss
ba43244764
Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
2020-05-07 09:35:48 +02:00
alexey.lysiuk
331f3d85d6
- fixed secondary ammo display in strife status bar
...
https://forum.zdoom.org/viewtopic.php?t=68315
2020-04-30 16:26:12 +03:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom ( #1068 )
...
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
nashmuhandes
d563b0339c
Apply alpha to the background texture in DrawBar
2020-04-29 21:01:13 -03:00
nashmuhandes
f65a97322e
Add an alpha parameter to StatusBar.DrawBar
2020-04-29 21:01:13 -03:00
Skepticist
3377486b8e
Added a number of maps that can make use of the MTF_NOCOUNT flag
...
All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-27 20:30:37 +02:00
PaulyB
573b2958c6
Added MTF_NOCOUNT to spawn flags
2020-04-27 20:30:37 +02:00
alexey.lysiuk
62d4bbbe65
- restored Wads.GetNumLumps() scripted function
...
https://forum.zdoom.org/viewtopic.php?t=68300
2020-04-21 10:07:24 +03:00
Christoph Oelckers
4fb6b7c7d4
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:08:24 +02:00
Christoph Oelckers
e63871d6f5
- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
2020-04-19 13:40:21 +02:00
Major Cooke
a56177f178
Begin TICRATE conversion.
...
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
Christoph Oelckers
3454314bb1
- separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks.
2020-04-11 20:20:55 +02:00
Christoph Oelckers
32300f7d26
- use translation slot 0 for reserved content, like font translations.
2020-04-11 20:20:39 +02:00
Christoph Oelckers
80c6d5b276
- renamed more stuff and also moved the Strife teaser voice handling out of the file system.
2020-04-11 14:00:19 +02:00
Erick Tenorio
b2a17dfdc2
- REQUIEM.WAD fixes ( #1050 )
...
Fixes for various maps in the Requiem megawad.
Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-02 05:35:51 -04:00
nashmuhandes
cb6514cc05
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-23 21:04:59 +01:00
Christoph Oelckers
828cba13a1
- changed translation management so that the fonts also use translation IDs.
2020-03-16 17:23:30 +01:00
Christoph Oelckers
a50a5101bc
- fixed another typo.
2020-03-15 15:56:35 +01:00
Christoph Oelckers
0c04cddd28
- allow specifying full palettes in translation definitions.
2020-03-15 10:22:42 +01:00
nashmuhandes
7a141f3aa3
Add help messages for most of the deprecated stuff in ZScript.
2020-03-14 12:56:03 +02:00
alexey.lysiuk
f46e80e2b4
- fixed FLineTraceData scripting definition
...
https://forum.zdoom.org/viewtopic.php?t=67795
2020-03-14 12:51:06 +02:00
Christoph Oelckers
4201c4fbb5
- fixed A_FireCGun.
2020-03-11 19:47:23 +01:00
Christoph Oelckers
a638cfbd6e
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Alexander Kromm
3607ffaf66
fix Dictionary and DictionaryIterator memory leaks
2020-03-08 18:46:37 +01:00
Major Cooke
70f9b649aa
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
...
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00
Major Cooke
33b343ef31
Added Pre(Un)Morph and Post(Un)Morph functions.
...
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-08 15:29:09 +01:00
Rachael Alexanderson
178cf40428
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-03 22:50:01 -05:00
Rachael Alexanderson
3d3a29979b
- remove addition from deprecated A_PlaySound
2020-03-02 22:15:37 +01:00
Rachael Alexanderson
1b80b7bf2f
- ported over Nash's startTime for A_StartSound
2020-03-02 22:15:37 +01:00
Major Cooke
4cf7c6351d
Added A_StopSounds(int chanmin, int chanmax).
...
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 19:42:21 +01:00
Major Cooke
55284d46bf
Added A_StopAllSounds.
2020-02-29 19:19:51 +01:00
Chronos Ouroboros
bb42d58427
Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items."
...
This reverts commit e781cb4043
.
2020-02-10 15:38:12 -03:00
Major Cooke
e781cb4043
Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items.
2020-02-09 19:07:52 +01:00
Major Cooke
39a9a48ad6
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-09 19:07:52 +01:00
Chronos Ouroboros
b453c87b72
Merge pull request #683 from ZippeyKeys12/clearscopeindex
...
Clearscope Index()
2020-02-08 03:07:06 -03:00
alexey.lysiuk
081cf814b0
- fixed wrong arguments of a few A_StartSound() calls
...
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 11:57:01 +02:00
3saster
729ff8fa8f
Plutonia 2 Compatibility Fixes ( #1026 )
...
* Plutonia 2 MAP20 fix
* Plutonia 2 MAP27 fix
* Plutonia 2 MAP05 fix
* Plutonia 2 MAP23 fix
* Plutonia 2 MAP24 fix
2020-01-22 07:47:17 +01:00
alexey.lysiuk
3b8ddb6b9b
- fixed resetting of music volume after closing dialogue
...
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-20 22:05:15 +01:00
alexey.lysiuk
0d758014dd
- exposed Level.MusicVolume to ZScript
2020-01-20 22:05:15 +01:00
Alexander Kromm
1f011cda7f
make enter key toggle Option Search mode too
2020-01-16 17:53:28 +01:00
Christoph Oelckers
3e9a43d7f0
- added missing render style constants to ZScript.
2020-01-12 12:02:26 +01:00
Christoph Oelckers
4646273569
- fixed: menu sounds no longer got the CHANF_UI flag.
2020-01-04 19:36:22 +01:00
Christoph Oelckers
c0b9bb6e76
- bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.
2020-01-04 14:25:56 +01:00
Christoph Oelckers
4a67bfcddb
- deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
2020-01-04 14:25:55 +01:00
Christoph Oelckers
b7e1a35e6f
- cleaned up the parameters of A_StartSound.
...
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
Alexander Kromm
60026ba4f2
export dictionary iterator
2020-01-01 08:39:25 +01:00
Christoph Oelckers
f647f3c132
- added the Dehacked extensions from Crispy/Doom Retro.
...
All empty placeholders for mods to fill in, no new functionality.
2019-12-31 21:13:18 +01:00
Chronos Ouroboros
b4ba7dfec2
Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
2019-12-30 12:37:33 -03:00
Alexander Kromm
bd1892120d
add Dictionary.Remove(String key) function
2019-12-30 14:57:37 +01:00
Cacodemon345
7fd27bc925
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
2019-12-30 13:05:38 +01:00
Christoph Oelckers
d08bb93b84
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2019-12-30 09:47:25 +01:00
Alexander Kromm
703686beee
export TMap<FString, FString> to ZScript
2019-12-29 13:37:38 +01:00
Christoph Oelckers
77469e0512
- fixed the colorization parser.
2019-12-29 12:11:16 +01:00
Christoph Oelckers
9b9fd35107
- hooked up the colorization feature.
...
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
2019-12-29 11:30:37 +01:00
Christoph Oelckers
bb8db9422f
- scaled down the texture colorization feature for easier usability.
...
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
3a249cb06f
- added high level interface to the new properties, i.e. UDMF and ZScript.
2019-12-20 18:02:42 +01:00
alexey.lysiuk
59f09d4893
- move setting status bar defaults to proper location
...
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
2019-12-18 15:40:39 +02:00
Christoph Oelckers
136ab4f48a
- renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
2019-12-17 09:58:50 +01:00
Christoph Oelckers
e82565373f
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
...
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
alexey.lysiuk
1a19dbb52f
- added 'damageonland' property to terrain definition
...
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor
https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 15:14:30 +01:00
Ed the Bat
f1a0345c57
More compat fixes for Swan Fox maps ( #982 )
...
* More compat fixes for Swan Fox maps
Found some more issues on maps that already have compat fixes in place
* Missed a dud line
At least I'd commented it out so it was benign, but still...
2019-12-09 07:51:02 -05:00
Rachael Alexanderson
d44a4f428e
- add line_horizon on HOM line in Sapphire.wad
2019-12-09 01:56:42 -05:00
Christoph Oelckers
b9582cc98e
- continued refactoring on sound code.
...
The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00
Christoph Oelckers
6023b69693
- added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
2019-11-30 22:04:26 +01:00
alexey.lysiuk
e21c9e0ef8
- made most of AltHud class functions virtual
...
This allows arbitrary customization of alternative HUD
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef
- added ability to set custom alternative HUD
...
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud
https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
alexey.lysiuk
20d3752fdd
- exported several Wads.GetLump...() methods to ZScript
...
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps
https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 17:37:56 +02:00
Ed the Bat
4d8dfd2437
More level_compatibility map fixes
...
These maps have actors not marked for any game mode (single, cooperative, deathmatch). That works in Zandronum, but GZDoom requires this fix.
2019-11-24 23:55:52 +01:00
Rachael Alexanderson
2e0f7a0979
- fixed a compatibility fix that used 'FlipLine'
2019-11-24 06:42:03 -05:00
Rachael Alexanderson
2489ea2e45
- rename 'FlipLine' to 'FlipLineVertexes' to clarify what it does
...
- add function 'FlipLineCompletely' which calls both 'FlipLineVertexes' and 'FlipLineSideRefs'
2019-11-24 06:40:01 -05:00
Player701
db1359f98e
- Implemented scale parameter for BaseStatusBar::DrawString
2019-11-24 10:45:07 +01:00
Ed the Bat
f941c98c1e
Compatibility fixes for Clavicula Nox
...
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/clavnoxr
This Vavoom mod was unplayable in G/ZDoom without cheating, due to how swimmable water was implemented. This finally fixes it to work.
2019-11-22 17:47:11 +01:00
Ed the Bat
826c3c4221
Update level_compatibility.zs ( #973 )
...
* Update level_compatibility.zs
Map fixes for some older mods
* Formatting changes
Spaces around commas and comment markers, to better match the rest of the file
2019-11-20 14:02:14 -05:00
Rachael Alexanderson
4d66e9a8bb
- remove SetLineSideRefs - this actually cannot be exported right now, due to the fact that both sides and lines have backreferences to themselves and their ancestry, and that linedefs have forward references to the sectors on their respective sides.
...
- made FlipLineSideRefs native, due to the SetLineSideRefs removal
- fixed a bug with FlipLineSideRefs that rendered upper and lower textures incorrectly due to incorrect sector references
- FlipLineSideRefs now should only work on single-sided lines
2019-11-14 14:32:20 -05:00
Rachael Alexanderson
b0751db552
- add native SetLineSideRefs(line, side1idx, side2idx)
...
- add scripted FlipLineSideRefs(line)
2019-11-14 09:20:16 -05:00
Rachael Alexanderson
21a74dfb13
- new zscript function 'SetLineVertexes(line, v1, v2)'
...
- scriptify 'FlipLine' completely using new function, remove native version
2019-11-12 08:08:35 -05:00
Marisa Kirisame
12bbb5b6f9
Localize level/author strings on intermission startup, fixes misalignments.
2019-11-10 18:14:42 +01:00
Rachael Alexanderson
1098a13fdb
- add 'FlipLine' to 'LevelPostProcessor'
2019-11-10 09:04:30 -05:00
alexey.lysiuk
82c248854d
- extended level post-processing with special string arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
00ff4083d2
- extended level post-processing with thing IDs
2019-11-10 11:37:02 +02:00
alexey.lysiuk
098b1c5973
- level post-processor cleanup
2019-11-10 11:37:02 +02:00
alexey.lysiuk
c5237ce58f
- level post-processor can now add new things
2019-11-10 11:37:02 +02:00
alexey.lysiuk
1e29444152
- extended level post-processing with specials and arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
79880b2bd9
- extended level post-processing with editor numbers and angles
2019-11-10 11:37:02 +02:00
alexey.lysiuk
a2a50f34d5
- added things related getters to level post-processing
...
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields
2019-11-10 11:37:02 +02:00
alexey.lysiuk
59bdebb20a
- added generic level post-processing script class
...
It was extracted from LevelCompatibility class, and native code was moved accordingly
2019-11-10 11:37:02 +02:00
alexey.lysiuk
093901a561
- set meaningful defaults on initialization of BaseStatusBar
...
https://forum.zdoom.org/viewtopic.php?t=66339
2019-11-09 15:00:03 +02:00
alexey.lysiuk
ad89f1381c
- fixed missing fullbright for Berserk
...
https://forum.zdoom.org/viewtopic.php?t=66307
2019-11-05 15:32:00 +02:00
alexey.lysiuk
857d0175b5
- fixed broken walkthrough of Restoring Deimos MAP07
2019-11-02 14:38:41 +02:00
alexey.lysiuk
10078f519a
- fixed missing frames for axe attack without mana
...
