redirect player pointers, it affects the bodyque too. That meant that in
multiplayer games, once the bodyque filled up, anybody was in danger of
being rudely destroyed the next time somebody respawned.
SVN r386 (trunk)
the build process can run uninterrupted under Vista.
- Fixed: DIRECT3DCREATE9FUNC needs WINAPI added to its prototype so that it
works properly in release build, which defaults to __fastcall.
SVN r385 (trunk)
to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject
that touches a player actor will not have a valid actor->player->mo chain
for P_DamageMobj and crash if it happens to touch the player. Since the
polyobject was presumably in a good spot when the game was saved, we can
just skip this step entirely and let it take care of itself the next time
it moves (by which time, the players will be valid).
- Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the
window kept the WS_EX_TOPMOST style.
- Slight correctness fix: When in fullscreen, the window should have WS_POPUP
style.
- Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(),
A_DemonAttack2_1(), and A_DemonAttack2_2().
SVN r384 (trunk)
- 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)
in DECORATE. While it is still recommended not to use them anymore
they will continue to work with custom state support and existing
DECORATE code doesn't have to be changed. However, they will remain
limited to the existing functionality, nothing more.
SVN r377 (trunk)
- 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)
- 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)
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)
- Fixed: Placing a /* */ comment at the very end of a file without a
terminating newline would not parse reliably.
- Added a NULL WallSpriteTile check to R_RenderDecal().
SVN r365 (trunk)
instead of forcing it into misc1/misc2. Although this increases the EXE's
size by 30k it has several advantages:
* State parameters are no longer limited to 65535 for all states combined.
* State parameters can be used with long durations.
* Some special handling in the weapon state set functions can be removed.
SVN r364 (trunk)
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
and Thing_Move functions so that TID 0 affects the activator.
SVN r362 (trunk)
It is like A_Jump, except it accepts up to 20 jump targets. The jump
probability is still the first parameter and controls whether any jump is
taken at all; use 256 if you always want to jump. If a jump is taken, then
one of the jump targets will be chosen at random, with each target having
an equal chance of being chosen.
- Fixed: The unfreeze ccmd was not multiplayer-safe. And I renamed it to thaw,
since it has nothing to do with the freeze ccmd.
SVN r360 (trunk)
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.
SVN r359 (trunk)
resulted in incorrect colors.
- Fixed: FFont::BuildTranslations didn't clamp the RGB color values. This
can happen if some font colors overflow or underflow due to incomplete
range specifications.
SVN r358 (trunk)
on the automap instead. If its first argument is zero, the map marker itself
appears on the automap, otherwise it is drawn on top of any actor with a TID
matching that argument. If the second argument is one, then the map marker
will only be appear if the player has previously seen the sector it is one.
You can use Thing_Activate and Thing_Deactivate on markers to turn them on
and off. And if you subclass MapMarker with DECORATE, you can easily make
your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
screenblocks < 10.
SVN r356 (trunk)
DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing
the vector lengths, fixing desyncs between GCC/VC++ games that happened
because the two compilers produced slightly different results for some
slopes. GCC kept them in registers, so they were never truncated to floats.
VC++ stored them to memory and reloaded them in order to truncate them to
the defined precision. Lesson learned: Floating point numbers in local
variables should always be doubles to produce the best code with VC++ that
has the best chance of matching GCC's default behavior.
- Removed netget and netsend function pointers. PacketGet and PacketSend are
now called directly.
- Fixed: Watching a demo from the point of view of someone other than the
first player could cause a crash when the demo ended.
- Removed invcount from the expression evaluator at Grubber's suggestion,
because it doesn't work.
- Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it
can happen immediately instead of at the next resolution change.
SVN r355 (trunk)
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is
processed, it will check if it's okay to do an autosave. If it is, it writes
DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave.
Essentially, about half of the functionality was moved out of G_DoAutoSave()
and into Net_DoCommand().
- Minor changes to OS detection: The os_WinNT enumeration has been renamed to
os_WinNT4, since every new OS coming out of Microsoft these days is
essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows
Server 2003" and "Windows Vista" respectively, and any unknown NT versions
Microsoft introduces in the future will now be displayed as "Windows NT"
instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the
minor version is non-0. Win32s detection has also been removed. Presumably
if somebody is foolish enough to try to run this on Windows 3.x with Win32s,
it won't even load due to missing DLLs.
- Fixed: Demos with NETD chunks should not set netgame to true unless they
have more than one player. And since netdemo is ignored if netgame is
false, it doesn't need to set that either.
- Fixed: FTexture::GetScaled* functions did not check for scale values of 0.
SVN r354 (trunk)
definition and not in BeginPlay.
- Changed the special explosion behavior of the rocket to a flag
(MF5_DEHEXPLOSION) so that its effects can be used on other actors
as well without having to inherit from the rocket.
SVN r353 (trunk)
isn't defined yet in order to replace lumps that are not in the
list of preinitialized graphics.
- Changed font initialization to occur after textures have been completely
initialized. This is necessary so that the font characters can be
replaced with hires versions.
SVN r351 (trunk)
bWorldPanning flag. Also added some NULL pointer checks to the
hires texture loading code.
- Added Sector_SetFloorScale2 and Sector_SetCeilingScale2 line specials.
They are mostly the same as Sector_Set*Scale but take fixed point parameters.
This makes them easier to use and more precise than the old ones which
offered very small fractional precision.
- Changed Thing_Deactivate so that passing a tid of 0 deactivates the calling
actor.
- Added MeansOfDeath parameter to DamageThing.
SVN r350 (trunk)
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.
SVN r348 (trunk)
only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
old body kept executing on that body instead of being transferred to the new
one. I'm doing this with general pointer substitution now, so everything
that pointed to the old body will use the new one; not sure if that's best,
or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
you're playing Hexen and an old-style ACS script delays it will wait one
extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
thought the old player actor was a voodoo doll and stopped its scripts
and moved its inventory.
SVN r347 (trunk)
local player, so co-op games would spawn only the things relevant for the
local player and not all the things relevant for all players.
SVN r344 (trunk)
state has changed since the target has been acquired.
- Fixed: Multiplayer telefrag obituaries must be handled before weapon
dependent obituary messages.
SVN r341 (trunk)
- PClass::StaticInit() now sorts the class metadata so that operations that
iterate over it (such as the "give all" cheat) are compiler-independant.
SVN r340 (trunk)
so any item that was giving another CustomInventory item didn't work
as intended.
- Fixed: CustomInventory items didn't process A_Jump... commands properly
for non-players.
SVN r339 (trunk)
could not be saved for some reason.
- Added the writeini console command to write the config file, optionally
specifying a specific file name for it.
- Fixed: "Multiplayer" demos that only had one player were not played back
properly because the demo playback code only checked the number of players
to determine if it should be played as a netdemo.
SVN r333 (trunk)