Christoph Oelckers
337750b874
- scriptified BecomeItem and BecomePickup
2018-11-24 21:25:26 +01:00
Christoph Oelckers
3d892d3970
- scriptified FilterCoopRespawnInventory.
2018-11-24 20:58:33 +01:00
Christoph Oelckers
c14b7f58d3
- scriptified some simple sound functions.
2018-11-24 20:33:00 +01:00
Christoph Oelckers
fb91982da2
- scriptified APlayerPawn::Die and fixed a few things I encountered while doing it.
2018-11-24 20:32:12 +01:00
Christoph Oelckers
cf9cd58310
- scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children.
2018-11-24 19:59:24 +01:00
Christoph Oelckers
652606f70b
- scriptified A_Explode and relatives.
2018-11-24 19:29:52 +01:00
Christoph Oelckers
44d51a6de9
- scriptified GetDefaultInventory.
2018-11-24 19:03:33 +01:00
Christoph Oelckers
be100fa5d3
- removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.
...
In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here.
As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
2018-11-24 18:42:10 +01:00
Christoph Oelckers
814af66864
- exported one FraggleScript function for testing.
2018-11-24 18:33:42 +01:00
Christoph Oelckers
595208f2fd
- exported a few more weapon handling functions so that the native GetDownState stub could be removed.
2018-11-24 18:21:40 +01:00
Christoph Oelckers
9584e3bc53
- scriptified P_BringUpWeapon because this was the only native function still referencing AWeapon::GetReadyState.
2018-11-24 17:22:59 +01:00
Christoph Oelckers
b4c272ddff
- scriptified A_SpawnItem(Ex) and A_ThrowGrenade.
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These were the last native functions referencing AWeapon::DepleteAmmo, so that function is now exclusively on the scripting side.
2018-11-24 17:01:12 +01:00
Christoph Oelckers
6be7fc33f3
- scriptified 3 more functions in stateprovider.
2018-11-24 15:42:43 +01:00
Christoph Oelckers
4c1b3f81ab
- scriptified A_RailAttack.
2018-11-24 15:12:30 +01:00
Christoph Oelckers
5c130737c4
- scriptified A_CustomPunch
2018-11-24 14:48:30 +01:00
Christoph Oelckers
7bb3855439
- scriptified A_FireProjectile
2018-11-24 14:16:08 +01:00
Alexander
1b82e2078d
add monster tags (Friendly Names) for Hexen
2018-11-24 14:02:48 +01:00
Christoph Oelckers
e071be8371
- scriptified A_FireBullets and A_CustomBulletAttack.
2018-11-24 13:50:27 +01:00
Christoph Oelckers
6fc63b9b78
- started with a ScriptUtil class which will allow moving function implementations for ACS and FraggleScript to zscript.txt
...
So far 3 functions for testing implemented.
2018-11-24 13:06:01 +01:00
alexey.lysiuk
f11b20122f
- made ZRock4 solid like in vanilla Hexen
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9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)
https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:51:14 +02:00
Christoph Oelckers
ac77ca6474
- scriptified Weapon.CheckAmmo and Weapon.DepleteAmmo
2018-11-24 11:29:57 +01:00
Christoph Oelckers
bd84a60663
- scriptified the rest of the morph code.
2018-11-24 10:47:42 +01:00
Christoph Oelckers
ac1bffc51b
- scriptified P_MorphMonster.
2018-11-24 09:33:03 +01:00
Christoph Oelckers
3ed7f4066d
- fixed message output.
2018-11-24 08:41:07 +01:00
Christoph Oelckers
cce1bad042
- testing and cleanup of scripted morph code.
2018-11-24 08:39:35 +01:00
Christoph Oelckers
78d6832d14
- P_UndoPlayerMorph scriptified.
...
Not tested yet and still missing a new native interface.
2018-11-24 08:17:30 +01:00
Christoph Oelckers
192104aea2
- scriptified P_MorphPlayer and dependencies.
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It still needs its counterpart scriptified as well before it can work.
2018-11-24 07:45:49 +01:00
Magnus Norddahl
31ed1da4e5
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-23 22:57:11 +01:00
Marisa Kirisame
ee91cf77e4
expose defaultbloodcolor to ZScript.
2018-11-23 22:15:15 +01:00
Christoph Oelckers
a5ee673c91
- exported ADecal to ZScript as a non-native class.
...
Its one function is still native but this was by far the easiest of the remaining actor classes to export.
2018-11-19 17:54:38 +01:00
Christoph Oelckers
a981737855
- generate register type info for the parameter lists of all functions.
