Christoph Oelckers
4b0af5967e
- use proper constructor for FMultiBlockLinesIterator in P_CheckPosition.
2016-02-22 15:51:18 +01:00
Christoph Oelckers
730145d1fc
- more transition to FMultiBlock* iterators:
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* removed all code for dealing with z-displacing portals in the iterator loops. This would cause too many problems so I decided to scrap any provisions for allowing interactive portals with z-displacement. They will remain restricted to pure teleporter portals.
* changed spechit to carry a position along with the special line. If something is activated through an interactive portal this is needed to calculate movement.
* pass the abovementioned position to CheckForPushSpecial.
* collect touched portal lines in a second array analogous to spechit.
* use FMultiBlockThingsIterator in P_TestMobjZ.
2016-02-22 12:05:38 +01:00
Christoph Oelckers
ca2fc47fa3
- refactoring of PIT_CheckThing.
2016-02-22 12:05:37 +01:00
Christoph Oelckers
98c7fabb89
- untested partial refactoring of P_CheckPosition.
...
(This is just a safety commit before doing some more extensive behind-the-scenes refactoring.)
Notable changes here:
* use the same logic for determining whether a 3D floor is 'below' or 'above' the actor as all the other functions.
* removed the broken code which tried to detect whether an actor was touching a steep slope. Better use P_LineOpening to find the correct planes and store the results.
* improved detection whether the slopes on both sides of a plane are identical, using the same data as for steep slope detection.
2016-02-22 12:05:37 +01:00
Christoph Oelckers
abcc6049b9
- made the z coordinate part of the CheckResults for the MultiBlock iterators and use these for all height checks in the iterator loops. This will later make it easier to support arbitrary portals with height displacements.
2016-02-22 12:05:36 +01:00
Christoph Oelckers
26967bd0ee
- migrated P_PlayerStartStomp to FMultiThingIterator.
...
Note: This replaces AActor::intersects with a direct calculation. Although that function could be adjusted it'd mean some redundant distance calculations which are easily avoided.
2016-02-21 00:21:42 +01:00
Christoph Oelckers
f8a8d8eed2
- fixed use of wrong position variable in P_TeleportMove's thing iterator.
2016-02-21 00:21:42 +01:00
Christoph Oelckers
58fcd8d742
- implemented the FMultiBlockThingsIterator and converted P_TeleportMove to use it.
2016-02-21 00:21:41 +01:00
Christoph Oelckers
b8f8daf1c1
- fixed:In P_ChangeSector, floorOrCeil==2 means that only 3D midtextures moved. This means that
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* no 3D floor movement can take place
* no portal changes can occur.
2016-02-20 15:52:19 +01:00
Christoph Oelckers
cfbb3bcbb2
- completed work on P_FindFloorCeiling and all functions it calls.
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Note: The debug output is left in so that in cases of an error it can still be used.
2016-02-20 02:22:10 +01:00
Christoph Oelckers
d876a95152
- set floor and ceiling sector when it comes from a 3D floor.
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There's code in p_mobj.cpp which needs this to pick the correct plane.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
6132f6971a
- added support for FFCF_NOPORTALS and FFCF_3DRESTRICT to FindNextLowestFloorAt and FindNextHighestCeilingAt
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- use these functions in P_GetFloorCeiling instead of duplicating all this code.
- removed some debug CCMDs.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
cb0e7c6ca5
- fixed some issues with P_FindFloorCeiling rework.
2016-02-20 02:22:08 +01:00
Christoph Oelckers
02d7572343
- some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
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- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- čontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00
Christoph Oelckers
884a265d4a
- refactored P_FindFloorCeiling to be portal aware and cleaned up its interface.
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A big problem with this function was that some flags required setting up some variables before calling it and others did not. It will now set everything up itself so all initializations to AActor::floorz and ceilingz that were made before these calls (which were all identical to begin with) could be removed and the internal initialization logic streamlined.
2016-02-17 21:57:52 +01:00
Christoph Oelckers
10a3d75556
- reviewed and adjusted ZatPoint calls in p_map.cpp.
2016-02-17 11:39:14 +01:00
Christoph Oelckers
f24bf7e622
- separated FCheckPosition and its FPortalGroupTable substructure into its own header because this was creating too many dependencies on other headers with FCheckPosition in p_local.h and FPortalGroupTable in portals.h.
2016-02-15 13:40:31 +01:00
Christoph Oelckers
6adb069506
- rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
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This was to resolve some circular dependencies with the portal code.
The most notable changees:
* FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
* split off the parts from p_maputl into a separate header.
* consolidated all blockmap related data into p_blockmap.h
* split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
c338b9cde3
- some more portal preparation .
2016-02-14 16:26:27 +01:00
Christoph Oelckers
158caf78a0
- more float to double conversion.
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In particular this removes all assignments of FIXED2FLOAT to double variables because they not only lose precision but also generate unnecessary code.
2016-02-11 21:33:30 +01:00
Randy Heit
b3b0886b64
Merge branch 'scripting'
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Conflicts:
src/actor.h
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_blastradius.cpp
src/p_enemy.cpp
src/p_enemy.h
src/thingdef/thingdef.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
Christoph Oelckers
46024398fe
- fixed: Change FCheckPosition::LastRipped to a TMap so that it can track multiple overlapping actors being ripped during the same tic.
2016-01-30 22:06:04 +01:00
Christoph Oelckers
7b1fbe0a02
- fixed: P_TeleportMove was missing checks for THRUACTORS and THRUSPECIES flags.
