Commit graph

714 commits

Author SHA1 Message Date
MajorCooke
3bf24204d8 - Ensure save games don't break. 2015-02-20 01:41:59 -06:00
MajorCooke
2939194ae3 - Forgot this tiny little one. 2015-02-20 01:36:53 -06:00
MajorCooke
9c5d90e4cb - Removed QF_SCALEUP until I can figure out a proper way to implement it. 2015-02-20 01:33:30 -06:00
MajorCooke
0948b95e08 - Changed QuakePower to take doubles on everything but intensity. This lets the camera shake until it truly reaches 0 as the limitations of integers were actually cutting it short. 2015-02-19 23:19:24 -06:00
MajorCooke
045ab9fd5b Initial groundwork for QF_SCALEDOWN. 2015-02-19 21:42:32 -06:00
MajorCooke
284fd3e20f - Fixed: relz was never initialized.
- This could cause problems in places like the GZDoom renderer in the odd circumstance, causing the camera to become stuck in the floor or ceiling until the quake expires.
2015-02-19 16:30:00 -06:00
Randy Heit
e377c2c4f8 Change XYZ Quaking from Major Cooke
- Relative quakes are different from other quakes; all quakes affecting
  the camera do not become relative if one of them is relative.
- Use a single function call to get quake visual parameters instead of four.
- Thrust things in a psuedo-ellipse if they're inside a damaging quake whose
  IntensityX != IntensityY.
- Don't break old savegames.
2015-02-18 14:48:52 -06:00
MajorCooke
7050d03222 Added A_QuakeEx(intensity x, y, z, duration, damrad, tremrad, sound, flags)
- Unlocks the full potential of using quakes, including the Z axis. Each intensity applies to X/Y/Z planes whenever a player is experiencing it.
- Flags:
- QF_RELATIVE - Adjusts the quaking of the camera to go in the direction its aiming (X: forward/backward. Y: Left/right.)
- Plans for including pitch will be implemented in the future for the Z axis with relativity.
2015-02-14 15:58:39 -06:00
Christoph Oelckers
337682934c - fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
2015-02-10 23:40:53 +01:00
Randy Heit
fd7ed2bc25 Undo most of ZzZombo's changes
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
  everything that doesn't look like an actual improvement.
2015-02-08 20:44:18 -06:00
Christoph Oelckers
57ae77412d Merge branch 'althud_ammo' of https://github.com/alexey-lysiuk/gzdoom 2015-02-08 11:52:08 +01:00
alexey.lysiuk
003817f415 Added customization of ammo display in alternative HUD
Added hud_showammo CVAR with three states:
* If value is 0, show ammo for current weapon only
* If value is 1, show ammo for available weapons
* If value is greater than 1, show ammo for all weapons
Default value is 2, so initial ammo display behavior isn't changed
2015-02-08 11:08:02 +02:00
ZzZombo
c4b742ebf0 - Part 2 of the sanity crusade. 2015-02-08 17:03:49 +08:00
Christoph Oelckers
2d4299608c Merge branch 'Inventory.Transfer-flag' of https://github.com/Edward850/zdoom 2015-02-07 13:12:15 +01:00
Christoph Oelckers
6801d0faec Merge branch 'pause' of https://github.com/Edward850/zdoom 2015-02-07 13:03:33 +01:00
Edward Richardson
291861bf52 Removed debug output 2015-02-05 23:53:34 +13:00
Edward Richardson
5164b78c31 Camera paths would hold indeterminate of the level 2015-02-05 22:44:51 +13:00
Edward Richardson
1e0a1466a3 Moved and rearranged transfer task
- Some inventory pickup conditions weren't properly covered
2015-02-05 20:13:54 +13:00
Edward Richardson
de4097cc7b Added INVENTORY.TRANSFER
- INVENTORY.TRANSFER allows transferring all owned inventory to a new
owner on pickup.
2015-02-05 14:52:52 +13:00
Braden Obrzut
72506fa6e9 - Fixed: Regression with centered coordinates. 2015-01-26 15:00:36 -05:00
Braden Obrzut
1c2a6e8457 - Fixed: fullscreenoffset coordinates were determined by translated (offsets) coordinates instead of input coordinates. 2015-01-16 13:12:18 -05:00
Christoph Oelckers
5c658e98ec Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-27 19:20:12 +01:00
Christoph Oelckers
cef8ae5632 - fixed: The A_BossDeath code in P_MorphedDeath was missing a NULL pointer check. 2014-12-27 19:19:15 +01:00
Randy Heit
bce7d12379 Change clipping in DSBarInfo::DrawGraphic()
- Fixed: When DSBarInfo::DrawGraphic() is used scaled, without fullscreen
  offset, if one of the top and left clip locations was 0 and the other
  was non-0, the 0 one would be clipped to the edge of a 4:3 box centered
  on the screen instead of the edge of the screen.