...
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
2018-11-18 17:10:55 +01:00
Christoph Oelckers
16c85b532b
- restored the old A_Jump prototype because DECORATE needs this to parse the arguments.
2018-11-17 21:22:18 +01:00
Christoph Oelckers
533f66396d
Merge branch 'master' into asmjit
2018-11-17 20:16:03 +01:00
Christoph Oelckers
adde0510fe
- deconstruct A_Jump with multiple labels into A_Jump(chance, RandomPick(label1, label2, label3,...)) to remove this ugly special case from the VM calling convention.
...
This also adds the number of available choices to OP_IJMP.
2018-11-17 12:35:03 +01:00
Christoph Oelckers
cfa11046ab
- changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
...
* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:36:57 +01:00
Christoph Oelckers
33fb76698b
Avoid using argument count for any kind of decision making in native VM functions.
...
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
2018-11-16 15:25:37 +01:00
Christoph Oelckers
feef0d4b62
- corrected A_DropFire for real, using the SVE source as reference.
2018-11-15 19:35:07 +01:00
Christoph Oelckers
99f1d6b82e
- fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH.
2018-11-15 18:49:37 +01:00
Major Cooke
55f17fa90c
Changed A_RaiseActor to just RaiseActor.
2018-11-13 19:01:56 +01:00
Major Cooke
71d2b39d92
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-13 19:01:56 +01:00
Major Cooke
b553be153d
Added CanResurrect(Actor other, bool passive)
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- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
Christoph Oelckers
ca2defa6a2
- added ZScript export for side_t::SetSpecialColor.
2018-11-12 00:13:14 +01:00
Major Cooke
9a7f570b19
Added DMG_NO_ENHANCE for DamageMobj.
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- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-10 16:18:33 +01:00
Major Cooke
9ff7f338fd
Added IsPointInMap(Vector3 p).
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- Checks if a point is inside the map geometry or not.
2018-11-07 15:16:45 -05:00
Christoph Oelckers
bfffe6df3e
- fixed typo with RNG name.
2018-11-07 19:20:42 +01:00
ZZYZX
a276ebfb08
Exported destructible geometry to ZScript
2018-11-07 00:12:37 +01:00
ZZYZX
d85e5afdfb
Destructible geometry - minor fixes and 3D floor support
2018-11-07 00:12:37 +01:00
Player701
56f76a141e
- Added a function to get the actor's age in ticks.
2018-11-04 19:58:57 +01:00
Player701
a6dbfcf9c2
- Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
...
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
Cacodemon345
b1d35eb0b3
Extend SKYEXPLODE flag for LineAttack
2018-11-03 15:24:30 +01:00
ZippeyKeys12
77c5c1eb19
Export AllClasses
2018-11-01 00:20:46 +01:00
Jonathan Russell
f39a389e99
- changed the way alpha works on DrawLine and DrawThickLine so they're consistent
2018-11-01 00:10:47 +01:00
Major Cooke
6a8b0df4ba
Added VelIntercept.
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- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
- targ: The actor the caller will aim at.
- speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
- aimpitch: If true, aims the pitch in the travelling direction. Default is true.
- oldvel: If true, does not replace the velocity with the specified speed. Default is false.
- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 00:10:08 +01:00
ZZYZX
849d110f10
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 00:05:43 +01:00
ZZYZX
a6cdcab128
Implemented loading/saving of line/sector health and health groups in savegames
2018-10-31 22:14:40 +01:00
ZZYZX
b911bbc424
Single commit - destructible geometry feature
2018-10-31 17:22:09 +01:00
Christoph Oelckers
40da1dbfbc
- removed bad 'return' in C_MidPrint definition.
2018-10-31 13:13:32 +01:00
Marrub
0b460ccb03
Squashed commit of the following:
...
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date: Tue Oct 30 04:01:09 2018 -0400
ProMessage -> PronounMessage
commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 23:56:58 2018 -0400
improve variable naming
commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 19:52:32 2018 -0400
add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
Christoph Oelckers
89059a2acc
- added a compatibility fix for Hacx's MAP05.
...
This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.