2016-01-29 11:29:47 +01:00
Randy Heit
87dee5c611
Fixed: Co-op players could spawn at (0,0) if no start spots for them
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- Check if a co-op start exists. If not, pick one at random.
- Don't telefrag other players when spawning in co-op games, since
you're allowed to move out of other players now.
2016-01-28 20:08:09 -06:00
Randy Heit
9744b9e0d9
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/dobject.h
src/dobjgc.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
2016-01-21 12:45:06 -06:00
Christoph Oelckers
03d7418f51
- fixed: Since sector movement is done after P_PlayerThink is called, any player position change induced by this is not factored into player_t::viewz and needs to be added explicitly.
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This fixes the infamous 'view squats down a bit when riding up an elevator' effect. It is also there in the other cases but far less pronounced.
2016-01-21 10:23:20 +01:00
Christoph Oelckers
c78344c19d
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/p_user.cpp
src/thingdef/thingdef_expression.cpp
2016-01-20 15:16:06 +01:00
Christoph Oelckers
35271187a5
- took care of the rest of p_map.cpp.
2016-01-20 13:48:05 +01:00
Christoph Oelckers
4b9647e539
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_hexen/a_hexenspecialdecs.cpp
src/g_strife/a_thingstoblowup.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-20 11:45:57 +01:00
Christoph Oelckers
500bc2b852
- fixed two refactoring errors:
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* A_BridgeOrbit had its radius as an int, not a fixed_t.
* PIT_CheckThing used the wrong coordinate for checking actor distance.
2016-01-20 11:39:41 +01:00
Christoph Oelckers
7ea3e49332
- refactored p_mobj.cpp and the first half of p_map.cpp.
2016-01-20 01:48:57 +01:00
Christoph Oelckers
bc63b70d88
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/fragglescript/t_func.cpp
src/g_doom/a_bossbrain.cpp
src/g_doom/a_revenant.cpp
src/g_heretic/a_hereticartifacts.cpp
src/g_heretic/a_hereticweaps.cpp
src/g_heretic/a_knight.cpp
src/g_hexen/a_bishop.cpp
src/g_hexen/a_clericholy.cpp
src/g_hexen/a_dragon.cpp
src/g_hexen/a_firedemon.cpp
src/g_hexen/a_flechette.cpp
src/g_hexen/a_heresiarch.cpp
src/g_hexen/a_hexenspecialdecs.cpp
src/g_hexen/a_iceguy.cpp
src/g_hexen/a_korax.cpp
src/g_hexen/a_magelightning.cpp
src/g_hexen/a_serpent.cpp
src/g_hexen/a_spike.cpp
src/g_hexen/a_wraith.cpp
src/g_raven/a_minotaur.cpp
src/g_shared/a_bridge.cpp
src/g_shared/a_pickups.cpp
src/g_shared/a_randomspawner.cpp
src/g_strife/a_alienspectres.cpp
src/g_strife/a_crusader.cpp
src/g_strife/a_entityboss.cpp
src/g_strife/a_inquisitor.cpp
src/g_strife/a_loremaster.cpp
src/g_strife/a_programmer.cpp
src/g_strife/a_sentinel.cpp
src/g_strife/a_spectral.cpp
src/g_strife/a_strifestuff.cpp
src/g_strife/a_strifeweapons.cpp
src/g_strife/a_thingstoblowup.cpp
src/p_local.h
src/r_utility.cpp
2016-01-19 13:43:11 +01:00
Christoph Oelckers
43314f0c0d
- started refactoring p_map.cpp
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- added AActor::Top function to replace the frequent occurences of actor->z + actor->height.
2016-01-18 00:59:16 +01:00
Christoph Oelckers
bf747075e8
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_hexen/a_clericstaff.cpp
src/p_enemy.cpp
src/p_interaction.cpp
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
fbaab5044d
Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
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Conflicts:
src/d_dehacked.cpp
src/decallib.cpp
src/g_hexen/a_clericstaff.cpp
src/p_interaction.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers
5207aa6cc0
Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
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Conflicts:
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +01:00
Christoph Oelckers
87689d3ba6
- global search&replace of ZatPoint calls with commonly named actor variables.
2016-01-17 14:08:20 +01:00
MajorCooke
421dcacb94
Added NULL check to lines.
2016-01-16 16:36:42 -06:00
MajorCooke
e4a74e91fc
- Puffs should not spawn on floors or ceilings with sky flats without the SKYEXPLODE flag.
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- Added line horizon check for puffs as well.
2016-01-16 16:33:19 -06:00
Christoph Oelckers
0e645ad173
- added a 'non-modify' mode to P_TeleportMove and let A_Respawn use that, rather than letting P_TeleportMove muck around with the actor properties and then have A_Respawn only partially and haphazardly restoring them afterward.
2016-01-16 16:30:53 +01:00
Christoph Oelckers
5a8062abba
- fixed copy/paste error in secmovefac. (It returned friction instead of movefactor...)
2016-01-16 09:05:46 +01:00
MajorCooke
dd9e7560c4
Added support for puffs to spawn on floors and ceilings if ALWAYSPUFF is used.
2016-01-14 11:21:08 -06:00
Christoph Oelckers
2c0f64cf9f
- refactoring of R_PointToAngle2 when used to calculate direction between two actors.
