MajorCooke
f54a59fdf8
- Added JLOSF_CHECKTRACER for A_JumpIfTargetInLOS.
...
- CHECKTRACER doesn't need to be a missile or have the SEEKERMISSILE
flag.
2014-10-02 17:00:17 -05:00
MajorCooke
5030832df0
- Added DMSS_NOFACTOR for all A_Damage functions.
2014-10-02 11:48:07 -05:00
Christoph Oelckers
cfb623d517
Merge branch 'master' of https://github.com/MajorCooke/zdoom
2014-09-29 00:42:59 +02:00
MajorCooke
43b86288c7
- Added A_Remove(int pointer, int flags).
...
- RMVF_MISSILES removes missiles.
- RMVF_NOMONSTERS ignores monsters.
- RMVF_MISC includes non-monsters and missiles.
- RMVF_EVERYTHING disregards all checks and remove it.
These flags now apply to the following in addition to the new function:
-A_RemoveTarget
-A_RemoveMaster
-A_RemoveTracer
-A_RemoveChildren
-A_RemoveSiblings
2014-09-28 08:15:00 -05:00
fdari
c4f0f95ec8
Get linetarget (aim target) from any actor (not just player): AAPTR_LINETARGET
2014-09-28 15:06:52 +02:00
MajorCooke
68a5db3c8c
- Added SXF_NOPOINTERS for A_SpawnItemEx.
...
- Added WARPF_ABSOLUTEPOSITION for A_Warp.
2014-09-27 13:22:14 -05:00
Christoph Oelckers
68c481945a
- extended parameter list of A_BFGSpray.
2014-09-27 09:36:38 +02:00
MajorCooke
0735cb9550
- Updated many functions.
...
- Added A_KillTarget(damagetype, int flags).
- Added A_KillTracer(damagetype, int flags).
- Added A_RemoveTarget.
- Added A_RemoveTracer.
A_Kill (Master/Target/Tracer/Children/Siblings):
- KILS_FOILINVUL: foils invulnerability.
- KILS_KILLMISSILES: destroys projectiles. Does not work on invulnerable
projectiles without KILS_FOILINVUL, and doesn't work at all on missiles
with NODAMAGE flag.
- KILS_NOMONSTERS: actors that are monsters will not be killed.
A_Damage (Self/Target/Master/Tracer/Children/Siblings):
- DMSS_FOILINVUL: foils invulnerability.
- DMSS_AFFECTARMOR: damages the actor's armor instead of bypassing it
entirely.
- DMSS_KILL: damages the actor by its remaining health (useful for
modular DECORATE programming).
- Added A_SpawnItemEx flags:
- SXF_SETTARGET: sets the calling actor as the target.
- SXF_SETTRACER: sets the calling actor as the tracer.
Both of these functions take priority similar to SXF_SETMASTER over
SXF_TRANSFERPOINTERS.
2014-09-27 00:10:31 -05:00
MajorCooke
5b71ce6dcb
- Added FDARI's A_JumpIfHealthLower patch.
...
Now with pointer accessibility.
2014-09-26 11:48:20 -05:00
Christoph Oelckers
0f62983aee
Merge branch 'master' of https://github.com/Edward850/zdoom
2014-09-26 08:31:20 +02:00
MajorCooke
422e83a1b9
- Added more A_Damage functions:
...
- A_DamageTarget
- A_DamageTracer
-Both take a number for how much damage to deal and the damagetype to
inflict. Negative numbers means healing.
2014-09-25 23:12:25 -05:00
Edward Richardson
9e68983b44
Added standard teleports to line prediction
...
- Added standard teleports to line prediction
- Menudef for line special prediction
2014-09-26 15:48:45 +12:00
Edward Richardson
6cd4fd8151
Added menu options for network settings
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
MajorCooke
b1f87295b8
- Added A_DamageSelf.
...
- A_DamageSelf(int amount, name damagetype)
2014-09-25 16:47:41 -05:00
MajorCooke
44683657f2
- Added jpalomo's A_SetSpeed patch.
2014-09-20 17:34:57 -05:00
MajorCooke
33f83cc7f9
Added Blue Shadow's A_SpawnItemEx changes: (2/2)
...
SXF_TRANSFERALPHA and SXF_TRANSFERRENDERSTYLE
2014-09-19 14:17:24 -05:00
Christoph Oelckers
f9741f1047
- added a compatibility option for Hexen's MAP04 to change the z-position of 4 quartz flasks that get lowered into a pool of lava but were incorrectly positioned 48 map units above the floor.
2014-09-13 12:20:06 +02:00
Christoph Oelckers
3d2646cbae
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-08 13:02:39 +02:00
Christoph Oelckers
cfd24f438f
- jpalomo's A_Saw flags submission.
2014-09-08 13:02:05 +02:00
Braden Obrzut
49382a2a14
- Added detection for The Adventures of Sqaure (based off MTrop's submission).
...
- IWADINFO no longer requires a mapinfo to be specified.