2014-12-26 18:40:15 -06:00
Christoph Oelckers
e6de24a7de - turned out that the recent change to allow cancelling a powerup blend through a powerup giver did not work well so now there's an explicit 'Powerup.Color none' to do it that works a bit differently. 2014-12-06 22:08:39 +01:00
Christoph Oelckers
fbe14d59bb - fixed: All powerup blend colors with an alpha of 0 were treated as 'has no color' for PowerupGivers. 2014-12-03 13:05:50 +01:00
Kyle Evans
3af08f1983 Fixed weapon drawing rules to account for the death camera [backported from gzdoom], also fixed drawing rules for crosshair 2014-12-01 22:03:22 -06:00
Christoph Oelckers
5ae5d2e7eb Merge branch 'master' of https://github.com/rheit/zdoom 2014-11-25 16:14:49 +01:00
Braden Obrzut
0123279a1f - Work around an i386 specific optimizer bug in Apple's GCC 4.2 (GCC 4.0 has worse bugs).
- Fixed: zdoom-info.plist used some non-existant/wrong variables.
2014-11-24 22:22:29 -05:00
ChillyDoom
e38aee070c - Changed TThinkerIterator loops back to MAXPLAYERS loops.
- Added STAT_BOT.
2014-11-15 08:58:29 +00:00
ChillyDoom
ee977f94d7 - Moved bot thinking logic into DBot. 2014-11-14 16:54:56 +00:00
Christoph Oelckers
edd53f22a1 - fixed: The buddha powerup set the wrong flag. 2014-10-25 12:34:46 +02:00
Christoph Oelckers
cfe97b0f0f - Fixed: Killing a morphed monster must trigger A_BossDeath on its unmorphed self. 2014-10-25 11:33:28 +02:00
Christoph Oelckers
313245dd77 - added a Buddha powerup 2014-10-25 09:53:23 +02:00
MajorCooke
d1dc6fd59a - Added: BUDDHA and FOILBUDDHA.
- Fixed: mugshot didn't take the god2 cheat into account.
2014-10-25 09:39:00 +02:00
Christoph Oelckers
9402bcf6cd - fixed: The targeter must reset its HUD sprites when being reactivated during the blinking phase. 2014-10-24 22:47:40 +02:00
John Palomo Jr
4496885366 Added Inventory.AlwaysRespawn flag. 2014-10-24 04:46:43 -04:00
ChillyDoom
db323643f8 - Renamed FBot to DBot and made it inherit from DThinker.
- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
2014-10-14 19:57:11 +01:00
ChillyDoom
83d84eaae9 - Moved bot related variables from player_t into a new FBot class. 2014-10-13 18:40:25 +01:00
ChillyDoom
5de6b535ae - Removed unnecessary 'id' variable from AActor.
- Removed unused 'backpack' variable from player_t.
- Removed duplicate code from b_move.cpp.
- General cleanup.
2014-10-13 08:45:36 +01:00
Edward Richardson
4db8b3e421 Made delay updates less erratic 2014-09-26 15:48:44 +12:00
Edward Richardson
97586c317e Further refinements to network balancing
- Added delay times of all players to the scoreboard
- Removed balancing from packet-server (tried it, didn't work)
- Calculations remove an extra tic to account for possible bias
2014-09-26 15:48:42 +12:00
Edward Richardson
542b8a7171 Added network load balancing
- Guests can now attempt to match latency with the arbitrator.
(net_loadbalance)
- Added althud feature to show arbitrator and local latency.
(hud_showlag 1 is on for netgames, 2 is always on)
2014-09-26 15:48:42 +12:00
Christoph Oelckers
a0f507d18f - fixed: The crosshair setting code checked for existence of lumps, not textures and missed anything defined in a TEXTURES lump. 2014-09-13 09:51:49 +02:00
Braden Obrzut
27ebfa783e - Added IfHealth based on Blue Shadow's patch. 2014-09-12 00:49:09 -04:00
Braden Obrzut
0223b7f460 - Fixed: InInventory didn't work quite right with multiple items. 2014-09-12 00:39:36 -04:00
Christoph Oelckers
f0eccb9d15 - BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses. 2014-08-11 10:08:49 +02:00
Christoph Oelckers
259466c3d4 fixed time printing.
- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
2014-08-11 09:39:38 +02:00
Edward Richardson
9716a61219 Add CVar for drawing weapons in the althud 2014-08-02 19:34:16 +12:00
Christoph Oelckers
a21f01bc5f - added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags. 2014-07-26 10:15:07 +02:00