2016-01-10 20:46:26 +01:00
Christoph Oelckers
1e2ce9a622
- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
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The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +01:00
Christoph Oelckers
71c7f2b42c
- added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
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'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
0b5e419593
- fixed friction logic for sectors.
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Issues with the old code:
* when calculating friction for a 3D-floor - swimmable or not - the 3D floor's top texture must be used. The previous version always checked the sector's floor texture, even though the top might as well come from the sector's ceiling.
* 3D floors never checked for the SECF_FRICTION flag at all. According to Boom specs, sector-based friction must be ignored if this is the case.
* Terrain based friction had a higher priority than the sector's own value.
Changed the rules as follows:
* if the sector's SECF_FRICTION flag is set (i.e. something explicitly changed the sector's friction), this value is used regardless of terrain settings.
* if this flag is not set, the terrain's friction is used, if defined, using the proper plane for 3D-floors.
* otherwise the default is used.
2016-01-09 10:11:20 +01:00
Christoph Oelckers
3ffcec3eb3
- moved friction flag from special to Flags as well.
2016-01-06 02:01:59 +01:00
Christoph Oelckers
1ad02a6ce8
- allow specifying infighting through skills.
2015-11-29 12:10:12 +01:00
Edoardo Prezioso
6678c3550e
- Improve the TFlags code and fix the new errors.
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The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
2015-10-13 00:30:06 +02:00
Edward Richardson
389ff4fc98
Shift self-clip to first check for performance
2015-08-30 22:02:36 +12:00
Christoph Oelckers
36974431ba
Merge branch 'master' into scripting
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Conflicts:
src/thingdef/thingdef_codeptr.cpp
2015-08-01 09:42:31 +02:00
Christoph Oelckers
d8ea128f38
Merge branch 'master' into scripting
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Conflicts:
src/p_effect.cpp
src/p_effect.h
src/p_local.h
src/p_map.cpp
src/thingdef/thingdef_codeptr.cpp
2015-07-16 20:37:17 +02:00
Christoph Oelckers
1e4bec25c5
- fixed the distance check for unblocking overlapping monsters. It tested for half the radius as distance threshold when it should have used the full radius
2015-07-15 10:15:12 +02:00
Edward Richardson
2a69ae2a43
Change all float calcs in rails to doubles
2015-06-25 13:57:36 +12:00
Edward Richardson
8670b7ecf7
Use puff decal with MF7_FORCEDECAL
2015-06-25 12:53:46 +12:00
Christoph Oelckers
7ba577e1b0
Merge branch 'master' into scripting
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Conflicts:
src/g_heretic/a_hereticweaps.cpp
src/thingdef/thingdef_codeptr.cpp
2015-06-07 09:43:54 +02:00
Christoph Oelckers
4444d3c0c5
- removed the _3DFLOOR #define because we really do not want to comment this out anymore, right?
2015-06-07 09:41:44 +02:00
Eevee (Alex Munroe)
a87a86198c
Transfer friction to swimmable 3D floors.
2015-06-06 16:07:48 -07:00
Christoph Oelckers
5f1c4d157c
Merge branch 'master' into scripting
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Conflicts:
src/g_shared/a_sharedglobal.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_data.cpp
2015-04-30 12:30:36 +02:00
Christoph Oelckers
84351419a3
Merge branch 'master' of https://github.com/crimsondusk/zdoom
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Conflicts:
src/actor.h
2015-04-30 10:03:50 +02:00
Christoph Oelckers
405fc31e81
Merge branch 'master' of https://github.com/DaZombieKiller/zdoom
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Conflicts:
src/actor.h
2015-04-30 09:14:31 +02:00
Christoph Oelckers
2e0f999fea
Merge branch 'master' into scripting
...
Conflicts:
src/p_effect.cpp
src/p_effect.h
src/p_local.h
src/p_map.cpp
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/shared/inventory.txt
zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers
065c0a79cd
Merge commit '4f7ec3ad891d556c0d3f680e209a120ed38e9cdb' into scripting
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Conflicts:
src/d_main.cpp
src/info.cpp
src/info.h
src/p_acs.cpp
src/p_interaction.cpp
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_properties.cpp
(scripting branch update part 5)
2015-04-28 12:48:33 +02:00
Christoph Oelckers
792cad89b3
Merge commit '3849cb86231ce24131a86e9c29795a8cf3706a3d' into scripting
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Conflicts:
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_hexenspecialdecs.cpp
src/p_acs.cpp
src/p_enemy.cpp
src/p_interaction.cpp
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_expression.cpp
(Scripting branch update part 4)
2015-04-28 11:59:33 +02:00
Christoph Oelckers
d6e3fc0567
Merge commit 'fb9231a38db2025eb77bfd246f36d985cbbccd2e' into scripting
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Conflicts:
src/info.cpp
src/thingdef/thingdef_expression.cpp
wadsrc/static/actors/constants.txt
(Scripting branch update part 2)
2015-04-28 09:57:01 +02:00
Christoph Oelckers
c6fe0835d3
- fixed: The check for unblocking overlapping actors was a bit too lax.
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The code never checked the starting position of the move and could be erroneously triggered in rare situations where the distance increased between actors but the hit boxes started overlapping because x or y distance got below the radius.
Changed it so that the code only gets executed when there's already an overlap before the move.
2015-04-27 20:37:01 +02:00
Chronos Ouroboros
6a6836b1e7
Added SpiralOffset to railgun functions.