The target state to jump is S_FAXEATK_5 in the original Hexen, but we were jumping to S_FAXEATK_7
5329fb5d75/src/hexen/info.c (L1298-L1299)
https://forum.zdoom.org/viewtopic.php?t=66216
2019-10-26 11:32:27 +03:00
PaulyB
a601350db6
Scythe MAP22 Compatibility fix
2019-10-21 08:19:17 +02:00
Christoph Oelckers
8b10d231cd
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
2019-10-20 14:02:28 +02:00
alexey.lysiuk
1dd08a73ed
- fixed broken walkthrough of Skulldash MAP04
2019-10-20 10:00:44 +03:00
alexey.lysiuk
3d557b68b0
- fixed broken walkthrough of Restoring Deimos MAP03
2019-10-20 10:00:44 +03:00
alexey.lysiuk
89ecd7a964
- fixed: pickup flash didn't fade out if player was killed by pickup
...
https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 18:13:01 +03:00
MajorCooke
8bf4522174
Compatibility for Hellbound MAP29 ( #951 )
...
* Added compatibility for Hellbound MAP29
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
* Remove the cyberdemons instead of raising the ceilings.
2019-10-11 10:10:37 -04:00
Colton G. Rushton
3a54b10697
Remove Illusory E3M7 key door changes
...
Removed the red key door compat patch for Illusions of Home E3M7 because a switch (the computer panel, rather) already opened that door as it was, therefore the original change was unnecessary.
2019-10-10 09:04:05 -04:00
Alexander
0c2ed71cdd
fix bug when down arrow gave no result after mouse move in main menu
...
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.
Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.
Repeated Down arrow pressing doesn't give any result, either.
If on step 4 Up arrow is pressed, the last element in the menu is selected.
2019-09-30 20:04:44 +02:00
alexey.lysiuk
ef7a356644
- fixed inventory scroll arrows in alternative HUD
...
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 16:07:25 +03:00
Marisa Kirisame
bcef440511
Squashed commit of the following:
...
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 28 22:02:19 2019 +0200
Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export
commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Fri Jul 12 15:43:25 2019 +0200
Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags
commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 20:25:31 2019 +0200
Add bounds checks to Get3DFloor/GetAttached
commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 17:13:44 2019 +0200
Correct handling of 3d floor plane texture getting.
commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 16:14:45 2019 +0200
Implemented requested changes to F3DFloor exports.
* Getters for ffloors/attached arrays.
* Getter for 3D floor top/bottom texture.
commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sat Jul 6 13:42:52 2019 +0200
Renamed exported extsector pointer in Sector struct to something more descriptive.
commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Apr 29 12:40:44 2019 +0200
Merge branch 'master' into f3dfloor_export
commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Apr 21 16:56:18 2019 +0200
Merge branch 'master' into f3dfloor_export
commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Feb 4 17:47:25 2019 +0100
Export F3DFloor structure and related data.
Small changes to Trace code to better use this struct.
2019-09-11 08:19:19 +03:00
PaulyB
0535961a7a
Added Armor to Hexen fullscreen display
...
Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:02:39 +02:00
PaulyB
223b62aa59
Wrong offset on Fighter's Fist
2019-09-10 18:52:17 +02:00
alexey.lysiuk
31ebeaf833
- removed useless conditions from options menu
2019-09-08 10:01:10 +03:00
alexey.lysiuk
526a576d89
- fixed VM abort when entering search menu
...
https://forum.zdoom.org/viewtopic.php?t=65833
2019-09-08 09:52:16 +03:00
alexey.lysiuk
37fa2e1b67
- fixed initial setup for dynamic light actors
...
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them
https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 12:20:13 +02:00
Alexander
d6396e79fb
add empty line after standard options
...
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
StaticText ""
Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.
But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.
This simple edit allows mods to not add a space, still be separated from
standard options.
2019-08-31 21:34:09 +02:00
PaulyB
7de1b796ba
Level compatibility additions for Scythe 2 and Hell Revealed
2019-08-31 20:29:39 +02:00
PaulyB
78c5a8ae92
Fix typo in Heretic status bar
2019-08-31 03:46:05 -04:00
Colton G. Rushton
07f8b7f61a
Fix ILLUSORY/ilusory1 E3M7 some more ( #918 )
...
* Fix ILLUSORY/ilusory1 E3M7 some more
2019-08-28 18:16:24 +02:00
Colton G. Rushton
5a3441a2c6
Fix tag for ILLUSORY/ilusory1 E3M4 patch ( #917 )
...
The tag was set incorrectly in the E3M4 patch for Illusions of Home, and this PR fixes that. This ties into #916 .
2019-08-27 13:49:22 +02:00
Colton G. Rushton
d80816a0d9
Fix issues in ILLUSORY/ilusory1 ( #916 )
...
* Fix issues in ILLUSORY/ilusory1
Added some compatibility patches for Illusions of Home E1M6, E3M4, and E3M7 (this fixes minor issues to all of these maps)
E1M8 requires a MAPINFO of some sort to have work correctly in the state it's in, unfortunately.
* Minor tweak to ILLUSORY/ilusory1 fix
Didn't need the activation reset as it was already set to begin with.
* Made the fixes consistent
Made the fixes consistent with the rest of the fixes for the other WADs already in this file
2019-08-27 12:19:38 +02:00
Rachael Alexanderson
9456eeb8ec
- oops, this didn't get through
2019-08-23 05:56:10 -04:00
PaulyB
179e526981
Let Hexen Cleric and Mage use unique health chains
...
- (changed slightly by Rachelle)
Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-23 05:54:39 -04:00
Marisa Kirisame
14dc288f22
Allow custom status bars to override notifications, centered prints and chat prompt.
2019-08-19 11:19:36 +02:00
alexey.lysiuk
1bd249677b
- fixed core script warnings with developer CVAR set to 2 or greater
...
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 159:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 161:
Truncation of floating point value
2019-08-13 14:48:40 +03:00
Rachael Alexanderson
c029f02b90
- add missing break statements
2019-08-11 03:23:50 -04:00
Rachael Alexanderson
9c3cdd1462
- fix a couple issues with sigil.wad:
...
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
2019-08-11 03:22:00 -04:00
Christoph Oelckers
cf74118d53
- fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
...
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 09:00:29 +02:00
alexey.lysiuk
07a2331ca3
- exposed Append() method to ZScript dynamic array
...
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-10 16:37:40 +03:00
Christoph Oelckers
34c2c65bb6
- fixed: Do not use BasicArmor's save percentage when no armor present.
...
This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 08:26:55 +02:00
Christoph Oelckers
3b4184816b
- do not blur the background for portrait-less conversations.
2019-08-09 15:22:52 +02:00
Christoph Oelckers
bf9c5849e8
- merged all useful parts from https://github.com/coelckers/gzdoom/pull/725
2019-08-08 08:09:31 +02:00
Christoph Oelckers
352d5d098d
- fixed mouse coordinate checks when using the generic VGA font with Strife conversations.
2019-08-07 20:24:45 +02:00
Christoph Oelckers
43041c21d8
- made author names work with title patches.
...
Most importantly, specifying a patch may optionally disallow showing the autor's name - this is for cases where a styled patch gets used for English but text-based translations of the map name should still be possible.
2019-08-07 12:09:47 +02:00
Zain Aamer
3447904541
Clearscope Index()
...
For Vertex, Side, Line and Sector
2019-08-06 12:32:24 -05:00
Christoph Oelckers
be0478972a
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-08-05 19:15:16 +02:00
Blue Shadow
5abffabb56
- moved GetSaveAmount() from the base armor class
2019-08-03 11:14:03 +03:00
Blue Shadow
479a992a3e
- fixed buggy ArmorFactor behavior when set to a value other than 1.0
2019-08-02 15:10:06 +03:00
Christoph Oelckers
3e99216967
- added option to print a map author's name on the summary screen
...
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
2019-08-02 09:11:40 +02:00
Christoph Oelckers
154af34cd9
- added an option to always display the log and the subtitles with the generic font.
...
If this is on it will disable the status bar's pop screen for the log and always use the HUD overlay instead.
2019-07-31 17:02:39 +02:00
Christoph Oelckers
c36dc137ba
- made adjustments to the text placement on the summary screen.
...
With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.
2019-07-30 10:53:02 +02:00
Christoph Oelckers
1dd98a5c89
- when using the VGA font, confine the speaker's text in Strife dialogues to the backdrop picture.
...
This looks a lot better. Unfortunately for the regular SmallFont this would severely reduce the available space for the text so it isn't done here, even though for shorter texts the formatting would look better as well.
2019-07-27 09:35:45 +02:00
Christoph Oelckers
86d2742798
- allow switching the Strife conversation screen to the VGA font for all languages by a CVAR.
...
This is for readability purposes because the styled SmallFont may be problematic for some players.
2019-07-26 20:23:46 +02:00
alexey.lysiuk
222dfd17b7
- added ability to specify display duration of subtitles
...
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box
https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 20:11:42 +02:00
Christoph Oelckers
b4aacb7be5
- fixed: The numcommands value in A_KoraxCommand needs to be decremented by one because the max parameter of the random function is inclusive.
2019-07-25 20:42:41 +02:00
Major Cooke
15eabfd055
Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
...
- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.
2019-07-24 20:15:24 +02:00
Christoph Oelckers
95349822c4
- for the map name on the automap, fall back to the original SmallFont if the actual one cannot print it.
...
This is mainly for mods which provide a new font but do not alter the automap texts, a good example is Hell Revealed 2.
2019-07-17 20:28:07 +02:00
Christoph Oelckers
b360f04e28
- use proper interface calls to give the initial BasicArmor to the player.
...
The old code didn't check if giving the item was proper and just went ahead adding it to the inventory unconditionally.
2019-07-17 20:08:43 +02:00
alexey.lysiuk
9603a09f82
- added PSprite.bMirror flag to ZScript class definition
...
https://forum.zdoom.org/viewtopic.php?t=65372
2019-07-17 12:20:05 +03:00
Christoph Oelckers
c64aedb262
- reimplemented the Harmony status bar in ZScript
...
* the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
* the internal Harmony status bar has been removed because it only works with the now disabled Dehacked patch.
* the SBARINFO definition has been removed, instead it uses a ZScript-based status bar now which overrides the ammo display to use the new ammo types instead.
2019-07-17 00:36:38 +02:00
Rachael Alexanderson
f7c110698f
- add +ZDOOMTRANS to BFGExtra in order to force classic transparency per user setting.
2019-07-16 16:52:30 -04:00
Christoph Oelckers
cd7438c02e
- made some adjustments to the text spacing on the level summary screen.
...
With the extended fonts some parts here caused too large gaps.
2019-07-14 12:44:42 +02:00
Christoph Oelckers
32dd6b049c
- offset text in statscreen if it gets too wide.
...
German and Hungarian were creating problems in Hacx here, others could also become too wide with huge amounts of monsters.
2019-07-14 10:03:50 +02:00
Christoph Oelckers
2fd170b06e
- allow setting the font used for the status screen's content text.
...
This was needed to give Hacx's screen the proper colors.
2019-07-14 09:08:19 +02:00
Christoph Oelckers
8b4d85f0d7
- tested and fixed the attachable lights.
2019-07-07 09:50:02 +02:00
Christoph Oelckers
5df8919b90
Merge branch 'master' into userlights
2019-07-07 08:11:09 +02:00
Major Cooke
b66b4ae0ec
'Fixed' spacing.
2019-07-03 18:01:45 +02:00
Major Cooke
7b698b4a0e
Added RenderUnderlay.
...
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
2019-07-03 18:01:45 +02:00
Christoph Oelckers
1dcbe43d95
- User definable dynamic lights
...
This hasn't been tested yet!
2019-06-28 12:35:42 +02:00
alexey.lysiuk
d5d509ea10
- switched to unconditional level exit in scriptified actors
...
Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-16 15:05:36 +02:00
alexey.lysiuk
cc5bff6c9c
- exported unconditional level exit to ZScript
...
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-16 15:05:36 +02:00
Alexander
c161635cca
localize custom menu titles in option search results
2019-06-12 17:37:29 +02:00
Gutawer
324a720d56
- added a linear transformation system to Shape2D so that things like rotations and scales can be changed without having to clear and push a large amount of data
2019-06-08 14:05:32 +02:00
alexey.lysiuk
5c0562ca7a
- check for presence of fonts in message box menu
...
https://forum.zdoom.org/viewtopic.php?t=64958
2019-06-07 11:49:01 +03:00
Blue Shadow
b026b7a880
- fixed PlaySpawnSound call in A_ThrowGrenade
2019-06-05 11:28:59 +03:00
Christoph Oelckers
61ead74492
- made the colorset names and the texts in the color picker localizable.
2019-05-19 18:57:39 +02:00
Christoph Oelckers
04334aa0fe
- implemented subtitle display for Blackbird's voiceover messages.
