- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
SVN r2826 (trunk)
- fixed: APROP_Invulnerable could only be set and unset but not checked.
- fixed: Two sided polyobjects applied thrust to sctors in a way that did not work.
SVN r2620 (trunk)
- add a GetReplacement method to PClass to clean up some really ugly code
- Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated.
SVN r2601 (trunk)
- fixed: AActor::CanSeek had the check for the visibility of the target actor's alpha reversed.
- added an Alt HUD icon for Hexen's fighter's fist.
SVN r2501 (trunk)
It will use negative indices for this. Currently supported strings are level name, level lump name and
skill name.
- Extended skill definitions so that printable name and image lump name are separate fields so that a
printable name can be specified for Doom, too.
SVN r2294 (trunk)
- Reorganized the SBarInfo code.
- Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem. The old
way of interpolating the health and armor is depreciated.
- Added: armortype to drawswitchableimage loosely based on Gez's submission.
- As an extension to the previous you can now use comparison operators on
inventory items and armortype in drawswitchableimage.
SVN r2069 (trunk)
SoundSequenceOnActor(int tid, string seqname);
SoundSequenceOnSector(int tag, string seqname, int location);
SoundSequenceOnPolyobj(int polynum, string seqname);
SoundSequenceOnSector takes an extra parameter that specifies where in the
sector the sound comes from (floor, ceiling, interior, or all of it). See
the SECSEQ defines in zdefs.acs.
SVN r1939 (trunk)
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
have been added to access elements in user-defined arrays.
SVN r1933 (trunk)
- fixed: When a blasted actor collided with another one this other actor's
DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
by this factor in addition to damage type specific damage factors.
SVN r1915 (trunk)
- fixed: The BossCube could be blocked by floors and ceiling resulting
in incorrect movement. I changed it so that A_BrainSpit now sets the
MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
flag. For travelling cubes active collision detection makes no sense
and only causes problems. This should also make the boss brain
work in the other games which previously were excluded by a game mode
check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
overlapping each other (common mapping bug, check Herian 2 MAP30.)
SVN r1891 (trunk)
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of
special1 was that I found some projectiles had this set to them, for example in
A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.
SVN r1847 (trunk)
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.
SVN r1823 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)