Commit Graph

125 Commits

Author SHA1 Message Date
Christoph Oelckers 5ffda41c7e - Added Blzut3's SBARINFO submission.
SVN r613 (trunk)
2007-12-20 22:35:02 +00:00
Christoph Oelckers 4d6fc97a9a - Fixed: When a skybox viewpoint is destroyed it should clear all
sector references to itself.


SVN r600 (trunk)
2007-12-17 22:18:52 +00:00
Randy Heit 351ed8dcd1 - Changed the PowerTimeFreezer "blink" effect back to checking against
EffectTics (now + 1), because I wasn't convinced of the correctness of
  using level.time.
- Fixed: SC_CheckNumber() considered the empty string "" as the number 0.


SVN r586 (trunk)
2007-12-08 22:29:59 +00:00
Randy Heit cc9dc13f55 - Fixed the PowerTimeFreezer, too. It got easier once I realized that I only
need to be concerned about changing the flag on odd tics, since A_Tracer()
  is called every two tics, not four.


SVN r584 (trunk)
2007-12-07 05:12:30 +00:00
Christoph Oelckers e1abe4b380 - Changed first name from 'none' to ''. The internal constant is still NAME_None,
though.
- Fixed: Picking up a backpack incorrectly set the maximum amount for any ammo
  type that didn't have a BackpackMaxAmount to 0.


SVN r569 (trunk)
2007-11-19 20:32:39 +00:00
Christoph Oelckers 621fe2ed98 - Changed PowerFlight so that Hexen's infiniteness is not controlled by being
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
  time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
  the dmflags CVAR to start the level without monsters.


SVN r563 (trunk)
2007-11-08 09:22:06 +00:00
Christoph Oelckers 8f5dd5d028 - Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if
an ammo type's BackpackAmount was 0.
- Fixed some minor bugs in custom skill code.

SVN r562 (trunk)
2007-11-04 08:39:05 +00:00
Christoph Oelckers 170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00
Christoph Oelckers 3b477d7022 - Fixed: POwered up weapons with a different ready state than their base
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
  state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
  40.
- Fixed: The code which checked for hitscan traces hitting actors from above
  and below must test whether the calculated hit position is actually inside 
  the actor being checked. If it crosses the top/bottom plane outside the
  bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
  This was done to ensure compatibility with parsers that will parse these as
  identifier-aware script code later.


SVN r554 (trunk)
2007-10-19 08:49:02 +00:00
Christoph Oelckers 90db40c70f - Fixed: Tne Imp's raise state sequence was wrong due to a typo.
- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
  flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
  referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
  owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
  next.



SVN r552 (trunk)
2007-10-05 08:04:38 +00:00
Christoph Oelckers 09f5bbc2d3 - Fixed: AActor::CopyFriendliness must not copy the target if it has the
MF3_NOTARGET flag set.
- Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as
  in other modes.


SVN r547 (trunk)
2007-09-25 23:31:27 +00:00
Christoph Oelckers 5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
  ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
  Implementing this as an inventory flag IF_IGNORESKILL also allows to create
  ammo/weapon/backpack types that don't multiply the ammo given when on this
  skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
  something.

SVN r540 (trunk)
2007-07-28 12:38:10 +00:00
Christoph Oelckers 2829361c5c - Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer.
- Fixed: DECORATE color translations with explicit colors didn't work because the
  code treated byte values as fixed point.
- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
  Otherwise it doesn't work properly.
- Fixed: Entering a backslash in the player's name box caused a crash because 
  the code analyzing the string was missing a NULL pointer check.
- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
  even for dead monsters.
- Fixed: The palette flash for item pickup was not reset upon a player's death.
- Fixed: P_DamageMobj tried to get damage multiplier information from the
  damage inflictor, not the attacker.
- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
  attacker, not themselves. This caused a crash when they were killed by a crusher.


SVN r539 (trunk)
2007-07-12 15:15:57 +00:00
Christoph Oelckers 50f75b6e8a - Fixed: deadthings.txt contained a superfluous ';' which created parsing errors
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its 
  own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
  to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
  this creates needless overhead by adding a potentially unneeded name to the name
  table and looking up the name. In almost all cases where a name is needed it's as
  easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.


SVN r537 (trunk)
2007-05-28 14:46:49 +00:00
Christoph Oelckers 2345a1a5f0 - Fixed: The speed definition of PowerSpeed used PROP_SpeedFixed instead of
PROP_SpeedLong.
- Fixed: The Chainsaw's kickback was initialized to the default - not 0.


SVN r535 (trunk)
2007-05-27 12:16:43 +00:00
Christoph Oelckers a6a5821f04 - Added a compatibility option to restore the original behavior of the Invisibility
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
  For all damage related actions it will always be the projectile (or puff for hitscan
  attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
  is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
  no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
  are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's 
  implementation.