2019-05-19 12:16:42 +02:00
alexey.lysiuk
7298ba2707
- do not show par time when it's zero
...
https://forum.zdoom.org/viewtopic.php?t=64551
2019-05-13 11:04:55 +03:00
player701
32109a75a7
- Fixed random generation of friendly obituaries
2019-05-04 21:06:09 +02:00
alexey.lysiuk
6d1a85af3c
- fixed deprecation warnings in core scripts
...
Script warning, "gzdoom.pk3:zscript/ui/statscreen/statscreen.zs" line 24:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/statscreen/statscreen.zs" line 24:
Accessing deprecated function CharAt - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 64:
Call to deprecated function ToLower
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 64:
Accessing deprecated function ToLower - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 65:
Call to deprecated function ToLower
Script warning, "gzdoom.pk3:zscript/ui/menu/search/query.zs" line 65:
Accessing deprecated function ToLower - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 202:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 202:
Accessing deprecated function CharAt - deprecated since 4.1.0
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 235:
Call to deprecated function CharAt
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 235:
Accessing deprecated function CharAt - deprecated since 4.1.0
2019-04-28 11:26:01 +03:00
Christoph Oelckers
03828bb759
- removed the leftovers of the removed savedamount variable.
2019-04-26 12:00:58 +02:00
Christoph Oelckers
3bb42aaff7
- removed the MaxAmount fudging from MaxHealth.
2019-04-26 09:58:58 +02:00
Christoph Oelckers
23e2b1c0c0
- use Obituary for both Demon and Spectre.
2019-04-23 10:49:18 +02:00
Christoph Oelckers
5122aa0571
- fixed the internal name of the original SmallFont to be different from the real SmallFont. This necessitated creating a separate font object, even if it has the same contents.
...
- added an OriginalBigFont as well.
2019-04-23 09:34:28 +02:00
Christoph Oelckers
e0d57e5464
- added smarter font replacement logic to the confirmation screen.
2019-04-23 08:47:06 +02:00
Christoph Oelckers
8357f2b16b
- re-enabled code block commented out for testing.
2019-04-22 18:52:21 +02:00
Christoph Oelckers
6f3982865f
- refinement of font substitution logic.
2019-04-22 10:23:28 +02:00
Christoph Oelckers
e0a0be4f7b
- added a CanPrint function to FFont and used that to handle the statistics display on the automap HUD to only replace the font when actually needed, not based on the language.
2019-04-22 09:08:43 +02:00
Christoph Oelckers
13841655aa
- add color remapping for NewSmallFont as well.
2019-04-21 10:49:27 +02:00
Christoph Oelckers
fcbde757c9
- do not mix game-specified fonts with the extensions for the stock version.
...
This generally doesn't look good when different colors are mixed or the mismatch in color ranges causes bad translations to be generated.
2019-04-21 08:09:31 +02:00
Christoph Oelckers
cbc3bc500f
- fixed inverted logic for displaying the generic log in Strife.
2019-04-20 09:04:31 +02:00
Christoph Oelckers
23412a4f28
- fixed a few developer warnings.
2019-04-19 09:08:31 +02:00
Christoph Oelckers
a5d743cc3b
- fixed: The color sliders in the player setup menu may not be selected when inactive.
2019-04-19 07:50:52 +02:00
Christoph Oelckers
68597da75d
- removed debug output.
2019-04-19 07:24:23 +02:00
Christoph Oelckers
35186e9fd7
- adjustments to the player menu so that the display isn't cut off on the smallest screen sizes.
2019-04-18 00:16:09 +02:00
Christoph Oelckers
2a329950f6
- fixed menu caption for languages which use the VGA font.
2019-04-17 23:40:05 +02:00
Christoph Oelckers
c45c7cdb4b
- reimplemented as an OptionsMenu.
...
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.
2019-04-14 14:03:24 +02:00
Player701
ad23726cb6
- Fixed conditions tested for when checking whether "Force respawn" or "Respawn protection" dmflags are enabled
2019-04-14 05:40:23 -04:00
Player701
8ab6747d77
- Added "const" qualifiers to the new UTF-8-aware string methods
2019-04-13 22:13:52 +02:00
Player701
747906730c
Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString ( #810 )
...
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
2019-04-13 18:10:58 +02:00
Christoph Oelckers
d73f8faafa
- added monospacing support to Screen.DrawText and its native counterparts.
2019-04-13 12:17:38 +02:00
Christoph Oelckers
3938119192
- added CharUpper and CharLower functions to ZScript.
...
These, like MakeUpper and MakeLower, use the internal Unicode case conversion tables.
2019-04-13 10:26:55 +02:00
Christoph Oelckers
f7561f25d6
- added Unicode aware MakeUpper/MakeLower functions to FString and ZScript's String and deprecated ToUpper/ToLower because their semantics did not allow fixing them.
2019-04-13 10:12:33 +02:00
Christoph Oelckers
bcf7bc8d34
- added some UTF-8 utilities to FString.
...
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
2019-04-13 09:31:36 +02:00
Christoph Oelckers
c0b322c51a
- make the switch between game and generic fonts automatic by adding a key value to the language table
2019-04-12 00:20:42 +02:00
Christoph Oelckers
1090c4b345
- added generic font support to the dialogue system.
2019-04-11 18:56:13 +02:00
Christoph Oelckers
9f5b0001fe
- handle generic fonts on the summary screen.
2019-04-11 02:00:51 +02:00
Christoph Oelckers
9fddc38030
- allow all list menu items to fall back on the Unicode font for languages which are not supported by the bitmap font.
...
This allows the primary menus to display Korean text without any further special handling.
2019-04-10 22:25:31 +02:00
Christoph Oelckers
b423caa8d6
- removed the rather pointless hud_althudfont CVAR and the tiny piece of code it activated.
...
This was meant for using the VGA font in the alternative HUD but this never went beyond the Kill/Item/Secret display which isn't useful for localization.
2019-04-10 21:57:24 +02:00
Christoph Oelckers
5e5780dd65
- allow using the VGA font for map name display on the alternative HUD.
2019-04-10 21:21:33 +02:00
Christoph Oelckers
31d1f8ba50
- fixed redundant map name display on alternative HUD's automap HUD.
2019-04-10 20:56:24 +02:00
Christoph Oelckers
1b077c560d
- removed unused mSmallFont.
2019-04-10 20:43:00 +02:00
Christoph Oelckers
9e096c62fd
- allow the automap HUD to use the VGA font.
2019-04-10 20:39:15 +02:00
Christoph Oelckers
939815d6bf
- added VGA font support to the MessageBoxMenu class
...
This is optional, of course.
2019-04-10 01:33:02 +02:00
Christoph Oelckers
f1105f2e13
- further work on generic HUD
...
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
2019-04-10 00:45:32 +02:00
Christoph Oelckers
7a01b6b0d4
- use Unicode font for deathmatch summary screen to bring it in line with the coop version.
2019-04-09 20:15:40 +02:00
Christoph Oelckers
aed9c458db
Revert "- initial layout for new player setup menu."
...
This reverts commit 1567bc5911
.
2019-04-05 12:25:16 +02:00
Christoph Oelckers
2a6cdc7a6a
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-04-04 17:40:52 +02:00
Christoph Oelckers
55e00f350b
- use a more reliable menu check for the player menu items.
...
This needs to ensure that it only allows modification from within a menu's event handlers and nowhere else.
2019-04-01 00:27:43 +02:00
Christoph Oelckers
1567bc5911
- initial layout for new player setup menu.
2019-03-31 13:34:55 +02:00
Christoph Oelckers
4b40e266f1
- use the proper virtual methods for setting and retrieving the string in OptionMenuItemTextField.
...
Without this the class cannot be properly subclassed.
2019-03-31 10:33:46 +02:00
Christoph Oelckers
a08cc2b477
- switched the input grid to the new font. Also use the same scale as the rest of the menus.
2019-03-31 10:08:09 +02:00
Marisa Kirisame
659de5d2d8
Silence "truncation of floating point value" warnings in gzdoom.pk3.
2019-03-31 09:50:59 +02:00
Christoph Oelckers
8919a991a7
- fixed: The on-screen keyboard did not properly delete the last character of the input string.
2019-03-31 09:48:15 +02:00
Christoph Oelckers
a768500afa
- do not use CalcIndent for 320x200.
2019-03-31 09:02:11 +02:00
Christoph Oelckers
f5ad144934
- fixed: air_finished was sometimes checked against level.time, sometimes against level.maptime.
...
For a per-level effect it needs to always check against level.maptime.
2019-03-30 18:52:32 +01:00
Christoph Oelckers
f48e0280d8
- fixed: OptionMenuItemSafeCommand did not allow unsafe commands.
2019-03-30 09:25:48 +01:00
player701
2766b5ab2b
- Fixed misplaced vertex on Community Chest MAP16
2019-03-28 18:55:32 +01:00
alexey.lysiuk
c4ef8ce465
- fixed level progression of titan-426 map on easy skill
...
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/titan426
2019-03-27 13:18:33 +02:00
Rachael Alexanderson
1dd0909ec2
- fix a missing texture in strife map21
2019-03-27 06:57:41 -04:00
Christoph Oelckers
0341a3d75b
- made the gross railing hack for Strife a compatibility option and restricted it to MAP04
...
The side effects here broke other maps and this is really too glitchy to be turned on unless really necesasary.
2019-03-26 00:38:54 +01:00
Rachael Alexanderson
ddc67fb1bc
- fix missing texture in Strife MAP15
2019-03-25 23:54:01 -04:00
alexey.lysiuk
6c91d15b0a
- fixed adjustment of options menu slider with mouse
...
https://forum.zdoom.org/viewtopic.php?t=64063
2019-03-25 12:59:36 +02:00
Christoph Oelckers
dc67355e95
- added A_Explode compatibility options.
...
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.
2019-03-24 12:42:57 +01:00
Christoph Oelckers
6d82e6f5f5
- fix some holes the player can fall in for darken2 MAP12.
...
This map went a bit too far with lighting hacks depending on holes in the floor.
2019-03-20 21:50:27 +01:00
Christoph Oelckers
0b84d6b204
- added a compatibility handler for a badly constructed crossbeam bridge in Unholy Realms MAP17.
2019-03-20 21:39:53 +01:00
Christoph Oelckers
9f6b8cd323
- fixed spacing of Strife's merchant's texts.
2019-03-20 00:49:00 +01:00
Christoph Oelckers
cdc109fbc0
- fixed space calculations for option menu sliders.
2019-03-20 00:01:12 +01:00
Christoph Oelckers
6e0e221804
- give Hexen's PoisonCloud the OLDRADIUSDMG flag.
...
This actor has such oddball semantics that it's better not subjected to the revised radius damage code.
2019-03-19 19:54:46 +01:00
Christoph Oelckers
0abd9d4aec
- fixed slider scaling.
2019-03-19 18:50:38 +01:00
Christoph Oelckers
a1acc4adc4
- fixed layout issues with Strife's dialogues.
...
They were using some settings from the option menu which they never should have used to begin with.
2019-03-19 17:46:59 +01:00
Christoph Oelckers
cda248df66
- localized some user-facing texts that were still string literals.
2019-03-19 00:37:43 +01:00
Christoph Oelckers
8f93dcc884
- fixed the option menu indentation.
...
This was yet another piece of code that essentially was unworkable thanks to the limited screen space with the old bitmap fonts.
With the new font there is enough screen space to do this properly.
2019-03-18 10:54:26 +01:00
Christoph Oelckers
54f5076b0f
- fixed option menu selector and slider bar positioning.
2019-03-17 22:00:28 +01:00
Christoph Oelckers
13f3bf2331
- add an option to print the kill, item and secret stats on the alternative HUD with the NewSmallFont.
...
This has to be set in the console, the default is still the regular small font. Mainly added because some mods have really hard to read fonts where it is not easy to decipher the numbers.
2019-03-17 21:35:33 +01:00
Christoph Oelckers
b839da45ec
- Found two more unlocalized texts in the color picker. Due to space constraints a proper localization is not possible so these were replaced by a non-text.
2019-03-17 20:56:49 +01:00
Alexander
dbb93d6c08
option search improvements
...
1. Top-level menu names are now properly handled.
2. Changing "Any or All terms" option now immediately updates the results.
3. Reformatted menu.zs to have tabs instead of spaces.
2019-03-17 20:28:38 +01:00
Christoph Oelckers
b515ac662e
- cleaned up the coop summary screen.
...
This was one of the pieces that suffered badly from the proportions of the game provided SmallFonts, so now it uses the NewSmallFont.
2019-03-17 20:28:12 +01:00
Christoph Oelckers
478eef5628
- fixed positioning of "no files" message on load game screen.
2019-03-17 19:10:25 +01:00
Christoph Oelckers
95adbc58a8
- fixed the spacing for the sliders.
...
- moved the scroll indicators in the menu to the right and use a brighter color for them - the old ones were only barely visible.
2019-03-17 18:32:55 +01:00
Christoph Oelckers
a6051c8231
- moved the flag display in the gameplay and compatibility menus down below the headline.