2015-04-23 15:11:54 -03:00
Teemu Piippo
ca012bc9be
- adapted AActor to use TFlags
2015-04-04 19:40:43 +03:00
Christoph Oelckers
0a16855232
- fixed: The assignment to the 'player' variable in P_DamageMobj occured too late, skipping a few cases.
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- changed monster unblocking logic to include players as well (i.e. a player being stuck inside another actor is allowed to move away from that other actor.)
2015-04-02 10:05:32 +02:00
Christoph Oelckers
34aeb428a1
- Removed the check for this flag from P_RadiusAttack because MF7_CAUSEPAIN cannot be used for radius attacks. Their logic is too different from regular attacks.
2015-04-01 10:01:48 +02:00
Christoph Oelckers
375c0ac736
- cleanup of damage flag handling in P_RailAttack.
2015-03-27 10:10:22 +01:00
MajorCooke
f161c0c501
- Fixed: Projectile impacts never called P_DamageMobj when damage was 0 without the CAUSEPAIN flag.
2015-03-25 14:19:50 -05:00
Christoph Oelckers
cf579e4c77
- removed unused 'bombvec' variable from P_RadiusAttack.
2015-03-14 13:14:27 +01:00
MajorCooke
9a09fbd7ed
Added MTHRUSPECIES support for rails and sprays.
2015-03-12 09:34:25 +01:00
Christoph Oelckers
123da68735
- took out the part of PIT_CheckThing that determines whether a missile should hurt its target and moved it to a separate function.
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- fixed: MF7_HARMFRIENDS was checked on the victim of an attack, but needs to be checked on the shooter.
2015-03-02 10:02:49 +01:00
ZzZombo
c4b742ebf0
- Part 2 of the sanity crusade.
2015-02-08 17:03:49 +08:00
Randy Heit
775e33ede7
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_doom/a_archvile.cpp
src/g_shared/a_morph.cpp
src/p_enemy.h
src/p_local.h
src/p_mobj.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_exp.h
src/thingdef/thingdef_expression.cpp
src/thingdef/thingdef_states.cpp
wadsrc/static/actors/actor.txt
2015-01-29 20:53:08 -06:00
Benjamin Moir
6dff8da503
Added +NODECAL and +FORCEDECAL actor flags
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Added FHF_NOIMPACTDECAL for LineAttack
2015-01-20 12:05:00 +10:30
Christoph Oelckers
c57cc91d7c
- cleaned up the RipLevel logic a bit to be less confusing.
2014-12-31 10:13:15 +01:00
MajorCooke
4ddfd0f46a
- Added 3 new properties and 3 functions to control them.
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- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
MajorCooke
519ff8b7d1
- HITTARGET/MASTER/TRACER now set the puff's pointer(s) within P_SpawnPuff.
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- PUFFGETSOWNER, for the sake of compatibility, maintains override for target.
2014-12-27 14:15:54 -06:00
Randy Heit
e0667544d2
Clamp chase_dist and chase_height because integer overflow is a thing.
2014-12-26 15:15:42 -06:00
MajorCooke
62a4945ca4
- Fixed: CAUSEPAIN didn't work with A_Explode calls featuring no damage.
2014-12-23 23:30:00 -06:00
Randy Heit
b5e4153c78
Merge branch 'master' into gonesolong
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Conflicts:
src/CMakeLists.txt
src/b_think.cpp
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_fighterplayer.cpp
src/namedef.h
src/p_enemy.cpp
src/p_local.h
src/p_mobj.cpp
src/p_teleport.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_function.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
were added to thingdef_function.cpp over the past year, as this file no
longer exists in this branch.
2014-12-21 21:15:11 -06:00
Randy Heit
2d87eb0ba2
Merge branch 'master' into gonesolong
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Conflicts:
src/CMakeLists.txt
src/actor.h
src/g_heretic/a_hereticmisc.cpp
src/g_heretic/a_hereticweaps.cpp
src/g_heretic/a_ironlich.cpp
src/info.h
src/namedef.h
src/p_buildmap.cpp
src/p_enemy.cpp
src/p_map.cpp
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
zdoom.vcproj
2014-12-20 19:13:14 -06:00
MajorCooke
31ad642843
- HITTARGET, HITMASTER and HITTRACER now apply to actors that bounce off of other actors.
2014-12-19 13:43:24 -06:00
MajorCooke
24f1bfae99
- Need to set it on the puff itself, not the defaults.
2014-12-16 12:48:52 -06:00
MajorCooke
fc05a3bb2f
- Added HIT* flag detection for bullet and rail attacks.
2014-12-16 12:37:31 -06:00
MajorCooke
e5340ad637
- Splitting the pull request in half.
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- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work.
- THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags.
- MIRRORREFLECT causes missiles to perform a direct 180 turn-around.
- AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
2014-12-09 12:09:36 -06:00
Edoardo Prezioso
629f3c1a8a
- Oops comment typo.
2014-11-25 19:23:49 +01:00
Edoardo Prezioso
8fbed78c21
- Add new function for the new slope calculations.
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Fixed also two MSVC warnings.
2014-11-25 19:15:25 +01:00
Edoardo Prezioso
cc4e66f976
- Fix the division by 0, improve comments.
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- Avoid doing the division if the result would be outside the ]0,1<<24[ range:
-- if the numerator is nonpositive, ie <=0, truncate the result to 0,
-- if the numerator is greater or equal than the denominator, the result will be outside the allowed range, hence truncate the result to 1<<24.