SVN r530 (trunk)
2007-05-12 11:14:09 +00:00
Christoph Oelckers d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Christoph Oelckers 12c122a7dd - Fixed: player_t::Powers was not saved in a savegame.
- Removed all unused PW_* player power flags.
- Added Skulltag's TimeFreezer powerup.


SVN r527 (trunk)
2007-05-01 15:09:44 +00:00
Christoph Oelckers 5cd1922d26 SVN r524 (trunk) 2007-04-30 09:04:43 +00:00
Christoph Oelckers 6e5b1f1182 - Added a simple check for abstract weapon classes so that I can properly define
the DoomWeapon base class.
- Fixed: When the Tome of Power runs out it must also set any pending weapon
  back to their regular state.


SVN r521 (trunk)
2007-04-29 08:44:32 +00:00
Christoph Oelckers ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00
Randy Heit 38c821a96e - Fixed: Morphed players did not regain their innate armor when unmorphing.
(Only Hexen has players with innate armor, under normal conditions.)


SVN r504 (trunk)
2007-03-14 01:48:19 +00:00
Randy Heit 1a72c5f7b9 - Fixed: In Strife, using the shadow armor a second time while it is still
active should make you completely invisible and your first-person weapon
  inverse grayscale.


SVN r499 (trunk)
2007-03-08 23:34:54 +00:00
Randy Heit e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also
  has an inventory bar icon, it will be drawn darkened when it is
  depleted.


SVN r497 (trunk)
2007-03-07 02:24:24 +00:00
Christoph Oelckers 8ca5f3821d - Changed earthquake code to not add all the intensities but use the maximum
in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were
  never supposed to be additive. Many maps, including Hexen's own have placed
  quake spots so that they cover a larger area but the areas covered by the
  single spots overlap. On such maps the view will shake like crazy and
  render the map nearly unplayable.


SVN r480 (trunk)
2007-02-10 21:22:31 +00:00
Randy Heit b361ba05d8 - Reduced the rate at which drowning damage increases.
- Added more player water sounds:
    *dive - Played when your head goes below water.
    *surface - Played when your head goes back above water.
    *gasp - Played when you were drowning and get your air back.
  If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
  damage-specific player pain sounds. It looks for a sound with a name like
  "*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
  be assigned. Hence, the $playerreserve command has been eliminated, because
  it is no longer needed and it was never accessible from user wads, so I
  don't need to worry about breaking anything by removing it.


SVN r474 (trunk)
2007-02-04 00:22:56 +00:00
Randy Heit 72c93b479e - Added support for damage-specific player pain sounds.
- Removed the constraint that all $playerreserve SNDINFO commands must come
  before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.


SVN r466 (trunk)
2007-01-28 04:59:04 +00:00
Randy Heit 0b5e4b1f1f - Changed the vertheight and rounding-error-checking code in
DCanvas::DrawTexture() to calculate off the actual bottom of the image
  instead of the height, improving precision. Now the scaled status bar is
  flush with the bottom of the screen at 1280x1024, for instance.


SVN r458 (trunk)
2007-01-22 23:14:00 +00:00
Randy Heit b4390308df - Added a new WIF_NO_AUTO_SWITCH flag for weapons that should never be
switched to automatically when the player picks them up.


SVN r457 (trunk)
2007-01-22 22:15:50 +00:00
Christoph Oelckers d0c910fca6 - added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
2007-01-20 14:27:44 +00:00
Christoph Oelckers 554573bcb3 - Adjusted AlterWeaponSprite so that it properly handles multiple
invisibility powerups at the same time.


SVN r450 (trunk)
2007-01-14 08:58:07 +00:00
Christoph Oelckers 3c976ac02c - Converted the StrifePlayer to DECORATE. Even though it requires exporting
3 new code pointers without general use it was necessary to handle
  GiveDefaultInventory consistently for all players without the need to 
  subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
  not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
  and a BasicArmor item to the inventory. If these items are not the first ones
  added to the inventory anything else that might absorb damage is not guaranteed 
  to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
  Tick function, not the item's. This is so that the order of execution is
  determined by the order in the inventory. When done in the item's Tick function
  order depends on the global thinker table which can cause problems with the
  order in which conflicting powerups apply their effect. Now it is guaranteed
  that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
  cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
  prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
  the owner's translucency information in case of interference between different
  subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
  the translucency effect if an invisibility powerup is active.


SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Christoph Oelckers 1cd8370327 - Added Skulltag's REDMAP and GREENMAP.
- Fixed: The PlayerSpeedTrail must copy the player's scaling information
  (from Skulltag)
- Added r_maxparticles CVAR from Skulltag.
- Changed PCX loader so that it always loads the last 768 bytes of 8 bit graphics as a palette

SVN r447 (trunk)
2007-01-09 16:32:44 +00:00
Christoph Oelckers 3eeef7af77 - Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid
  confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
  by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.