2019-03-17 18:32:48 +01:00
Christoph Oelckers
59f0a377d4
- consolidate the dependencies on the font in the option menu.
2019-03-17 18:32:48 +01:00
Christoph Oelckers
2227c15010
- create a second font based on the VGA glyphs that is stylistically more similar to the SmallFont and use that for the option menus.
2019-03-17 18:32:48 +01:00
Christoph Oelckers
2e260c6367
- use the new console font for the options menu to gain space and better character support.
...
So far this is just an experiment, this needs a bit of work to become viable.
2019-03-17 18:32:47 +01:00
Alexander
73d81d3983
added option search menu
2019-03-16 18:40:13 +01:00
Christoph Oelckers
04281d4a0b
- fixed positoning issues in the load/save menu.
2019-03-15 20:22:40 +01:00
Rachael Alexanderson
fd4295b38c
- add some /0 guards in the load/save menu to prevent VM aborts
2019-03-11 20:19:40 -04:00
Christoph Oelckers
c0d333ee56
- adjusted the script-side MidPrint calls to honor the con_midconsolefont CVAR.
2019-03-11 22:44:28 +01:00
Christoph Oelckers
8b4690bc44
- use international date format for all places that print a date.
...
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
2019-03-11 21:21:37 +01:00
Christoph Oelckers
22cf35c1c7
- reworked the load/save menu to use the new console font.
...
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
2019-03-11 20:59:43 +01:00
Christoph Oelckers
5a891f3b0a
- fixed color of status screen text.
2019-03-09 17:50:23 +01:00
Christoph Oelckers
392ba7ed2e
- properly construct the reply texts for Strife's merchants.
2019-03-09 13:34:47 +01:00
Sterling Parker
cabe0c583e
Add LookScale property
...
As requested by @coelckers.
2019-03-07 21:22:33 +01:00
Sterling Parker
ae1a1df02d
Add LookScale variable on weapon
...
This variable allows a weapon to set a custom look sensitivity multiplier without fiddling with FOVScale / DesiredFOV hacks.
2019-03-07 21:22:33 +01:00
Alexander
77cb9ae866
added MakeScreenShot and MakeAutoSave functions to FLevelLocals
2019-03-04 19:16:51 +01:00
Major Cooke
6327734659
Added CanTouchItem virtual.
...
- Allows an actor with +PICKUP flag to determine if it can pick up specific items or not.
2019-03-04 13:15:27 +01:00
Christoph Oelckers
735e1d1a44
- allow localization of the fallback string "Person".
...
The corresponding text is in the translation spreadsheet which isn't part of the repo yet.
2019-03-03 09:16:21 +01:00
Christoph Oelckers
5682b1b5bb
-corrected text placement on load+save menu.
2019-03-02 16:03:56 +01:00
Christoph Oelckers
0febe20a08
- fixed: Unmorphing a monster did not clear its UNMORPHED flag.
2019-03-02 13:15:38 +01:00
Christoph Oelckers
805cf6c098
- moved the sprite box on the player menu up a bit because this was badly overlapping with some long texts in most languages.
2019-03-02 12:20:58 +01:00
Christoph Oelckers
cad2f49ceb
- use BigUpper font for option menu captions.
2019-02-28 22:19:53 +01:00
Major Cooke
b48f7da43e
Renamed to musplaying.
2019-02-28 18:47:28 +01:00
Major Cooke
210af0d414
Exported MusPlayingInfo to ZScript.
...
- Allows grabbing the currently playing song, base order, and loop properties.
2019-02-28 18:47:28 +01:00
Christoph Oelckers
b542d1371d
- reorganized the ZScript content in gzdoom.pk3 and changed the files' extensions to something unique for easier syntax highlighting.
2019-02-23 12:08:27 +01:00
Christoph Oelckers
48fcdacf06
- more work on graphics substitutiion
...
* added a CVAR that sets how localizable graphics need to be dealt with.
* pass the substitution string to OkForLocalization so that proper checks can be performed.
* increased item spacing on Doom's list menus to 18 from 16 pixels, because otherwise the diacritic letters would not fit. 20 would have been more ideal but 18 was the limit without compromising its visual style
* added a second text-only main menu because here the spacing cannot be changed. Doing so would render any single-patch main menu non-functional. So here the rules are that if substitution takes place, it will swap out the entire menu class.
* fixed some issues with the summary screen's "entering" and "finished" graphics.
2019-02-21 00:35:27 +01:00
Christoph Oelckers
a0c10df387
- made some adjustments so that the BigFont works as intended.
...
The auto-calculated height of 24 is too tall, this requires a manual setting here. Also fix the space calculations for the "finished" graphic.
2019-02-21 01:13:42 +01:00
Christoph Oelckers
7ea2f135df
- did not save the latest changes.
2019-02-21 00:23:49 +01:00
Christoph Oelckers
8bdbd2e915
- fixed layout of summary screen.
2019-02-21 00:16:48 +01:00
Christoph Oelckers
6a742f8d34
- changed all places which used a localized string as a format template for printf, String.Format et.al.
...
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.
2019-02-20 20:20:06 +01:00
Christoph Oelckers
74f5211046
- fixed accidental commit of incomplete test code.
2019-02-20 18:54:29 +01:00
Christoph Oelckers
a6a091c83a
- reworked summary screen to use consistent contents, either all patches or all text but not mixed
2019-02-20 00:44:17 +01:00
Christoph Oelckers
9f59a84a37
- allow text substitution for StaticPatch items in ListMenus
2019-02-20 00:43:31 +01:00
Christoph Oelckers
5e7fb16d05
- preparation work for substituting the menu and intermission screen text graphics for localization
2019-02-19 01:22:12 +01:00
Christoph Oelckers
91206f12be
- changed zstrformat to allow %c to emit non-ASCII characters as UTF-8.
2019-02-19 00:27:47 +01:00
Christoph Oelckers
b29975503d
- fixed issues with text entering
...
* entering a savegame description did not work anymore
* the length check was too restrictive and always underestimated the available space
* use the console font for entering a savegame description. This has more characters and better contrast for this content.
* the interface to the text enterer used bad measurements.
2019-02-19 00:08:23 +01:00
Christoph Oelckers
aa550310f6
- allow the language table to supersede the title patches, if appropriate
...
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.
This also required removing the 'en' label from the default table, because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.
Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.
2019-02-15 00:29:24 +01:00
Christoph Oelckers
d39a624942
- fixed the player name display.
...
This was broken by several small unicode-incompatible code fragments.
This commit also removes the input limit for the player name and the savegame description. With multibyte encoding, limiting them to a fixed length did not work right.
Currently these will just overflow the fields if the text becomes too long, this needs some additional work.
2019-02-16 22:57:02 +01:00
Christoph Oelckers
deb233677e
- made the menu's text input handler Unicode capable.
...
Also make sure that the savegame description remains readable. Unlike in-game text this can be done without double-encoding existing UTF-8.
2019-02-16 21:29:46 +01:00
Christoph Oelckers
914818cb88
- fixed run health clamping.
...
This didn't scale the move factors properly.
2019-02-13 20:12:13 +01:00
Christoph Oelckers
6ff6a6af00
- made gameaction read only
...
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
2019-02-13 14:59:55 +01:00
alexey.lysiuk
d4d010ac32
- added compatibility flag for buggy CheckSwitchRange behavior
...
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-02-11 17:57:03 +01:00
Christoph Oelckers
3c0c076226
- removed extraneous parameter in SpawnPlayerMissile call in A_FireProjectile.
...
The native variant has a MissileActor out parameter in this place, but in ZScript that's a secondary return value.
2019-02-09 09:25:29 +01:00
Christoph Oelckers
3d3f260137
- exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed.
2019-02-09 09:17:57 +01:00
Major Cooke
acc510dfb3
Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.
...
- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
2019-02-08 20:07:49 +01:00
Christoph Oelckers
5af5717cf1
- added a compatibility fix for KDiZD Z1M3 and fixed some tagging issues in the compatibility handler.
...
One sector in an underwater area of KDIZD Z1M3 got tagged with an incorrect Transfer_Heights effect which caused render glitches in that area.
There were also a few AddSectorTag calls without first clearing the sector's tags leading to potentially undefined behavior.
2019-02-07 09:42:51 +01:00
Christoph Oelckers
a0042fd653
- removed bad character from A_CustomPunch definition.
2019-02-04 14:08:34 +01:00
Christoph Oelckers
53162a8a5c
Merge branch 'master' into new_level_refactor
...
# Conflicts:
# src/am_map.cpp
2019-02-03 09:20:13 +01:00
Christoph Oelckers
25071e26e5
- fixed: The CheckEnvironmant call in PlayerThink can already invalidate the PlayerPawn so even the calls to CheckUndoMorph and CheckUse need to get the pawn through the PlayerInfo.
2019-02-03 09:11:33 +01:00
Nemrtvi
4af80fa43b
Fixed “Finished:” and “Now entering” in Heretic
...
The text file
gzdoom/wadsrc/static/zscript/statscreen/statscreen.txt
is set to use strings called “$ENTERING” and “$FINISHED”, located in the language files, in intermission screens between levels in Heretic. However, these strings are named incorrectly in the language files, instead being written as “$WI_ENTERING” and “$WI_FINISHED” for some reason I’m unaware of. After renaming the original script, the ingame text shows up through what is written in the language files, as intended.
On a miscellaneous note: in GZDoom, the text between levels in Heretic says “Entering:”. In the DOS version, it says “Now entering:”. This is accurately reflected in the English language file, though, and thus faithful to the original when displayed ingame.
2019-02-02 18:29:33 +01:00
Christoph Oelckers
1dbbb56a1b
Merge branch 'master' into new_level_refactor
...
# Conflicts:
# src/p_user.cpp
2019-02-02 16:58:30 +01:00
Christoph Oelckers
235c4c0499
- allow localization of Strife's log text.
2019-02-02 16:56:58 +01:00
Christoph Oelckers
45dc9a7b47
- renamed the level variables.
...
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.
The static 'level' has been mostly removed from the code except some places that still need work.
2019-02-02 00:25:51 +01:00
Major Cooke
695eced81a
Added Inventory UNCLEARABLE flag.
...
- Allows prevention of ClearInventory without stopping it from being dropped.
2019-02-01 18:29:31 +01:00
Christoph Oelckers
ff903da19a
Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor
2019-01-31 20:43:24 +01:00
Major Cooke
b1c508fa6c
Added CheckReplacee.
...
- Allows defining of what actor is replacing another for information.
- If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
2019-01-31 19:05:44 +01:00
Erick Tenorio
b9e71d6db3
- DOOM.WAD fixes
2019-01-31 19:03:57 +01:00
Christoph Oelckers
cfa35f548f
- make the file name of savegame nodes read only.
2019-01-31 17:57:39 +01:00
Christoph Oelckers
68bff17d63
- this was missing
2019-01-31 03:29:45 +01:00
Christoph Oelckers
ddab2c3e78
- removed the playernum parameter from CheckLocalView
...
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.
In particular, this makes no real sense in case of secondary maps where it should always return false.
2019-01-31 03:29:25 +01:00
Christoph Oelckers
b12de04258
- fixed the remaining deprecation warnings in the base script.
...
All these required access to the sector's Level reference.
The remaining references to the global 'level' variable are all in deprecated functions which is ok.
2019-01-30 00:58:44 +01:00
Christoph Oelckers
6451b7d592
- moved the combined compatibility flags into FLevelLocals.
2019-01-29 19:28:22 +01:00
Christoph Oelckers
14101fa447
- health groups and software rendering textures freed of 'level'
...
Edited cherry-pick of an older commit.
2019-01-29 16:06:17 +01:00
Christoph Oelckers
f9239f6e0f
- added a compiler-side workaround for the formerly static methods of FLevelLocals.
...
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.
In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
2019-01-29 02:04:31 +01:00
Christoph Oelckers
60873bc5d6
Moved the PointInSector functions into FLevelLocals
2019-01-29 01:30:41 +01:00
Christoph Oelckers
259ae41774
- sanitized the 'frozen level' code.
...
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
2019-01-28 20:15:48 +01:00
Christoph Oelckers
3721771934
- forgot to save this.
2019-01-28 18:44:42 +01:00
Christoph Oelckers
3c14a7db76
- use map time, not hub time for map actions.
2019-01-28 18:42:56 +01:00
Christoph Oelckers
66695ac6a0
- made most of the player spawn spot handliing functions members of FLevelLocals.
2019-01-28 02:44:05 +01:00
Christoph Oelckers
b4acb857ad
- the final batch of easy level replacements.
...
What's left will require a bit more work...
2019-01-27 21:59:19 +01:00
Christoph Oelckers
73ea59179c
- fixed some deprecation warnings about 'level'.
2019-01-27 14:48:35 +01:00
Christoph Oelckers
84baa5bb4d
- deprecated the global 'level' variable.