2014-09-04 19:36:08 -04:00
Christoph Oelckers
8f238f8d32
- fixed: the Revenant's frame duration in its missile state were wrong.
2014-08-27 11:06:12 +02:00
Christoph Oelckers
eebd5c9d4d
- fixed bad edit in linedef translation.
2014-08-21 13:38:47 +02:00
Christoph Oelckers
df0d3543a8
- fixed: *ALL* original ceiling crushers, not just type 49, require a distance of 8 to the floor for the destination height. For the silent types this required a new action special, Ceiling_CrushAndRaiseSilentDist. This change only affects the XLAT mapping, the Hexen format types behave as before.
...
- removed the redundant internal ceilCrushAndRaiseDist ceiling movement type. It was precisely the same as ceilCrushAndRaise in all details.
2014-08-21 13:01:12 +02:00
Christoph Oelckers
a1b579e5fc
- added menu entry for newly added hud_showweapons CVAR.
2014-08-03 01:20:12 +02:00
Randy Heit
ea7ba9dba3
Add per-actor friction
...
- 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
Christoph Oelckers
6d4eb7f62d
- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
2014-07-27 10:07:37 +02:00
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
Braden Obrzut
bd5bf2a40a
- Expand environment variables for autoload paths.
...
- Forgot to save the French translation file for the last commit, so a few more corrections there.
2014-07-15 21:26:26 -04:00
Braden Obrzut
bfbea40415
- Fixed some typos with chex quest obituaries and French translation error.
2014-07-15 21:20:05 -04:00
Christoph Oelckers
e56e525d0f
- A_FireCustomMissile transfer tranlsation flag, code submission by jpalomo
2014-06-22 08:55:21 +02:00
Edward Richardson
a3a7ee569f
Multi-intermission waits for all players + changes
...
- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.
- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.
- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.
- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00
Edward Richardson
e8513a64ed
Rebuild nodes for hellfact map04
2014-06-01 15:32:43 +12:00
Christoph Oelckers
8f5683e23d
- moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
...
- added 'showsecretsector' CVAR to show the sector number with the secret found message.
2014-05-29 17:50:14 +02:00
Christoph Oelckers
802a478766
- Heretic doesn't really need dontcrunchcorpses because there was already some alternative handling for that situation.
2014-05-14 14:03:15 +02:00
Christoph Oelckers
51ed68dc72
- forgot to save this...
2014-05-14 13:02:04 +02:00
Christoph Oelckers
388f09f786
- fixed: In Heretic corpses do not get crunched to gibs, they just get their size reduced to 0. Handled by a new gameinfo flag. This also gets set for Chex quest which has the gib sprite replaced by something different. Using a Crush state will override this global flag.
2014-05-14 12:54:03 +02:00
Christoph Oelckers
63a0e01c6a
Merge branch 'interpview_optin'
2014-05-08 09:17:00 +02:00
Christoph Oelckers
67ebbe3ed4
made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic.
2014-05-08 09:15:56 +02:00
Christoph Oelckers
94c4f38c58
- added constants for sound channels 5-7.
2014-04-28 01:26:30 +02:00
Christoph Oelckers
7cb828d763
Merge branch 'slowstate' of https://github.com/Gaerzi/zdoom
2014-04-18 09:46:23 +02:00
Gaerzi
60fe07df74
Added slow states to relevant Strife monsters
...
Namely, acolyte, shadow acolyte, reaver, stalker, and turret. Info on
which states needed the slow flag was obtained with Quasar's permission
by looking at G_InitNew() in g_game.c and the info.c state tables from
Chocolate Strife.
Also added fast flag to acolyte states that needed it, based on the same
source.
2014-04-17 17:42:16 +02:00
Gaerzi
94d47efbb5
Added slow monsters to Strife's easiest skill
2014-04-15 21:02:20 +02:00
Christoph Oelckers
745b147d18
- fixed typo in xlat files (they don't use exactly C syntax.)
2014-04-15 16:40:53 +02:00
Gaerzi
580094a792
More editing flags
...
PSX-inspired flags to change the render styles of monsters (and other
things).
2014-04-10 12:32:23 +02:00
alexey.lysiuk
a97b068ed7
Enable fighting between different types of gargoyles and golems
...
In vanilla Heretic:
- Gargoyles are able to fight with Fire Gargoyles
- Golems are able to fight with Nitro Golems, both regular and ghosted versions
2014-03-30 13:27:27 +03:00
alexey.lysiuk
6a958b032c
Add NOBLOOD flag to Heresiarch actor
...
Heresiarch entity in vanilla Hexen doesn't spawn blood when hit
2014-03-18 12:29:14 +02:00
alexey.lysiuk
3c8e9b6dc0
Fix incorrect Maulotaur melee attack sound
...
It was STFHIT instead of STFPOW
2014-03-16 12:29:04 +02:00
Randy Heit
e7f427aa60
Merge branch 'maint'
2014-02-24 19:26:50 -06:00