SVN r427 (trunk)
2006-12-25 13:43:11 +00:00
Christoph Oelckers c89dd1de57 Moved a_puzzleitems.cpp from g_hexen to g_shared
SVN r426 (trunk)
2006-12-25 12:41:31 +00:00
Christoph Oelckers 2b6203f950 - Replaced several calls to S_GetSoundPlayingInfo with S_IsActorPlayingSomething
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds.
- Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds.
- Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO
  in D_DoomMain.
- Moved SNDINFO reading back to its old place after MAPINFO. This is necessary
  for Hexen's music definitions.


SVN r425 (trunk)
2006-12-24 23:08:49 +00:00
Randy Heit e1bd63e876 - Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided
  that was a worthless cause and went about just acting on the ones that
  might actually be helpful:
   C4189 (local variable is initialized but not referenced)
   C4702 (unreachable code)
   C4512 (assignment operator could not be generated)


SVN r420 (trunk)
2006-12-21 04:34:43 +00:00
Christoph Oelckers c7644ca34e - Converted the Heretic sound sequences and the particle fountains to DECORATE.
- Added DECORATE support for setting an actor's args. If this is done
  it will also disable the actor's special that can be set in a map. This
  is for actors that want to use A_CountdownArg or similar functions
  that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
  for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that 
  all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector 
  lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.


SVN r401 (trunk)
2006-12-02 15:38:50 +00:00
Christoph Oelckers 0ba809234e - Fixed: The StrifePlayer couldn't obtain his default inventory because
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
  he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
  in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.


SVN r395 (trunk)
2006-11-29 10:03:35 +00:00
Christoph Oelckers a90ba9deb6 - Converted Ettin and Centaur to DECORATE.
- Made the Ettin's and Centaur's howling sound an actor property.
- Added A_CustomComboAttack function to finally have something that can
  replace the old A_ComboAttack function.
- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
  and which also should make most of the A_CustomMissile abuse unnecessary.
- Added A_QueueCorpse to the list of DECORATE code pointers.
- Made the size of Hexen's corpse queue configurable by CVAR
  (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse 
  queuing completely so that even in Hexen all corpses will stay forever.


SVN r392 (trunk)
2006-11-27 00:01:30 +00:00
Randy Heit 04b80f8de5 - Reverted updaterevision.vcproj to r385 and added a note as a build event
explaining the need to use mt.exe 6.0 or newer. Here is the note:
  VERY IMPORTANT: You must copy the mt.exe from %VSINSTALLDIR%\Common7\Tools\bin
  on top of the version in %VSINSTALLDIR%\VC\bin or your computer may restart
  while building.
- Changed the ASecretTrigger::Activate() fix: There's no reason open scripts
  shouldn't be able to activate secret triggers; players just won't get
  credit for it in coop.
- Added a NULL actor check to R_SetupFrame().
- Fixed: The player sounds in DEHSUPP were defined incorrectly.


SVN r390 (trunk)
2006-11-26 01:30:34 +00:00
Christoph Oelckers beca482a68 - Fixed: SecretTriggers that were activated in an OPEN script caused a crash.
SVN r389 (trunk)
2006-11-26 00:09:17 +00:00
Christoph Oelckers 49422188f2 - Converted Heretic's Clink (Sabreclaw) to DECORATE.
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
  the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code 
  pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.



SVN r388 (trunk)
2006-11-25 12:25:05 +00:00
Randy Heit 824fa1a557 - Fixed: The backpack didn't give extra ammo in baby and nightmare modes.
SVN r387 (trunk)
2006-11-25 04:47:42 +00:00
Christoph Oelckers 1502215009 - Made AActor's xscale and yscale properties full precision fixed point
so now larger scales than 4 can be done.


SVN r381 (trunk)
2006-11-14 16:54:02 +00:00
Christoph Oelckers e5bce37755 - Converted Heretic's and Hexen's players to DECORATE.
- Made Hexenarmor factors configurable by DECORATE.
- Added support for selecting the invulnerability mode per item as well.
- Made Invulnerability and Healing radius behavior selectable by player
  class instead of hard coding the special behavior to the Hexen classes.


SVN r379 (trunk)
2006-11-07 10:20:09 +00:00
Christoph Oelckers 80950553c6 - Converted the DoomPlayer to DECORATE.
- Extended all A_Jump commands to take labels as parameters in addition
  to offsets.


SVN r378 (trunk)
2006-11-05 21:46:28 +00:00
Christoph Oelckers 8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00
Christoph Oelckers 29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +00:00
Christoph Oelckers 063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00