...
This will currently output 9 warnings for the UDMF property getters. To silence these a bit more work is needed.
2019-01-27 14:33:02 +01:00
Christoph Oelckers
05830455e7
- made the automap an object.
...
This simplifies handling a lot because it allows to make the level the owner of its map.
2019-01-26 15:21:20 +01:00
Christoph Oelckers
10feb446fa
- made most of the EV_* functions part of FLevelLocals.
2019-01-26 08:28:45 +01:00
Christoph Oelckers
4e052f2857
- use a separate variable pointing to the current level for the UI code.
...
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
2019-01-25 18:31:40 +01:00
Christoph Oelckers
bf3dc2f99b
Merge branch 'rolling_back' into new_level_refactor
2019-01-25 00:57:01 +01:00
Christoph Oelckers
b2ee99c7cc
- call level compatibility handlers for all levels and pass the map name as a second parameter.
...
This is for user-made handlers for which the checksum is rather useless both for deciding whether to call the handler and for identifying the map.
2019-01-25 00:56:15 +01:00
Christoph Oelckers
3cef56249d
- moved most functions of portals.cpp into FLevelLocals.
...
Much of this is used during level init and needs to be independent of the current level.
2019-01-25 00:30:55 +01:00
Christoph Oelckers
0e5986769e
- moved the tid hash into FLevelLocals and adjusted the interface to the iterators.
2019-01-24 19:28:40 +01:00
Christoph Oelckers
1f2162fea8
- moved the scripted creation functions for tag iterators to LevelLocals
...
The old static methods are now deprecated, this was done to clarify the relationships at play here.
2019-01-24 02:17:10 +01:00
Christoph Oelckers
5c8ae72453
- fixed: ScriptUtil.PlayerAmmo must be declared static.
2019-01-23 21:50:11 +01:00
Christoph Oelckers
477560e1ef
- swapped order of checks for picking up an item.
...
Failure must take precedence over the morph check because this does not return a proper toucher.
2019-01-23 21:50:10 +01:00
Christoph Oelckers
f6ce5f59ae
- fixed armor bonus giving in A_CustomPunch
2019-01-23 21:49:18 +01:00
alexey.lysiuk
12db808307
- fixed 'missing interpolation point' warning
2019-01-23 21:46:46 +01:00
alexey.lysiuk
7d4765b5cd
- workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
...
Multiple values in returned from a subfunction cannot be used directly as a function result
https://forum.zdoom.org/viewtopic.php?t=63284
2019-01-23 21:41:03 +01:00
alexey.lysiuk
8aa47e664e
- fixed disappearing inventory after morphing pickup
...
When player is picked up item that does morph, the corresponding toucher actor is changed in process
Previously, morhing item was removed from original actor leaving player's inventory in inconsistent state
https://forum.zdoom.org/viewtopic.php?t=63124
2019-01-23 21:40:44 +01:00
Christoph Oelckers
5e4ef04a4d
- allow assignment of line IDs through LevelCompatbility.
2019-01-23 21:40:19 +01:00
alexey.lysiuk
c6ee8e084c
- fixed condition to produce blood splatter during line attack
...
https://forum.zdoom.org/viewtopic.php?t=63186
2019-01-23 21:23:35 +01:00
Marrub
af06d7cb9e
Make LevelLocals::ExecuteSpecial return int
...
# Conflicts:
# wadsrc/static/zscript/base.txt
2019-01-23 21:15:33 +01:00
Christoph Oelckers
4126f8ce72
- made OP_NEW a builtin function instead of an opcode.
...
The code was present 3 times due to the JIt, and this is not something that benefits from being a real opcode, even in the interpreted case.
2019-01-23 21:12:23 +01:00
Christoph Oelckers
a1ae01e392
- fixed last PR.
...
The result of GetPointer must be null checked as well!
2019-01-23 20:43:23 +01:00
Cacodemon345
70a07e154c
Move receiver NULL check above the orresult check ( #695 )
...
This is to prevent a VM abort from happening here if orresult is false.
2019-01-23 20:42:41 +01:00
Christoph Oelckers
c651045ed3
- let RunHealth clamping respect the newly added global properties.
2019-01-05 15:37:14 +01:00
Christoph Oelckers
dab68184f5
- moved the global spot state into FLevelLocals.
...
This way it doesn't even have to be a thinker.
2019-01-05 10:04:27 +01:00
Christoph Oelckers
d898cadda5
- fixed: Trying to remove the first item in an actor's inventory would lose all owned items.
2019-01-04 18:56:14 +01:00
Christoph Oelckers
f9ff097457
- fixed A_Chase default detection.
2019-01-03 23:43:15 +01:00
Christoph Oelckers
9521b6cd1f
- removed all remaining native parts of APlayerPawn.
...
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00
Christoph Oelckers
c18e895272
- exported all native components of APlayerPawn.
...
Only the class definition itself remains and needs to be taken care of.
2019-01-03 18:01:58 +01:00
Christoph Oelckers
3314a1efe5
- scriptified the remaining PlayerPawn methods.
2019-01-03 14:35:17 +01:00
Christoph Oelckers
2258a71c36
- took several methods out of the native PlayerPawn implementation, either by scriptification or moving them to other places.
2019-01-03 13:59:46 +01:00
Christoph Oelckers
23146f1af2
- scriptified PlayerPawn.ResetAirSupply.
2019-01-03 13:04:48 +01:00
Christoph Oelckers
badacbb968
- scriptified APlayerPawn's DamageFade handling.
2019-01-03 12:47:34 +01:00
Christoph Oelckers
2bd72478ee
- scriptified P_CalcHeight.
...
This was the only code using the ViewBob member variable.
This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
2019-01-03 11:57:20 +01:00
Christoph Oelckers
9e5c5b68c5
- did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled.
2019-01-03 10:06:45 +01:00
Christoph Oelckers
c753d59a72
- scriptified A_SkullPop and ObtainInventory.
...
These were the last relevant items to access PlayerPawn.InvFirst.
2019-01-03 00:35:56 +01:00
Christoph Oelckers
6eb8ded471
- made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
...
These are only used during initialization and they should have been readonly from the start.
2019-01-02 22:13:57 +01:00
Christoph Oelckers
bc47fdfa78
- scriptified useflechette CCMD's item finding code.
2019-01-02 11:58:26 +01:00
Marrub
3e3d21cd35
Fix A_CustomBulletAttack's spawnofs_xy parameter
...
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
2019-01-02 08:13:53 +01:00
Christoph Oelckers
dc612703d5
- scriptified the declaration of AmbientSound
...
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
2019-01-02 01:05:20 +01:00
Player701
68091db598
- Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.
2019-01-01 22:00:35 +01:00
Christoph Oelckers
d654e02dea
- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
...
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
alexey.lysiuk
99479d84b1
- fixed everlasting fast projectile after hitting ceiling
...
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely
https://forum.zdoom.org/viewtopic.php?t=63023
2019-01-01 08:14:28 +01:00
Christoph Oelckers
0b2a919bbe
- fixed crash in AutoUseStrifeHealth
...
The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed.
As native code this just failed silently, but with the VM it needs to be explicitly checked.
2018-12-31 19:03:02 +01:00
Major Cooke
8d9d71f55f
- Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller.
2018-12-30 19:01:31 +01:00
alexey.lysiuk
36896a1224
- fixed ammo check for weapon with 'uses both' flags
...
https://forum.zdoom.org/viewtopic.php?t=63047
2018-12-29 13:36:10 +02:00
alexey.lysiuk
8e684f9687
- fixed missing attack sound in A_CustomPunch
...
See 7bb3855439/src/p_actionfunctions.cpp (L1729)
https://forum.zdoom.org/viewtopic.php?t=63049
2018-12-29 12:34:38 +02:00
Christoph Oelckers
dd3dba2ef1
- made PlayerPawn.TweakSpeeds virtual.
2018-12-29 08:43:36 +01:00
Christoph Oelckers
3559f7dffb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-12-28 23:14:22 +01:00
Christoph Oelckers
5f303859e9
- made some changes to how the compatibility code works to allow removing the last remaining global variables of the map loading code.
...
Everything temporary is now part of the MapLoader class.
2018-12-28 23:14:11 +01:00
Erick Tenorio
0a6ec054d2
- TNT.WAD fixes
2018-12-27 20:52:08 +01:00
Erick Tenorio
9ee0271320
- Have Plutonia MAP16 pit kill player
2018-12-27 18:59:29 +01:00
Kevin Caccamo
e04fc026ff
Expand UDMF and ZScript API for side's own additive colors
...
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2018-12-26 16:58:27 +01:00
Kevin Caccamo
286886e161
Minor fixes for additive colour ZScript API
...
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
0773e6a98e
Rework implementation as per the new specification
...
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)
Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
2018-12-26 16:58:27 +01:00
Kevin Caccamo
758cd77e55
Rename ColorAdd to AddColor, and use it ingame
...
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
2018-12-26 16:58:27 +01:00
Major Cooke
6372cdaa41
Split off pain chance triggering from ReactToDamage into its own function and gave ZScript access to it.
...
- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
2018-12-26 11:55:42 +01:00
alexey.lysiuk
0584ecf65e
- declared Actor's Morph() and UnMorph() functions virtual
...
They are expected to be virtual on C++ side
2018-12-25 16:27:33 +02:00
Christoph Oelckers
fcfccfe739
- fixed random number generation in SpawnFizzle.
...
This should now produce the same value range as Hexen's original code.
2018-12-23 12:40:26 +01:00
Christoph Oelckers
c1a86e9a4d
- fixed bad attempt at restoring position in A_CustomBulletAttack.
2018-12-23 12:13:53 +01:00
Christoph Oelckers
9208fb9b77
- missed this.
2018-12-22 19:12:34 +01:00
Christoph Oelckers
36058df025
- gave the strifehumanoid's burn states dynamic lights.
...
Unlike everything else from the IWADs this had to use the 'light' keyword in ZScript because this is merely a base class for many others and the light definitions here need to be inheritable.
2018-12-22 16:11:18 +01:00
Christoph Oelckers
5e086ec384
- renamed back arguments of A_FireProjectile.
2018-12-22 16:11:18 +01:00
Christoph Oelckers
f6d9110c70
- removed the redundant GetOffsetPosition export and added direct native support to its existing variants
2018-12-21 13:52:30 +01:00
Christoph Oelckers
0770c0022c
- cleaned up use of the random function in script files.
...
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
1deedd5671
- fixed PlayerInfo.FindMostRecentWeapon
...
returning multiple values from a subfunction is currently not working so this has to add an indirection.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
9fab5f3b2c
- fixed: For an initial weapon pickup, sv_unlimited_pickup wasn't checked for the included ammo.
2018-12-21 08:59:37 +01:00
Cacodemon345
789941f24d
Export P_GetOffsetPosition and ADynamicLight::SetOffset to ZScript
2018-12-20 22:54:45 +01:00
Player701
d049b3b3eb
- Fixed the position of the soul sphere within one of the secret areas (sector 324) of Alien Vendetta MAP28.
2018-12-20 19:03:15 +01:00
Christoph Oelckers
3291d8e9ac
- made Ammo.GetParentAmmo virtual
2018-12-19 18:18:15 +01:00
Chronos Ouroboros
bb8fcd63c4
Added a function for triggering use/push specials for usage in custom monster AI.
2018-12-18 21:09:13 +01:00
Chronos Ouroboros
e7118804ba
Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript.
2018-12-18 21:09:13 +01:00
Christoph Oelckers
462fe891bd
- fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context.
2018-12-18 20:38:25 +01:00
Christoph Oelckers
ab624c8c5a
Merge branch 'master' into Texture_Cleanup
...
# Conflicts:
# src/textures/hires/hqresize.cpp
2018-12-11 20:27:24 +01:00
Christoph Oelckers
f6aa16947a
- re-added PlayerInfo.BringUpWeapon.
2018-12-11 00:35:53 +01:00
Rachael Alexanderson
28516c2def
- split gl_texture_hqresize into two variables - one for mode, one for multiplier.
2018-12-10 14:25:29 -05:00
Christoph Oelckers
79a0f76801
- replaced TexMan.operator() with two functions.
...
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.
Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
32e245f2b9
- moved the software rendering specific parts of the sky setup to r_skyplane.cpp.
2018-12-06 20:52:03 +01:00
Christoph Oelckers
d500dc99ea
- handle the Harmony status bar icon scaling a bit more robustly.
...
Considering that the physical texture size should be abstracted away from modding this needs to be done differently.
Doing any calculations with physical texture sizes on the mod side is only going to cause errors so this had been changed to always return scaled size.
2018-12-06 20:21:33 +01:00
Christoph Oelckers
494a113920
- more direct native entry points.
...
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2018-12-05 20:10:44 +01:00
Christoph Oelckers
2e7e6cba9d
- scriptified P_CheckMeleeRange2.