-- otherwise, the result will be inside the range. Knowing that the denominator is greater than the numerator, if the numerator has the last 24 bits non zero, the denominator can't be less than 1<<24, hence the denominator won't be truncated to 0.
- Add comment details to help who doesn't know math. Big deal!
2014-11-25 17:02:22 +01:00
Edoardo Prezioso
4b2af7074e
- Improve the 64 bit incompatibility patch.
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- Reorder the operands. First the numerator, then the denominator :) .
- Add a comment regarding the motivations for this change.
2014-11-16 11:29:16 +01:00
Edward Richardson
9ccb839ae2
Fix slope inconsistency for 64bit
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- Fixed: Slope logic would change between 32bit and 64bit due to float
math.
2014-11-16 16:23:15 +13:00
MajorCooke
b54b18c8c5
-Added: CAUSEPAIN. Actors which deal damage (even if 0) while having this flag can cause other actors to trigger pain chances.
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-Fixed: ALLOWPAIN should not trigger pain states if the damage is 0, but still allow for infighting to occur.
-Fixed: an unneeded logic call was processing damage modification when it was 0 to begin with.
2014-11-12 14:08:26 -06:00
MajorCooke
71ce4bcf06
- Fixed: Rail attacks didn't properly respect FOILINVUL.
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- Added: FOILBUDDHA support for rail attacks.
2014-11-05 23:16:01 -06:00
Christoph Oelckers
6073adbeef
- renamed FULLMASS to DONTTHRUST.
2014-10-28 08:40:34 +01:00
MajorCooke
f802d7a44c
- Added +FULLMASS.
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Actors will be excluded from damage/radius thrusting of all sorts by
explosions or damage of any kind. They will also never deal impact
damage to other enemies, nor will they damage themselves from being too
close to a wall.
2014-10-27 21:35:55 -05:00
Christoph Oelckers
5ac7e4fc38
- added HARMFRIENDS flag.
2014-10-25 00:30:36 +02:00
Christoph Oelckers
e81c404b04
- fixed some bad logic operations.
2014-10-25 00:01:04 +02:00
ChillyDoom
db323643f8
- Renamed FBot to DBot and made it inherit from DThinker.
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- 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
Edward Richardson
53b6e7d4d5
Added silent line teleport prediction
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- Allow activation of line teleport specials during prediction
- Moved prediction functions to improve uncapped framerates
2014-09-26 15:48:45 +12:00
GitExl
313b229319
Add PickActor ACS function.
2014-09-21 16:43:17 +02:00
Randy Heit
fefe6aa2c1
Specie -> Species
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- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
capable of exchanging genes or interbreeding
2014-08-07 22:40:12 -05:00
Leonard2
8c4c011ca2
MTHRUSPECIES on puffs
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You were right it's cleaner that way
2014-08-07 18:05:39 +02:00
Leonard2
5400ce1a21
+MTHRUSPECIES on puffs
2014-08-07 15:50:21 +02:00
Randy Heit
4cf468452c
Remove slopetype from line_t.
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- Recomputing it in the only two places where it's used is trivial, so
it's basically a waste of space to precompute it.
2014-07-31 19:15:08 -05:00
Randy Heit
ea7ba9dba3
Add per-actor friction
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- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
2014-07-28 23:15:50 -05:00
Edward Richardson
40771d22a5
Player prediction fixes in PIT_CheckThing
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Player prediction could end up executing functions for TOUCHY things or
modify velocities when BLASTED, among other things.
2014-03-15 04:15:30 +13:00
Randy Heit
e7f427aa60
Merge branch 'maint'
2014-02-24 19:26:50 -06:00
Randy Heit
a60918f601
Add NoPushWindowCheck compatibility flag
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- For maps like xtheateriii that expect non-blocking push lines to
activate when you are standing on them and run into a completely different
line, there is now this compatiblity.txt-only flag.
2014-02-24 17:43:28 -06:00
Edward Richardson
662bc7a3ac
cl_bloodtype could break playsim sync
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Corrected entries were blood would spawn inconsistently because of
cl_bloodtype. Blood now always spawns but is marked invisible according
to cl_bloodtype.
2013-12-01 22:06:48 +13:00
Christoph Oelckers
251cdacf26
Merge branch 'master' into scripting
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Conflicts:
src/g_shared/a_randomspawner.cpp
src/g_strife/a_strifeweapons.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/constants.txt
2013-09-03 09:01:28 +02:00
Christoph Oelckers
9c2454eacc
Merge branch 'maint'
2013-08-28 11:20:53 +02:00
Christoph Oelckers
26c381224c
- removed unused constants in p_map.cpp.
2013-08-28 11:16:30 +02:00
Christoph Oelckers
3e4678765b
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/thingdef/thingdef_codeptr.cpp
2013-08-18 12:18:59 +02:00
Christoph Oelckers
7a87e08107
- added MF7_ALWAYSTELEFRAG flag that causes an actor to be telefragged by everything that teleports into the same place.
2013-08-13 21:01:14 +02:00
Christoph Oelckers
be1a00c537
Merge branch 'maint'
2013-08-12 20:42:21 +02:00
Christoph Oelckers
e14590d8ce
- moved NOTELESTOMP to flags7. When committing I was accidentally on maint instead of master and in master flags6 was already full.
2013-08-12 20:41:33 +02:00
Christoph Oelckers
44a1b94ad9
- added MF6_NOTELESTOMP flag that prevents an actor from telefragging under all possible circumstances.