2018-10-21 20:27:33 +02:00
Rachael Alexanderson
e2f6fa95d4
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 13:22:11 -04:00
Erick Tenorio
c0cf19e9b5
- Visually align Doom 2 MAP04 crusher floors
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Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 17:38:15 +02:00
Erick Tenorio
cc8112f88d
-Fixed many IWAD mapping errors
2018-10-14 11:44:54 +02:00
player701
eee0946bc5
- Fixed indentation
2018-10-14 00:52:00 +02:00
player701
6dc026895c
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 00:52:00 +02:00
Erick Tenorio
22f8c26917
Fix missing enemies in HTP-RAW.WAD MAP22
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Make 100% kills possible on MAP22 of Hell to Pay
2018-10-09 07:44:30 -04:00
Erick Tenorio
643e3a78d8
Fixes for Wraith Corporation WADs
2018-10-08 18:40:25 +02:00
Christoph Oelckers
2c9a82e084
- fixed potential null pointer access in Hexen's spike code.
2018-10-07 20:00:30 +02:00
alexey.lysiuk
9cffc29134
- fixed stuck memory usage warning in options menu
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https://forum.zdoom.org/viewtopic.php?t=62186
2018-10-05 15:22:21 +03:00
Rachael Alexanderson
e7f19b01cb
- added normal5x and normal6x
2018-10-04 22:09:18 -04:00
Marisa Kirisame
c3894ee348
Exports various resurrection-related functions to ZScript.
2018-10-04 08:59:37 -04:00
Rachael Alexanderson
2fff5c4c39
- use correct multipliers for the memory warnings for normalNx scalers
2018-10-04 08:43:02 -04:00
alexey.lysiuk
c589f1bba7
- added a warning for texture upscaling modes
2018-10-04 08:43:02 -04:00
Marisa Kirisame
38c8f0d585
Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
2018-09-16 17:58:57 +02:00
Major Cooke
1210e1a951
Added DMG_EXPLOSION flag.
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- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 13:23:11 +02:00
ZippeyKeys12
60f82d1eb9
Make StatusScreen::End virtual
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https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 13:21:13 +02:00
ZippeyKeys12
7885a22cad
Add NewGame to EventHandler
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https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
Christoph Oelckers
7cbc98e1d0
- fixed incorrect trigger types in compatibility setter.
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These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-03 23:06:32 +02:00
Jonathan Russell
ea81ab4097
- added Screen.DrawThickLine for drawing lines with thickness
2018-08-30 19:21:57 +02:00
Christoph Oelckers
d263f7bcc8
- removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now.
2018-08-25 20:54:16 +02:00
Christoph Oelckers
c04c48d157
- renamed RIndexOf to RightIndexOf
2018-08-25 20:39:58 +02:00
Kevin Caccamo
884de51b70
Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
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RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.
Deprecate the LastIndexOf method of StringStruct
2018-08-25 20:37:40 +02:00
argv-minus-one
1d930b45cf
Add ZScript method LevelLocals.SphericalCoords
.
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It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-21 08:22:16 +02:00
Marisa Kirisame
02926a5567
Add "IsFinal" parameter for CheckReplacement.
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If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame
e18b17217f
Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
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Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
argv-minus-one
0717f5aede
Make various getter and pure-math Actor methods clearscope.
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These methods do not examine or change playsim state. They only perform math or look at class metadata.
Methods changed are:
• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 11:52:44 +02:00
Christoph Oelckers
4c20553a62
Revert "Add RenderStyle API"
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This reverts commit 8c7d3b6ab8
.
With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:17:50 +02:00
Zombie
8c7d3b6ab8
Add RenderStyle API
2018-08-05 09:44:05 -04:00
Marisa Kirisame
51b57cebb1
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 09:42:40 -04:00
Christoph Oelckers
ff69d945e1
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
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The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
Christoph Oelckers
9653aa95a4
- fixed: The BossCube must account for its target being gone.
2018-07-27 08:46:28 +02:00
alexey.lysiuk
7acf9f96b6
- added placeholders for removed video menu classes
2018-07-16 17:15:41 +03:00
Christoph Oelckers
1294f3df64
- replaced the procedural backdrop texture with some warped noise texture.
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This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557
- added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
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- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e
Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment.
2018-07-13 20:24:06 +02:00
Erick Tenorio
dfe635dd4a
TNT.WAD fixes
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MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.
2018-07-12 17:42:58 +02:00
argv-minus-one
ce1aa7e962
Move RandomSpawner's random selection logic into a virtual method.
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With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
2018-07-09 17:50:55 +02:00
argv-minus-one
6239796b92
Move RandomSpawner's recursion check into PostBeginPlay.
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Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
2018-07-09 17:50:55 +02:00
alexey.lysiuk
651e735246
Merge branch 'master' into modern
2018-06-29 17:51:10 +03:00
Erick Tenorio
245801ca17
Removed useless SetLineActivation
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SPAC_Use removed as the line in fth666.wad MAP12 is not facing front.
2018-06-27 23:26:15 +02:00