2018-12-05 18:58:15 +01:00
Christoph Oelckers
de5ab0b4b6
- deprecated a few functions that depend on AAPTR_* to be useful.
2018-12-05 18:33:59 +01:00
Christoph Oelckers
6c9d0b166a
Added direct native entry points to a larger number of functions.
2018-12-05 17:34:11 +01:00
Christoph Oelckers
fd801ca91b
- fixed: SlotPriority must be a float.
...
It was a fixed before but I missed that when refactoring it into an automatic property.
2018-12-05 08:13:52 +01:00
Christoph Oelckers
33db5792b4
- moved a large part of the VM thunks out of p_mobj.cpp.
2018-12-05 00:21:16 +01:00
Christoph Oelckers
45d7e5a038
- scriptified ASpecialSpot.
...
This only had two simple native methods so the class is not fully scripted.
2018-12-04 18:21:48 +01:00
Christoph Oelckers
5e4b366724
Removed all native components from AInventory.
2018-12-04 18:06:09 +01:00
Christoph Oelckers
d66516ec82
- scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory
2018-12-04 17:55:45 +01:00
Christoph Oelckers
44e43c48b5
- scriptified A_SelectWeapon
2018-12-04 17:31:25 +01:00
Christoph Oelckers
9348baeeb1
Removed all remaining references to AInventory
...
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
99a87f62b6
- The 'A' prefix has no meaning in class names on the script side - even in comments.
2018-12-04 00:23:52 +01:00
Christoph Oelckers
9e70701e50
- fixed max. ammo display on AltHud.
2018-12-03 23:34:23 +01:00
Christoph Oelckers
b6d0492478
- fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
...
This is still an error, so now this throws a meaningful exception.
2018-12-03 18:51:24 +01:00
Christoph Oelckers
0e095b0c05
- removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code.
2018-12-03 17:41:05 +01:00
Marisa Kirisame
d6d3dd038e
Fix RemoveInventory not calling DetachFromOwner when an item is the first in the owner's inventory.
...
Fix CheckAddToSlots not working because it uses GetReplacement incorrectly.
2018-12-03 17:29:08 +01:00
Christoph Oelckers
d96d505520
- fixed accidentally misnamed parameter in A_Explode.
2018-12-02 21:39:28 +01:00
Christoph Oelckers
807df33e1a
- scriptified AInventory::Tick.
...
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2018-12-02 20:58:15 +01:00
Christoph Oelckers
2e383073e8
- scriptified the AutoUseHealth feature.
...
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2018-12-02 19:45:45 +01:00
Christoph Oelckers
3182569fb8
- scriptified the decision making of the invuseall CCMD.
...
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2018-12-02 18:43:38 +01:00
Christoph Oelckers
93f91d1039
- scriptified P_DropItem.
2018-12-02 18:31:18 +01:00
Christoph Oelckers
a5fc26b37c
- scriptified the no-spawn flag check for armor and health items.
2018-12-02 18:04:44 +01:00
Christoph Oelckers
ee08412e49
- scriptified G_PlayerFinishLevel.
...
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers
1f33ba2c4d
- fixed incomplete null checks in A_RadiusThrust.
2018-12-02 16:06:04 +01:00
Christoph Oelckers
719598aae4
- scriptified AActor::ClearInventory
2018-12-02 15:24:44 +01:00
Christoph Oelckers
d11b33e8fd
- scriptified the last components of the alternative HUD.
...
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
ba905321b0
- scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
fe39236ee1
- scriptified the AltHUD'S powerup drawer.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
ddaab4d2ab
- scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
...
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
4431ec06fd
- scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
714ca9b2ce
- scriptified the AltHUD's weapon drawer.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
1406c11f8e
- added the missing TNT1A0 check for icon-less keys.
...
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
fbc441673a
- AltHUD ammo drawer scriptified.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
4a1f011dc1
- Alt HUD scriptification, part 1.
2018-12-02 14:34:08 +01:00
Major Cooke
49f2a38799
Fixed A_JumpIfNoAmmo not working.
2018-12-02 07:28:20 +01:00
Christoph Oelckers
a291ed21fe
- fixed the AngleToVector calls in stateprovider.txt.
...
This looks like a search & replace gone wrong.
2018-12-02 00:41:23 +01:00
Major Cooke
e9df56198c
- Restored A_SpawnItemEx's "chance" to "failchance" to prevent mod breakage from named parameters.
2018-12-01 23:39:54 +01:00
Christoph Oelckers
577af8860c
- scriptified invnext and invprev CCMDs.
2018-12-01 22:37:12 +01:00
Christoph Oelckers
5c647de70c
- moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory.
2018-12-01 17:46:20 +01:00
Christoph Oelckers
bc1990b6d7
- moved AInventory::DoRespawn fully to the script side.
2018-12-01 17:29:37 +01:00
Christoph Oelckers
a14b0c58bf
- re-fixed the massacre fix for Dehacked-modified inventory items.
...
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.
# Conflicts:
# src/g_inventory/a_pickups.cpp
# src/g_inventory/a_pickups.h
2018-12-01 17:20:52 +01:00
Christoph Oelckers
7301bbc58e
- scriptified GiveAmmo and the one remaining piece of native code still using it.
2018-12-01 17:20:23 +01:00
Christoph Oelckers
2c59172c42
- scriptified DropInventory.
2018-12-01 17:18:26 +01:00
Christoph Oelckers
09129e0113
- scriptified UseInventory and several functions using the already scriptified ones,
2018-12-01 17:17:08 +01:00
Christoph Oelckers
588ddd185b
- scriptified TakeInventory, including the ACS/FS interfaces.
2018-12-01 17:11:09 +01:00
Christoph Oelckers
023efc7685
- scriptified RemoveInventory and Inventory.OnDestroy.
2018-12-01 17:09:23 +01:00
Christoph Oelckers
eb47fb9adc
- scriptified GiveInventory and made the interface a bit more configurable by mods.
...
Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
2018-12-01 17:07:09 +01:00
Christoph Oelckers
a426655d61
- scriptified AddInventory.
2018-12-01 17:03:58 +01:00
Christoph Oelckers
aa32acae25
- a bit of code reordering for adding direct native entry points.
...
- offloaded key list generation for alternative HUD to non-UI parts.
This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
2018-12-01 14:18:28 +01:00
Christoph Oelckers
03015896d6
- seems there are two versions of Hacx's MAP05.
2018-12-01 10:30:50 +01:00
Christoph Oelckers
a0c0e8bdfe
Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
...
# Conflicts:
# src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Christoph Oelckers
8e46cb3a21
Merge remote-tracking branch 'remotes/origin/master' into asmjit
2018-11-30 18:49:28 +01:00
Player701
927d333063
- Exported AActor::Grind to ZScript.
2018-11-29 23:46:47 +01:00
Christoph Oelckers
ef2c433a8b
- fixed declaration of ChangeStatNum.
2018-11-29 20:15:24 +01:00
Christoph Oelckers
ba2b9430f8
ChangeStatNum must not be virtual
...
Overriding this would make the engine vulnerable to badly behaving mods. Intercepting this and altering the behavior can render the entire game inoperable, especially if more internal code gets scriptified later. So even at the risk of breaking some carelsss mods this must be blocked.
2018-11-29 19:00:25 +01:00
Christoph Oelckers
3acd9c8116
Made all virtual base functions for the event handler scripted
...
This was by far the largest block of native virtuals, and they were only native to be able to allow checking if the event was implemented for the current handler. This can easily be done by looking at the byte code, just like VMCall also does but in turn it removes more than half of the existing native virtuals from the interface.
2018-11-29 18:46:28 +01:00
Christoph Oelckers
f43f0b9bd4
- added a few more direct native entry points.
2018-11-29 00:27:09 +01:00
Christoph Oelckers
a5a9ab07af
Merge branch 'master' into asmjit
2018-11-28 18:44:42 +01:00
Christoph Oelckers
7ff0cd70ad
- explicitly declare the constructor and destructor methods of FCheckPosition so that they get a working prototype.
2018-11-28 17:33:37 +01:00
Player701
91ea22e85a
- Fixed textures on the two switches that rise from the floor in the eastern area of TNT MAP31
2018-11-27 21:14:52 +01:00
Christoph Oelckers
5e4e9e2c2b
Merge branch 'master' into asmjit
2018-11-27 19:53:22 +01:00
Alexander
4a85e24228
fixed spelling (mostly comments)
2018-11-27 19:44:06 +01:00
Christoph Oelckers
47b1fa774d
Merge branch 'asmjit' into weapon_scriptification
...
# Conflicts:
# src/gi.cpp
# wadsrc/static/zscript/base.txt
2018-11-26 00:14:44 +01:00
Christoph Oelckers
90d79865a5
Merge branch 'master' into asmjit
2018-11-25 23:33:23 +01:00
Christoph Oelckers
9475bfe4f1
- declare builtins as static.
2018-11-25 21:47:28 +01:00
Christoph Oelckers
a501a22b28
- define the built-in functions defined in codegen.cpp through the regular interface instead uf just hacking them into the symbol table with incompletely set up data.
...
- added direct native variants to these builtins and fixed problems with builtin processing.
2018-11-25 11:41:29 +01:00
Christoph Oelckers
43d434b071
- removed AStateProvider from native code.
...
The only place still referencing it was CallStateChain, so this has been made a static function now instead of a class method.
2018-11-25 10:09:06 +01:00
Christoph Oelckers
f4789bdefc
- fixed handling of dummy flags.
2018-11-25 10:06:00 +01:00
Christoph Oelckers
d6b781312c
- removed all remaining native components of the weapon class.
2018-11-25 10:00:55 +01:00
Christoph Oelckers
70d3c31551
- allow defining flags in the script declaration of a class and do that for Weapon.
2018-11-25 09:29:12 +01:00
Christoph Oelckers
b5c4ab8c47
- removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
...
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2018-11-25 08:17:37 +01:00
Christoph Oelckers
00a48b09e5
- moved the 'Finalize' methods back into a single function in the parser code.
...
It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.
This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
2018-11-25 08:16:18 +01:00
Christoph Oelckers
7012179904
- moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.
2018-11-25 07:43:05 +01:00
Christoph Oelckers
8fa16b6c30
- some cleanup on the weapon slot interface.
...
This really shouldn't make any decisions from directly reading weapon class defaults.
2018-11-25 07:21:02 +01:00
Christoph Oelckers
f218e95c4d
- scriptified cht_Takeweaps.
2018-11-25 01:26:19 +01:00
Christoph Oelckers
460c400315
- scriptified ApplyKickback.
2018-11-25 01:12:45 +01:00
Christoph Oelckers
ae27acb944
- scriptified A_WeaponReady and its subfunctions.
2018-11-25 00:54:13 +01:00
Christoph Oelckers
34b7e5f435
- scriptified P_BobWeapon as a virtual function on PlayerPawn.
2018-11-25 00:23:03 +01:00
Christoph Oelckers
8eb4697fbd
- removed the bot related properties from AWeapon.
...
This stuff is now kept locally in the bot code so that it doesn't infest the rest of the engine.
And please don't read the new botsupp.txt file as some new means to configure bots! This was merely done to get this data out of the way.
The bots are still broken beyond repair and virtually unusable, even if proper data is provided for all weapons.
2018-11-24 23:48:23 +01:00
Christoph Oelckers
4392b4e96d
- exported the blood spawning part of P_LineAttack as a virtual ZScript function.
2018-11-24 22:35:50 +01:00
Christoph Oelckers
f260709e73
- moved the weapon selection logic to PlayerPawn as overridable virtual functions.
2018-11-24 22:22:36 +01:00
Christoph Oelckers
b6d0d5008e
- change teleport freeze handling to a player property plus virtual override on PlayerPawn for increased configurability.
2018-11-24 21:37:00 +01:00
Christoph Oelckers
337750b874
- scriptified BecomeItem and BecomePickup
2018-11-24 21:25:26 +01:00
Christoph Oelckers
3d892d3970
- scriptified FilterCoopRespawnInventory.
2018-11-24 20:58:33 +01:00
Christoph Oelckers
c14b7f58d3
- scriptified some simple sound functions.
2018-11-24 20:33:00 +01:00
Christoph Oelckers
fb91982da2
- scriptified APlayerPawn::Die and fixed a few things I encountered while doing it.
2018-11-24 20:32:12 +01:00
Christoph Oelckers
cf9cd58310
- scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children.
2018-11-24 19:59:24 +01:00
Christoph Oelckers
652606f70b
- scriptified A_Explode and relatives.
2018-11-24 19:29:52 +01:00
Christoph Oelckers
44d51a6de9
- scriptified GetDefaultInventory.
2018-11-24 19:03:33 +01:00
Christoph Oelckers
be100fa5d3
- removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.
...
In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here.