2013-08-12 20:23:54 +02:00
Christoph Oelckers
25ec3fb8fe
- added MF6_RELATIVETOFLOOR flag.
2013-08-10 09:32:55 +02:00
Christoph Oelckers
6a07118ea4
- added ML_BLOCKHITSCAN line flag.
2013-08-09 20:35:10 +02:00
Randy Heit
9c86f1c220
Merge branch 'master' into scripting for plugged userinfo memory leak
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Conflicts:
src/d_player.h
src/p_interaction.cpp
src/thingdef/thingdef_codeptr.cpp
2013-07-23 21:01:13 -05:00
Christoph Oelckers
83bd8ba1b8
- added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
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- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Randy Heit
4deeb8d8ae
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_doom/a_doomweaps.cpp
src/p_local.h
src/p_map.cpp
src/sdl/i_main.cpp
src/thingdef/thingdef_codeptr.cpp
2013-06-25 19:28:25 -05:00
Christoph Oelckers
394f21f71e
- fixed: Draining health from a victim must check for damage reduction before awarding the health to the player. This affected Heretic's gauntlets, A_Saw and A_CustomPunch.
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- added a DONTDRAIN flag that prevents the above attacks from draining any health at all.
2013-06-24 16:42:43 +02:00
Randy Heit
459ad5abff
- Updated scripting branch to latest version in trunk.
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SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Braden Obrzut
f436c02a43
- Fixed more possible NULL derefs from r4264
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SVN r4290 (trunk)
2013-05-26 20:56:20 +00:00
Braden Obrzut
5007571732
- Fixed: Possible NULL deref in P_RailAttack.
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SVN r4274 (trunk)
2013-05-20 20:47:55 +00:00
Randy Heit
b418f7de8d
- Fixed possible NULL pointer derefs in P_LineAttack()
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SVN r4264 (trunk)
2013-05-13 02:30:55 +00:00
Randy Heit
20d0cc717b
- Fix previous fix: Don't zero the velocity when a missile steps up and bounces.
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SVN r4262 (trunk)
2013-05-12 19:05:00 +00:00
Randy Heit
0ef00cdf6e
- Fixed: Missiles with STEPMISSILE set should probably be able to bounce off the floor they step up onto.
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SVN r4261 (trunk)
2013-05-12 19:02:15 +00:00
Randy Heit
2668988870
- Switched to a genericly extensible representation for userinfo.
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- Fixed: The playerinfo CCMD did not range check the player number.
SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
40f7abb8e9
- Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
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DECORATE). Then you can use:
* Bounce
* Bounce.Floor
* Bounce.Ceiling
* Bounce.Wall
* Bounce.Actor
* Bounce.Actor.Creature
Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
not cause it to change state.
SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Randy Heit
d2ef6d81da
- P_RailAttack() now checks the puff's MF3_FOILINVUL flag.
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SVN r4230 (trunk)
2013-04-28 03:45:19 +00:00
Randy Heit
449bf216fa
- Stop storing rail hits in a global variable, and consolidate the two railgun callbacks into a single function.
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SVN r4202 (trunk)
2013-03-23 03:05:01 +00:00
Randy Heit
dcf50ab6cb
- Added an enum for the values a Trace callback function can return.
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- Added a userdata parameter to pass to the Trace callback function.
SVN r4200 (trunk)
2013-03-23 02:54:13 +00:00
Randy Heit
044616a86f
- Fixed: Don't return false from PIT_CheckThing when a shootable missile hits a nonmonster and
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infighting is disabled; let the normal conditions apply. Otherwise, you end up with situations
where monster-fired projectiles can collide with pickups.
SVN r4198 (trunk)
2013-03-21 22:58:37 +00:00
Randy Heit
53e73783e0
- Added spawnofs_z parameter to A_RailAttack and A_CustomRailgun.
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SVN r4191 (trunk)
2013-03-20 03:36:45 +00:00
Randy Heit
de20936b13
- Allow negative force for A_RadiusThrust.
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SVN r4187 (trunk)
2013-03-20 02:41:59 +00:00
Christoph Oelckers
33f363f4c6
- added TheFortuneTeller's NORANDOMPUFFZ submission.
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SVN r4170 (trunk)
2013-02-27 10:35:44 +00:00
Braden Obrzut
356bfe81e3
- Cleared GCC warnings.
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SVN r4159 (trunk)
2013-02-22 18:16:23 +00:00
Randy Heit
6eb10a8079
- Fixed: r4160 inadvertently inverted the damage check for thrusting in P_RadiusAttack().
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SVN r4158 (trunk)
2013-02-22 03:06:00 +00:00
Braden Obrzut
facbca3619
- Fixed: If you hit a wall at the right moment you would some times come out of a teleporter with sliding velocity.
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SVN r4137 (trunk)
2013-02-14 23:27:09 +00:00
Randy Heit
0a2e42c090
- Skip the MF2_PASSMOBJ height checks in PIT_CheckThing() for ripper missiles.
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SVN r4135 (trunk)
2013-02-14 04:40:29 +00:00
Randy Heit
549712e719
- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
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can perform based on the amount of damage actually taken after all modifications are done to
it. However, if the damage is canceled away, blood will still spawn for the original damage
amount rather than the modified amount.
SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Randy Heit
e7efa1d802
- Update to latest version in trunk.
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SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit
6a91335841
- Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE
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and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
them telling P_RadiusAttack() that the target is the source.
