Christoph Oelckers
d28d02839e
- fixed: An actor's default stencil color should be set in DECORATE instead of doing some hackery elsewhere to compensate for the lack of initialization.
2016-09-23 19:19:26 +02:00
Christoph Oelckers
3eb1af6957
- added a GetMissileDamage function to DECORATE which can be used to properly retrieve an actor's damage value.
...
The damage property should be considered deprecated inside expressions from now on.
2016-09-19 03:45:22 +02:00
Christoph Oelckers
04c4147052
- renamed flag to be more descriptive.
2016-08-16 09:02:23 +02:00
Major Cooke
aa2ca77412
Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
...
- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Major Cooke
ec14dd94a7
A_Explode now returns the number of actors damaged and can be used in expressions.
...
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
Leonard2
8068792f4b
Fixed: A_RadiusGive had an incorrect definition
2016-07-31 09:06:14 +02:00
Xaser Acheron
a1a0da1f13
added SWF_SELECTPRIORITY flag to A_SelectWeapon
2016-07-29 18:48:54 -05:00
Major Cooke
13fa06fe7a
Renamed GetProximity to CountProximity.
...
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke
167cb28563
Added GetProximity(classname, distance, flags, ptr).
...
- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:26:55 +02:00
Major Cooke
dfed6ac1fb
Added SpriteAngle and SpriteRotation properties.
...
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
MajorCooke
3d9591229e
Added A_CopySpriteFrame(from, to, flags)..
...
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00
Blue-Shadow
69a00ddabb
Added TRANSFERTRANSLATION morph flag
2016-07-24 00:56:57 +02:00
yqco
4d6532d303
Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack
2016-07-22 02:46:41 -06:00
Blue-Shadow
c428e376cd
Added INFLICTORDMGTYPE flag to A_Damage* action functions
...
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
MajorCooke
35c30ab62f
Fixed missing constants.
2016-07-16 20:28:43 -05:00
MajorCooke
3c7e1e0528
- Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
...
The projectiles spawning conditions rely upon the puff successfully spawning.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
MajorCooke
b121284fc0
Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead.
2016-07-14 17:14:17 +02:00
Christoph Oelckers
0b93e9b897
Merge branch 'roll' of https://github.com/MajorCooke/zdoom
2016-07-04 00:43:16 +02:00
MajorCooke
26408a5043
Switched the pointer to AAPTR_DEFAULT.
2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88
Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
...
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
MajorCooke
630dc8c8cd
Fixed execution prevention.
2016-06-19 22:18:43 -05:00
MajorCooke
dd410876cf
Added A_ClearOverlays(int start, int stop, bool safety).
...
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.
Added no override boolean to A_Overlay and a boolean return type.
- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00
Xaser Acheron
de0301a704
split bfg self-damage code into its own function, A_RadiusDamageSelf
2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5
added SMMU-BFG11k-style 'damrad' property to A_BFGSpray
2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a
added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray
2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4
- Added limit parameter to A_RailAttack and A_CustomRailgun.
2016-06-14 18:20:43 -05:00
MajorCooke
fb286d1737
- Changed endsize to sizestep. Endsize affected more things than I thought it would.
2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677
Added GetCVar(string name)
...
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
f787056198
- Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
...
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Leonard2
afa708c138
Allow psprite layers to be manipulated directly from the player's own body
2016-06-03 19:18:58 +02:00
Leonard2
543414d31f
Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
...
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
MajorCooke
bb91723174
- Added GetCrouchFactor(ptr).
...
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade
- Added source and inflictor parameters to all A_Damage/Kill functions.
...
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
Leonard2
2f5ae3b51e
Changed the default layer indices and renamed them
...
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c
Added A_OverlayFlags
...
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
MajorCooke
1b1195df6a
- Added limit parameter to A_RadiusGive.
...
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
Leonard2
8c205ebac3
Added A_OverlayOffset
...
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b
Added A_Overlay
2016-05-20 17:04:45 +02:00
MajorCooke
cd3a3d4472
Not like this makes a difference.
2016-05-18 11:19:24 +02:00
MajorCooke
115dbd0b58
- Added A_WeaponOffset(x = 0, y = 32, flags).
...
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
MajorCooke
2ba26693d1
- Added 3D Floor + Portal awareness, along with flags to turn off detection of both features.
2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d
Added GetZAt DECORATE function.
...
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
MajorCooke
39f64383cb
Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap.
2016-05-11 19:41:33 +02:00
MajorCooke
952219a018
Added RTF_THRUSTZ for A_RadiusThrust.
...
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
MajorCooke
0bf7c3e362
- Removed FlatAngle. This will come back hopefully in another commit sometime in the future.
2016-05-01 17:19:39 -05:00
MajorCooke
f41dcc75d1
FlatAngle can now be defined directly via properties.
2016-05-01 16:33:00 -05:00
MajorCooke
a8248433e9
- Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
...
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
MajorCooke
6f11a65893
- Converted rollIntensity from int to double.
...
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
MajorCooke
c972caa9f3
- Added rollIntensity and rollWave to A_QuakeEx.
...
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00