As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
2018-11-24 18:42:10 +01:00
Christoph Oelckers
814af66864
- exported one FraggleScript function for testing.
2018-11-24 18:33:42 +01:00
Christoph Oelckers
595208f2fd
- exported a few more weapon handling functions so that the native GetDownState stub could be removed.
2018-11-24 18:21:40 +01:00
Christoph Oelckers
9584e3bc53
- scriptified P_BringUpWeapon because this was the only native function still referencing AWeapon::GetReadyState.
2018-11-24 17:22:59 +01:00
Christoph Oelckers
b4c272ddff
- scriptified A_SpawnItem(Ex) and A_ThrowGrenade.
...
These were the last native functions referencing AWeapon::DepleteAmmo, so that function is now exclusively on the scripting side.
2018-11-24 17:01:12 +01:00
Christoph Oelckers
6be7fc33f3
- scriptified 3 more functions in stateprovider.
2018-11-24 15:42:43 +01:00
Christoph Oelckers
4c1b3f81ab
- scriptified A_RailAttack.
2018-11-24 15:12:30 +01:00
Christoph Oelckers
5c130737c4
- scriptified A_CustomPunch
2018-11-24 14:48:30 +01:00
Christoph Oelckers
7bb3855439
- scriptified A_FireProjectile
2018-11-24 14:16:08 +01:00
Alexander
1b82e2078d
add monster tags (Friendly Names) for Hexen
2018-11-24 14:02:48 +01:00
Christoph Oelckers
e071be8371
- scriptified A_FireBullets and A_CustomBulletAttack.
2018-11-24 13:50:27 +01:00
Christoph Oelckers
6fc63b9b78
- started with a ScriptUtil class which will allow moving function implementations for ACS and FraggleScript to zscript.txt
...
So far 3 functions for testing implemented.
2018-11-24 13:06:01 +01:00
alexey.lysiuk
f11b20122f
- made ZRock4 solid like in vanilla Hexen
...
9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)
https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:51:14 +02:00
Christoph Oelckers
ac77ca6474
- scriptified Weapon.CheckAmmo and Weapon.DepleteAmmo
2018-11-24 11:29:57 +01:00
Christoph Oelckers
bd84a60663
- scriptified the rest of the morph code.
2018-11-24 10:47:42 +01:00
Christoph Oelckers
ac1bffc51b
- scriptified P_MorphMonster.
2018-11-24 09:33:03 +01:00
Christoph Oelckers
3ed7f4066d
- fixed message output.
2018-11-24 08:41:07 +01:00
Christoph Oelckers
cce1bad042
- testing and cleanup of scripted morph code.
2018-11-24 08:39:35 +01:00
Christoph Oelckers
78d6832d14
- P_UndoPlayerMorph scriptified.
...
Not tested yet and still missing a new native interface.
2018-11-24 08:17:30 +01:00
Christoph Oelckers
192104aea2
- scriptified P_MorphPlayer and dependencies.
...
It still needs its counterpart scriptified as well before it can work.
2018-11-24 07:45:49 +01:00
Magnus Norddahl
31ed1da4e5
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-23 22:57:11 +01:00
Marisa Kirisame
ee91cf77e4
expose defaultbloodcolor to ZScript.
2018-11-23 22:15:15 +01:00
Christoph Oelckers
a5ee673c91
- exported ADecal to ZScript as a non-native class.
...
Its one function is still native but this was by far the easiest of the remaining actor classes to export.
2018-11-19 17:54:38 +01:00
Christoph Oelckers
a981737855
- generate register type info for the parameter lists of all functions.
...
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
2018-11-18 17:10:55 +01:00
Christoph Oelckers
16c85b532b
- restored the old A_Jump prototype because DECORATE needs this to parse the arguments.
2018-11-17 21:22:18 +01:00
Christoph Oelckers
533f66396d
Merge branch 'master' into asmjit
2018-11-17 20:16:03 +01:00
Christoph Oelckers
adde0510fe
- deconstruct A_Jump with multiple labels into A_Jump(chance, RandomPick(label1, label2, label3,...)) to remove this ugly special case from the VM calling convention.
...
This also adds the number of available choices to OP_IJMP.
2018-11-17 12:35:03 +01:00
Christoph Oelckers
cfa11046ab
- changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
...
* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:36:57 +01:00
Christoph Oelckers
33fb76698b
Avoid using argument count for any kind of decision making in native VM functions.
...
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
2018-11-16 15:25:37 +01:00
Christoph Oelckers
feef0d4b62
- corrected A_DropFire for real, using the SVE source as reference.
2018-11-15 19:35:07 +01:00
Christoph Oelckers
99f1d6b82e
- fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH.
2018-11-15 18:49:37 +01:00
Major Cooke
55f17fa90c
Changed A_RaiseActor to just RaiseActor.
2018-11-13 19:01:56 +01:00
Major Cooke
71d2b39d92
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-13 19:01:56 +01:00
Major Cooke
b553be153d
Added CanResurrect(Actor other, bool passive)
...
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
Christoph Oelckers
ca2defa6a2
- added ZScript export for side_t::SetSpecialColor.
2018-11-12 00:13:14 +01:00
Major Cooke
9a7f570b19
Added DMG_NO_ENHANCE for DamageMobj.
...
- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-10 16:18:33 +01:00
Major Cooke
9ff7f338fd
Added IsPointInMap(Vector3 p).
...
- Checks if a point is inside the map geometry or not.
2018-11-07 15:16:45 -05:00
Christoph Oelckers
bfffe6df3e
- fixed typo with RNG name.
2018-11-07 19:20:42 +01:00
ZZYZX
a276ebfb08
Exported destructible geometry to ZScript
2018-11-07 00:12:37 +01:00
ZZYZX
d85e5afdfb
Destructible geometry - minor fixes and 3D floor support
2018-11-07 00:12:37 +01:00
Player701
56f76a141e
- Added a function to get the actor's age in ticks.
2018-11-04 19:58:57 +01:00
Player701
a6dbfcf9c2
- Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
...
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
Cacodemon345
b1d35eb0b3
Extend SKYEXPLODE flag for LineAttack
2018-11-03 15:24:30 +01:00
ZippeyKeys12
77c5c1eb19
Export AllClasses
2018-11-01 00:20:46 +01:00
Jonathan Russell
f39a389e99
- changed the way alpha works on DrawLine and DrawThickLine so they're consistent
2018-11-01 00:10:47 +01:00
Major Cooke
6a8b0df4ba
Added VelIntercept.
...
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
- targ: The actor the caller will aim at.
- speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
- aimpitch: If true, aims the pitch in the travelling direction. Default is true.
- oldvel: If true, does not replace the velocity with the specified speed. Default is false.
- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 00:10:08 +01:00
ZZYZX
849d110f10
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 00:05:43 +01:00
ZZYZX
a6cdcab128
Implemented loading/saving of line/sector health and health groups in savegames
2018-10-31 22:14:40 +01:00
ZZYZX
b911bbc424
Single commit - destructible geometry feature
2018-10-31 17:22:09 +01:00
Christoph Oelckers
40da1dbfbc
- removed bad 'return' in C_MidPrint definition.
2018-10-31 13:13:32 +01:00
Marrub
0b460ccb03
Squashed commit of the following:
...
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date: Tue Oct 30 04:01:09 2018 -0400
ProMessage -> PronounMessage
commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 23:56:58 2018 -0400
improve variable naming
commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 19:52:32 2018 -0400
add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
Christoph Oelckers
89059a2acc
- added a compatibility fix for Hacx's MAP05.
...
This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.
2018-10-21 20:27:33 +02:00
Rachael Alexanderson
e2f6fa95d4
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 13:22:11 -04:00
Erick Tenorio
c0cf19e9b5
- Visually align Doom 2 MAP04 crusher floors
...
Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 17:38:15 +02:00
Erick Tenorio
cc8112f88d
-Fixed many IWAD mapping errors
2018-10-14 11:44:54 +02:00
player701
eee0946bc5
- Fixed indentation
2018-10-14 00:52:00 +02:00
player701
6dc026895c
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 00:52:00 +02:00
Erick Tenorio
22f8c26917
Fix missing enemies in HTP-RAW.WAD MAP22
...
Make 100% kills possible on MAP22 of Hell to Pay
2018-10-09 07:44:30 -04:00
Erick Tenorio
643e3a78d8
Fixes for Wraith Corporation WADs
2018-10-08 18:40:25 +02:00
Christoph Oelckers
2c9a82e084
- fixed potential null pointer access in Hexen's spike code.
2018-10-07 20:00:30 +02:00
alexey.lysiuk
9cffc29134
- fixed stuck memory usage warning in options menu
...
https://forum.zdoom.org/viewtopic.php?t=62186
2018-10-05 15:22:21 +03:00
Rachael Alexanderson
e7f19b01cb
- added normal5x and normal6x
2018-10-04 22:09:18 -04:00
Marisa Kirisame
c3894ee348
Exports various resurrection-related functions to ZScript.
2018-10-04 08:59:37 -04:00
Rachael Alexanderson
2fff5c4c39
- use correct multipliers for the memory warnings for normalNx scalers
2018-10-04 08:43:02 -04:00
alexey.lysiuk
c589f1bba7
- added a warning for texture upscaling modes
2018-10-04 08:43:02 -04:00
Marisa Kirisame
38c8f0d585
Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
2018-09-16 17:58:57 +02:00
Major Cooke
1210e1a951
Added DMG_EXPLOSION flag.
...
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 13:23:11 +02:00
ZippeyKeys12
60f82d1eb9
Make StatusScreen::End virtual
...
https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 13:21:13 +02:00
ZippeyKeys12
7885a22cad
Add NewGame to EventHandler
...
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
Christoph Oelckers
7cbc98e1d0
- fixed incorrect trigger types in compatibility setter.
...
These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-03 23:06:32 +02:00
Jonathan Russell
ea81ab4097
- added Screen.DrawThickLine for drawing lines with thickness
2018-08-30 19:21:57 +02:00
Christoph Oelckers
d263f7bcc8
- removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now.
2018-08-25 20:54:16 +02:00
Christoph Oelckers
c04c48d157
- renamed RIndexOf to RightIndexOf
2018-08-25 20:39:58 +02:00
Kevin Caccamo
884de51b70
Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
...
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.
Deprecate the LastIndexOf method of StringStruct
2018-08-25 20:37:40 +02:00
argv-minus-one
1d930b45cf
Add ZScript method LevelLocals.SphericalCoords
.
...
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-21 08:22:16 +02:00
Marisa Kirisame
02926a5567
Add "IsFinal" parameter for CheckReplacement.
...
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame
e18b17217f
Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
...
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
argv-minus-one
0717f5aede
Make various getter and pure-math Actor methods clearscope.
...
These methods do not examine or change playsim state. They only perform math or look at class metadata.
Methods changed are:
• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 11:52:44 +02:00
Christoph Oelckers
4c20553a62
Revert "Add RenderStyle API"
...
This reverts commit 8c7d3b6ab8
.
With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:17:50 +02:00
Zombie
8c7d3b6ab8
Add RenderStyle API
2018-08-05 09:44:05 -04:00
Marisa Kirisame
51b57cebb1
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 09:42:40 -04:00
Christoph Oelckers
ff69d945e1
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
...
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
Christoph Oelckers
9653aa95a4
- fixed: The BossCube must account for its target being gone.
2018-07-27 08:46:28 +02:00
alexey.lysiuk
7acf9f96b6
- added placeholders for removed video menu classes
2018-07-16 17:15:41 +03:00
Christoph Oelckers
1294f3df64
- replaced the procedural backdrop texture with some warped noise texture.
...
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557
- added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
...
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e
Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment.
2018-07-13 20:24:06 +02:00
Erick Tenorio
dfe635dd4a
TNT.WAD fixes
...
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.
2018-07-12 17:42:58 +02:00
argv-minus-one
ce1aa7e962
Move RandomSpawner's random selection logic into a virtual method.
...
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
2018-07-09 17:50:55 +02:00
argv-minus-one
6239796b92
Move RandomSpawner's recursion check into PostBeginPlay.
...
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
2018-07-09 17:50:55 +02:00
alexey.lysiuk
651e735246
Merge branch 'master' into modern
2018-06-29 17:51:10 +03:00
Erick Tenorio
245801ca17
Removed useless SetLineActivation
...
SPAC_Use removed as the line in fth666.wad MAP12 is not facing front.
2018-06-27 23:26:15 +02:00
Erick Tenorio
43919ead40
Various map fixes
...
Map fixes for the following maps:
MAP33: Betray (Doom II: BFG Edition)
Icarus: https://www.doomworld.com/idgames/themes/TeamTNT/icarus/icarus
Flashback to Hell: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fth666
Hell to Pay (HTP-RAW.WAD)
2018-06-27 23:26:15 +02:00
Alexander
97aba0c416
add tags for Doom and Heretic monsters
...
Why? So mods that reveal enemy names don't show internal monster class names.
Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.
2018-06-27 21:04:00 +02:00
Christoph Oelckers
b65b83edb3
- removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
...
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
Rachael Alexanderson
512082b222
- fixed: 'empty function OnGiveSecret' - this was my fault, giving bad advice to Marisa in her PR. I fixed it.
2018-06-05 10:20:02 -04:00
Marisa Kirisame
477cf23fd2
Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
2018-06-05 10:06:53 -04:00
Christoph Oelckers
a851a5d151
- fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
...
This is necessary to be in line with P_LineAttack which does check for those.
2018-06-03 17:49:00 +02:00
Christoph Oelckers
1266339c0f
- fixed shader compilation.
2018-05-19 21:17:58 +02:00
Jonathan Russell
e9050a38b3
- added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
2018-05-16 20:47:43 +02:00
Christoph Oelckers
72c7a05ba8
- added compatibility fix for bad sector reference in Plutonia MAP11.
2018-05-05 19:58:34 +02:00
alexey.lysiuk
6d308ca67e
Fixed walkthrough blocker in Sin City 2 via compatibility entry
...
It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b
broke triggering of important linedef that pushes friendly marine to exit switch
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
2018-04-28 17:45:15 +02:00
alexey.lysiuk
c8eefd84fa
Enabled playing of *gasp sound by default
...
https://forum.zdoom.org/viewtopic.php?t=60361
2018-04-27 11:04:21 +03:00
ZZYZX
da089b09b1
Added missing commented enum entry for ETraceFlags on ZScript side
2018-04-25 19:38:29 +02:00
Christoph Oelckers
1648fc6a07
Fixed initialization issues with dynamic lights.
...
Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2018-04-25 09:14:01 +02:00
Kevin Caccamo
1c58093fc8
Add info about UseSpecial flag feature conflict above Actor.Used
2018-04-24 05:56:07 -04:00
alexey.lysiuk
ee9fa7c33e
Made 100% kills possible on Altar of Evil, easy skill
...
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/altar666
2018-04-22 17:49:13 +03:00
alexey.lysiuk
df634539a0
Made 100% kills possible and unstuck imp on Valhalla map
...
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
2018-04-16 14:34:07 +03:00
alexey.lysiuk
87d164ee59
Added ability to set thing position in compatibility layer
2018-04-16 14:30:21 +03:00
alexey.lysiuk
bb037635a8
Fixed missing textures on Valhalla with hardware renderer
...
It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"
2018-04-15 16:41:24 +03:00
Christoph Oelckers
8b4c74fad8
- the global portal data table also needs to be protected.
2018-04-15 12:16:46 +02:00
Christoph Oelckers
cf8447d19c
-protected critical portal data from getting written to by user code.
...
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
ba4cc1a6ca
Added activation type to WorldLine(Pre)Activated events
...
https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
Christoph Oelckers
13567f2505
- added a compatibility handler for Kama Sutra MAP01's ending area.
2018-04-13 20:27:21 +02:00
Christoph Oelckers
ac98e5a4f8
- fixed last change of compatibility branch.
2018-04-13 19:28:35 +02:00
Christoph Oelckers
71a6cc4625
Merge branch '2D_Refactor'
2018-04-13 17:52:58 +02:00
Christoph Oelckers
387827555f
- added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild.
2018-04-11 23:08:59 +02:00
Christoph Oelckers
3988e27059
- scriptified the last remaining definition (BTSX MAP12 beta)
...
- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1
Scriptified remaining compatibility entries
2018-04-11 17:01:57 +03:00
alexey.lysiuk
6480946d40
Scriptified more compatibility entries
2018-04-11 15:57:27 +03:00
alexey.lysiuk
5f5adbe161
Scriptified compatibility of Strife level along with needed functions
2018-04-11 13:02:26 +03:00
alexey.lysiuk
950443683b
Scriptified compatibility of more Heretic levels
2018-04-11 12:35:45 +03:00
alexey.lysiuk
69222c3c36
Fixed missing texture with hardware renderer on Jenesis MAP16
...
https://forum.drdteam.org/viewtopic.php?t=7337
2018-04-11 11:54:27 +03:00
alexey.lysiuk
05dcd30838
Made 100% secrets possible on The Realm of Parthoris E1M5
...
https://forum.zdoom.org/viewtopic.php?t=60181#p1049393
2018-04-11 11:52:07 +03:00
Christoph Oelckers
0ecbf07769
-ported a large part of compatibility.txt
2018-04-10 23:19:22 +02:00
Christoph Oelckers
65a219eecc
- sorted compatibility.txt so that levels which only have flags set are at the top of the file.
2018-04-10 20:02:41 +02:00
Christoph Oelckers
9daad477c3
- some improvements to compatibility scripts:
...
* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
640948703f
Level compatibility via ZScript -- PoC
2018-04-09 17:54:12 +03:00
drfrag666
80f57dfaf0
- Increased size of the savegame comment area.
2018-04-08 21:56:35 +02:00
Marisa Kirisame
08f3afab0b
Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter.
2018-04-08 21:53:20 +02:00
Marisa Kirisame
5d0ff4c8ba
Exports P_ActivateLine to ZScript (along with constants for activation type)
2018-04-08 21:53:20 +02:00
Christoph Oelckers
adbeb3f251
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
2018-04-07 18:50:24 +02:00
alexey.lysiuk
d3cacbf246
Fixed potential crash on usage of Mystic Ambit Incant
...
https://forum.zdoom.org/viewtopic.php?t=60080
2018-04-03 12:41:51 +03:00
Christoph Oelckers
3671fd7f97
Merge branch 'master' into 2D_Refactor
2018-04-01 08:44:39 +02:00
Christoph Oelckers
23146c9b18
- made all elements of DehInfo and State read-only.
...
This data must be immutable, if any mod plays loose here, very bad things can happen, so this hole got plugged, even at the expense risking to break some badly behaving mods.
2018-04-01 08:41:06 +02:00
Simon
4afc538f88
Localize the word “for” in Strife’s trading dialogs
...
This deals with what seems to be the only hardcoded piece of text in Strife. Also added a translation to the French file and removed a few superfluous line breaks in the English one.
2018-03-31 18:57:00 +02:00
ZippeyKeys12
0441994106
Default newradius in A_SetSize
2018-03-30 18:06:46 -05:00
Christoph Oelckers
1e5fbc1423
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
...
# Conflicts:
# src/posix/cocoa/i_video.mm
2018-03-30 22:06:17 +02:00
alexey.lysiuk
84e9017a5f
Fixed infinite loop with zero height fast projectile
...
https://forum.zdoom.org/viewtopic.php?t=60019
2018-03-30 12:49:35 +03:00
alexey.lysiuk
a6738fd139
Fixed infinite loop with None class in random spawner
...
actor NoneSpawner : RandomSpawner
{
DropItem "None"
}
https://forum.zdoom.org/viewtopic.php?t=60027
2018-03-30 10:44:42 +03:00
Christoph Oelckers
a40e085a46
- 2D drawer implementation complete for hardware renderer.
...
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
Christoph Oelckers
16480a3f4b
- it compiles again.
...
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
Christoph Oelckers
98c7118a3a
- fixed: A sidedef's sector and linedef references were writable.
...
This cannot be allowed under any circumstances because this is what links the map geometry together.
Yes, it will break any mod that tries to play with these variables, but any such mod has to be considered broken by design and must be stopped.
2018-03-25 22:39:10 +02:00
Marisa Kirisame
0656916bf2
Add WorldLinePreActivated to override line activation, as a counterpart to WorldLineActivated.
2018-03-24 16:30:49 +01:00
Marisa Kirisame
3072c9bf7c
Add PostUiTick(). Happens after all other tickers. Useful for handling changes in the play side within the same tic.
2018-03-24 10:24:13 +01:00
Marisa Kirisame
69c6e95b08
Add worldlineactivated event, triggered after successful line activation.
2018-03-24 10:23:31 +01:00
Marisa Kirisame
634a10db52
Adds "DI_MIRROR" flag to statusbar image drawing. Useful for rearview mirror camera textures, for example.
2018-03-24 00:29:50 +01:00
alexey.lysiuk
75782e6b34
Exported Inventory.AltHUDIcon field to ZScript
...
https://forum.zdoom.org/viewtopic.php?t=59842
2018-03-18 11:02:21 +02:00
alexey.lysiuk
b4d3715345
Fixed status bar chain wiggling when paused
...
Made ZScript implementation of chain wiggling in Heretic status bar as close as possible to C++ SBARINFO one
https://forum.zdoom.org/viewtopic.php?t=59840
2018-03-17 12:29:55 +02:00
alexey.lysiuk
e51a1867df
Added default values for BaseStatusBar.AttachMessage() arguments
2018-03-07 16:00:08 +02:00
alexey.lysiuk
4f1f989049
Exposed HUDMSGLayer_... constants to ZScript
2018-03-07 15:58:43 +02:00
Marisa Kirisame
c9613b2fd1
Make sidedef vertex and secplane height functions callable from ui
2018-03-03 17:10:32 +01:00
Marisa Kirisame
069c5aa90a
Fix accidentally removed SectorPlane assignment. Added missing HitVector support.
2018-03-03 09:30:06 +01:00
Christoph Oelckers
5d223bb8c3
- removed clearscope from DSectorEffect.GetSector.
...
Just because this is a getter does not mean that the data may even exist on the client side!
2018-03-03 09:28:25 +01:00
Marisa Kirisame
4cc8ba3399
Export GetSector() again, removed lightingdata assignment.
2018-03-03 09:26:11 +01:00
Marisa Kirisame
053d9f4a44
Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
2018-03-03 09:26:11 +01:00
Christoph Oelckers
4c0f68bcd4
Merge branch 'master' into timidity++
...
# Conflicts:
# src/sound/musicformats/music_midistream.cpp
2018-03-02 00:08:12 +01:00
Christoph Oelckers
bb16e34bf4
- exposed the HUD message interface to ZScript.
...
Note that this is just the bare abstract interface. It is up to content makers to define usable HUD message classes and optionally contribute them to the engine.
2018-03-01 11:45:19 +01:00
Christoph Oelckers
6e8dbb590d
- fixed: PowerMorph.EndEffect should not tinker around with morph duration.
...
There was a clear attempt here to let the item keep control of the remaining morph time, but since the item would have gotten destroyed right afterward it just shot itself in the foot badly by doing so.
Just leaving the remaining work to the main unmorphing check in the PlayerThink code by doing nothing will avoid the bad situation where a player gets stuck in its morphed form.
2018-02-28 20:15:44 +01:00
Christoph Oelckers
3a3cd87ce0
- perform the stepping adjustment for FastProjectiles in 3D.
...
Not checking the z-Axis means that they might pass through 3D floors without noticing at steep angles and very high speeds.
2018-02-28 18:26:25 +01:00
Major Cooke
7ac8b496f1
Added Distance(2/3)DSquared functions.
2018-02-28 09:28:11 +01:00
Christoph Oelckers
883a6ffe3a
- added an inventory check to A_KeenDie so that it still works if a patch repurposes a pickup item that may end up in the player's inventory.
2018-02-27 10:40:43 +01:00
Christoph Oelckers
36e8358763
- use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change.
2018-02-26 08:52:40 +01:00
alexey.lysiuk
fb1f8a6045
Restored ACS_NamedExecuteWithResult for DECORATE
...
https://forum.zdoom.org/viewtopic.php?t=59250
2018-02-24 22:03:23 +02:00
alexey.lysiuk
1679065a5d
Exposed Actor.ACS_ScriptCall() function
...
This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
2018-02-24 16:23:55 +02:00
alexey.lysiuk
12eb760ff4
Do not abort if Korax target destroyed before attack begins
...
https://forum.zdoom.org/viewtopic.php?t=59551
2018-02-22 16:52:45 +02:00
alexey.lysiuk
1bcbdf9fd1
Added CHAN_LOOP to ZScript ESoundFlags enum
...
https://forum.zdoom.org/viewtopic.php?t=59417
2018-02-20 10:51:12 +02:00
alexey.lysiuk
af7648a151
Made PlayerRespawn skill definition consistent
...
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Christoph Oelckers
8e90386567
- made Weapon.CheckAmmo and Weapon.DepleteAmmo virtual on the script side.
2018-01-30 22:04:31 +01:00
alexey.lysiuk
d9323b9740
Marked internal menu commands as safe
...
This fixes soundfont/patchset/config selection menus in advanced sound options
2018-01-30 16:02:30 +02:00
Christoph Oelckers
7ceb70bcc1
- renamed 'Tracer' class to 'LineTracer', because 'Tracer' is a too common name that had been used by some mods.
2018-01-27 09:32:26 +01:00
Marisa Kirisame
92547028f3
Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures.
2018-01-26 21:00:44 +01:00
Christoph Oelckers
884db96cbb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-21 10:54:34 +01:00