SVN r3860 (trunk)
2012-08-30 04:01:50 +00:00
Randy Heit
3a6806942c
- Fixed: Horizontal movement should not trigger bump specials while predicting.
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SVN r3855 (trunk)
2012-08-28 02:52:53 +00:00
Randy Heit
a505352da3
- Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors.
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SVN r3832 (trunk)
2012-08-22 21:31:48 +00:00
Randy Heit
562cf04db2
- Update scripting branch to trunk.
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SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit
5e2b4bddda
- Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.
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SVN r3744 (trunk)
2012-07-06 03:42:03 +00:00
Randy Heit
70c11f7568
- Added RGF_CENTERZ to spawn a rail from the actor's center instead of offsetting it upward.
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- Merged all the multiple bool parameters to the railgun functions into a single flags parameter.
SVN r3706 (trunk)
2012-06-22 03:56:08 +00:00
Christoph Oelckers
37d9519673
- added Xaser's submission for no impact damage from blasting.
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SVN r3693 (trunk)
2012-06-16 09:01:05 +00:00
Christoph Oelckers
3d7c6811c1
- The bouncing check from r3643 cannot be applied retroactively to the existing DOOMBOUNCE flag because mods depend on the old behavior. Instead of modifying BOUNCE_OnOff's behavior the correct way of doing this has to be implemented as a separate flag in order to avoid problems.
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SVN r3685 (trunk)
2012-06-10 10:17:49 +00:00
Christoph Oelckers
9e31ff0799
- fixed: CheckForPushSpecial's window check must also check 3D floors in the back sector.
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SVN r3674 (trunk)
2012-05-31 10:07:30 +00:00
Christoph Oelckers
3a24790056
- fixed: The newly added checks for printing weapon obituaries failed if the weapon used a puff with a special damage type. To handle this, P_DamageMobj will now pass the damage flags to AActor::Die and from there to ClientObituary so that P_LineAttack - which is a better place to decide this - can flag an attack as coming from a player weapon.
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- fixed: The same rules that are used for deciding if a weapon attack took place should be used when checking the PIERCEARMOR flag in P_LineAttack: It should be ignored if the attack doesn't originate from the weapon.
SVN r3649 (trunk)
2012-05-13 07:54:44 +00:00
Christoph Oelckers
3e41382d63
- fixed: P_LineAttack needs to check for 'Hitscan' damage, too, when deciding if using the damage type from the puff is appropriate.
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SVN r3648 (trunk)
2012-05-13 07:14:54 +00:00
Randy Heit
f8e64a13af
- On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not
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be the best idea.
SVN r3598 (trunk)
2012-04-26 03:50:11 +00:00
Randy Heit
9276e6138e
- Fixed: All missiles could climb steps in P_TryMove() because of an extra ampersand turning & into &&.
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SVN r3578 (trunk)
2012-04-22 02:30:26 +00:00
Randy Heit
86842bc1da
- Fixed: P_TestMobjZ() should not let missile shooters block their missiles.
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SVN r3571 (trunk)
2012-04-19 02:50:43 +00:00
Christoph Oelckers
93694dadc1
- fixed: The rail attack did not check the BLOODLESSIMPACT flag.
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SVN r3568 (trunk)
2012-04-15 07:59:50 +00:00
Randy Heit
280ca05554
- In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
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- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.
SVN r3562 (trunk)
2012-04-14 03:55:46 +00:00
Randy Heit
7bfd551f27
- Xaser's fix for XDeath states not working for rail puffs.
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SVN r3553 (trunk)
2012-04-11 04:50:23 +00:00
Randy Heit
a85b751f7a
- Fix warnings warned by GCC.
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SVN r3552 (trunk)
2012-04-11 04:44:12 +00:00
Randy Heit
da21075480
- Fixed: The onlyspawnpos handling in P_FindFloorCeiling would fail to adjust an actor's floorz
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(and related) to a 3D midtex beneath its Z if it also touched a 3D midtex above its Z.
SVN r3548 (trunk)
2012-04-10 03:18:04 +00:00
Christoph Oelckers
d81542752a
- fixed: P_FindFloorCeiling may not use the floorsector returned by P_LineOpening when only checking 3D-floors because it will be NULL.
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SVN r3547 (trunk)
2012-04-09 09:01:25 +00:00
Randy Heit
837126ae57
- Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
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respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
2012-04-08 21:12:14 +00:00
Randy Heit
9451b7c1d3
- I think this is what this comment is supposed to say. It had 匤 for me, and with Western character encodings, it was complete garbage.
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SVN r3544 (trunk)
2012-04-08 20:20:39 +00:00
Randy Heit
22a0c92ab8
- Fixed crash when teleporting. P_TeleportMove() must not pass FFCF_ONLYSPAWNPOS to
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P_GetFloorCeilingZ(). I got confused because its bool parameter's meaning had been the
opposite of P_FindFloorCeiling()'s bool parameter before they got changed to flags.
SVN r3543 (trunk)
2012-04-08 20:01:43 +00:00
Randy Heit
d0bba7c3c3
- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
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without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Randy Heit
4d6447a55b
- Don't call secfriction() twice in the normal part of P_GetFriction().
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- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to
ORIG_FRICTION, so it only worked with lower frictions.
SVN r3538 (trunk)
2012-04-08 04:43:19 +00:00
Christoph Oelckers
34820aacd2
- added Xaser's modified version of kgsws's railgun enhancements patch.
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SVN r3529 (trunk)
2012-04-07 12:57:44 +00:00
Christoph Oelckers
83620fca1f
- added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.
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SVN r3527 (trunk)
2012-04-07 12:40:50 +00:00
Christoph Oelckers
35f0b32a7f
- fixed: The bounce on actors check handled infinite bouncers (bouncecount == 0) incorrectly.
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SVN r3521 (trunk)
2012-04-07 08:21:44 +00:00
Randy Heit
5358fd594b
- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
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The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Christoph Oelckers
8dbfd21d91
- fixed wrong flag check from r3490.
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SVN r3516 (trunk)
2012-04-03 15:13:55 +00:00
Christoph Oelckers
92a8f8518c
fixed: bouncing on actors neither checked nor changed mo->bouncecount.
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SVN r3506 (trunk)
2012-04-01 11:02:05 +00:00
Randy Heit
7783aec8a9
- Fixed: Missiles with MF6_STEPMISSILE set would be allowed to cross lines they could step over,
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but their Z position would not actually be moved up, so the subsequent call to P_ZMovement()
would destroy it because it was in the floor.
SVN r3491 (trunk)
2012-03-29 05:23:04 +00:00
Randy Heit
37a322e46b
- Fixed: Teleports that were not initiated by walking would not trigger sector actions.
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SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
e6a0fbe4db
- Fixed: Missiles that exploded on a wall because they exhausted their bounce count did not leave decals.
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SVN r3445 (trunk)
2012-03-16 01:17:12 +00:00
Randy Heit
10eb15fab9
- Fixed: Standing inside a "window" with a pushable exterior wall would trigger that wall if
...
your movement was blocked, even if it wasn't that wall that blocked you. Note that this is just
a Z check against the actor and the floor and ceiling heights; it might still be possible to
goof it up, but the common case is fixed.
SVN r3414 (trunk)
2012-03-09 01:49:26 +00:00
Randy Heit
1e21ebad5d
- Let puke and pukename take up to four script parameters.
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- Pass ACS_ExecuteWithResult's fifth argument as a fourth script parameter.
- Simplify P_StartScript()'s usage.
SVN r3394 (trunk)
2012-02-26 03:36:05 +00:00
Randy Heit
2918a87479
- Added Gez's thrupushups fix.
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SVN r3378 (trunk)
2012-02-21 20:50:38 +00:00
Christoph Oelckers
893455ef61
- sync source with latest GZDoom:
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Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit
48c7423fbf
- Added flag ALF_NOFRIENDS and a friend-basis pointer to P_AimLineAttack().
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A_DeathBallImpact uses these to avoid aiming at friends when the death ball
bounces. (The pointer is needed because the missile itself does the aiming,
not the player that shot it, and missiles are nobody's friends.)
SVN r3315 (trunk)
2011-11-07 01:23:23 +00:00
Christoph Oelckers
a0bb1c2546
- added Gez's patch for proper splash checks with 3D-floors.
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SVN r3295 (trunk)
2011-09-21 19:39:12 +00:00
Christoph Oelckers
d8ea5cdad9
- fixed: BlockLinesIterator::Next could get stuck in rare situations where validcount was altered while the iterator was still running. This should probably be dealt with by using another marking method but at least this prevents the engine from freezing.
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SVN r3268 (trunk)
2011-07-07 22:09:09 +00:00
Christoph Oelckers
fbff5ca932
- moved r_interpolate.cpp and r_translate.cpp to r_data.
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- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
e4455c293f
- added DavidPH's DOHARMSPECIES submission.
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SVN r3236 (trunk)
2011-06-13 10:43:07 +00:00
Christoph Oelckers
44921297d3
- added DavidPH's PoisonDamageType submission.
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SVN r3235 (trunk)
2011-06-13 10:39:14 +00:00
Christoph Oelckers
a587ffed57
- added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors.
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SVN r3234 (trunk)
2011-06-13 10:34:46 +00:00
Christoph Oelckers
4a7567107f
- added DavifPH's submission for allowing THRUGHOST on puffs.
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SVN r3232 (trunk)
2011-06-13 10:27:24 +00:00
Randy Heit
91f3f61ead
SVN r3201 (trunk)
2011-05-11 04:29:19 +00:00
Randy Heit
44a3e94003
- Fixed: P_CheckPosition() should checks all lines contacted by the actor. Stopping once it finds
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one blocking line will prevent any further lines with specials from activating their specials.
SVN r3198 (trunk)
2011-05-08 16:58:53 +00:00
Randy Heit
fd225e168c
- Fixed: PIT_CheckLine() always called CheckForPushSpecial() with the front of the line, even if
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the actor was hitting it from the back.
SVN r3188 (trunk)
2011-04-22 03:38:09 +00:00
Christoph Oelckers
1ea5cc8bd8
- added a function to execute action specials and changed all calls to use this function. This was done to make it easier to check such calls.
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SVN r3152 (trunk)
2011-02-13 10:18:28 +00:00
Christoph Oelckers
a8167b3110
- fixed: 3DMidtextures did not work correctly in sectors with slopes.
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SVN r3120 (trunk)
2011-01-23 09:03:55 +00:00
Christoph Oelckers
622d1ebe6a
- fixed: Spawning things abuve a 3D midtexture did not provess the 'is above midtexture' state properly.
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- fixed: When teleporting an actor the destination must be checked with the new z position, not the old one.
SVN r3111 (trunk)
2011-01-20 11:40:05 +00:00