MajorCooke
7544adfc91
Combined the target/master/tracer checking into AimBulletMissile.
2016-07-16 17:43:00 +02:00
MajorCooke
376c9b0306
- Optimized handling of puffs in the event they're null.
...
- Only spawn the puff as needed again if the projectile actually spawns.
2016-07-16 17:41:28 +02:00
MajorCooke
02064437c5
Fixed wrong angle/slopes being used and one too many &s for NOINTERACT.
2016-07-16 17:34:17 +02:00
MajorCooke
10fabc3ab7
Cleaned up code. Puffs no longer need ALWAYSPUFF.
...
- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
2016-07-16 17:34:17 +02:00
MajorCooke
4750dfd8b6
Added ability to set the puffs directly as the spawned projectile's target, master, and/or tracer.
2016-07-16 17:34:16 +02:00
MajorCooke
cc8e7f8de6
Cleaning finished.
2016-07-16 17:34:16 +02:00
MajorCooke
791852a6bd
Cleaned up.
2016-07-16 17:34:15 +02:00
MajorCooke
3c7e1e0528
- Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
...
The projectiles spawning conditions rely upon the puff successfully spawning.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
MajorCooke
b121284fc0
Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead.
2016-07-14 17:14:17 +02:00
MajorCooke
09175a6a7a
This wasn't supposed to be committed...
2016-07-14 09:55:13 -05:00
MajorCooke
59593e57c6
- Fixed: RGF_ITEMS wasn't considered a part of the RGF_MASK flag.
2016-07-14 09:27:29 -05:00
MajorCooke
7ded355d5d
Added rollcenter compatibility.
2016-07-13 09:29:36 +02:00
Leonard2
bdeb233849
Fixed: conditionals didn't properly compile to vm code
2016-07-12 19:50:37 +02:00
Leonard2
af53f5a825
Properly use the boolean type in function declarations
...
This will get rid of useless casts like 'if (isPointerEqual(x))'
It will also allow for proper casting in parameters like using a state as a boolean which is allowed in if statements for example
2016-07-12 19:36:59 +02:00
Leonard2
371896b2cc
Properly use the boolean type in expressions
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This fixes things like 'if (GetCVar(x))' not working
2016-07-12 19:36:59 +02:00
Christoph Oelckers
0b93e9b897
Merge branch 'roll' of https://github.com/MajorCooke/zdoom
2016-07-04 00:43:16 +02:00
MajorCooke
613fa4c9e4
Fixed: GetDistance was missing the original Z check disabling introduced in commit bd16ccb
.
2016-06-21 10:14:25 +02:00
MajorCooke
9df65f73fc
Localized the input checker into P_Thing_CheckInputNum now called by both ACS and DECORATE..
2016-06-20 09:41:46 -05:00
MajorCooke
26408a5043
Switched the pointer to AAPTR_DEFAULT.
2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88
Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
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- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
Leonard2
24c73071f4
Fixed a crash with A_JumpIfNoAmmo
...
Non-weapon layers can pass the caller check even when there is no ReadyWeapon
2016-06-17 18:36:57 +02:00
Leonard2
68c483c041
Renamed the weapon action function caller check to ACTION_CALL_FROM_PSPRITE to avoid confusion
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This was always checking for every psprites rather than just weapon layers
2016-06-17 18:36:57 +02:00
Leonard2
abc7113e09
Removed the INSTATECALL flag because it is now unused and was replaced by stateinfo
2016-06-17 18:36:57 +02:00
Christoph Oelckers
cfaa3e3fa9
- changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
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With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00
Xaser Acheron
de0301a704
split bfg self-damage code into its own function, A_RadiusDamageSelf
2016-06-16 00:43:07 +02:00
MajorCooke
2d4eb8dde4
- Added limit parameter to A_RailAttack and A_CustomRailgun.
2016-06-14 18:20:43 -05:00
MajorCooke
4c8028d64b
- Fixed a discrepancy with A_FaceMovementDirection involving pitch adjustments going the wrong way both in motion, and standing still.
2016-06-11 14:07:27 -05:00
MajorCooke
fb286d1737
- Changed endsize to sizestep. Endsize affected more things than I thought it would.
2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677
Added GetCVar(string name)
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Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
f787056198
- Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
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SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Christoph Oelckers
ef86b3975a
- added 'strictdecorate' CVAR. If this is set to 'true', any DECORATE error that had to be demoted to a warning for backwards compatibility will be treated as an actual error.
2016-06-08 10:56:11 +02:00
Christoph Oelckers
cf21bb1524
- reinstated abort-on-error for any problem that gets reported during DECORATE code generation.
...
- fixed: DECORATE allowed a silent conversion from names to integers.
In old versions the name was converted to 0, since the scripting branch to the name index. Reverted to the old behavior but added a warning message.
2016-06-08 10:46:35 +02:00
MajorCooke
53837de17d
Added DONTFLIP flag.
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- By default, when viewing a flat sprite from behind, the image is flipped around on the X axis. This may not always be desired, so this flag disables it.
2016-06-05 15:21:19 -05:00
Leonard2
afa708c138
Allow psprite layers to be manipulated directly from the player's own body
2016-06-03 19:18:58 +02:00
Christoph Oelckers
44f09edf4c
- fixed: monsters cannot crouch, so their crouch factor has to be 1, as 0 would yield incorrect results if the value is used in subsequent calculations (e.g. adjusting a trajectory to a target which can be or may not be a player.)
2016-05-29 12:48:27 +02:00
MajorCooke
bb91723174
- Added GetCrouchFactor(ptr).
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Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade
- Added source and inflictor parameters to all A_Damage/Kill functions.
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- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
Benjamin Moir
6633e41cca
added CheckProximity to ACS
2016-05-29 12:38:37 +02:00
Christoph Oelckers
d43ea33031
- fixed: A_CustomBulletAttack may not rely on the parameter default setter to get a valid puff. This must be checked explicitly in the functions body to ensure it is never NULL.
2016-05-27 11:39:44 +02:00
Christoph Oelckers
f241d9773a
- made P_NoiseAlert non-recursive to avoid stack overflow problems in large open-area maps with a high sector count.
2016-05-25 11:30:11 +02:00
Christoph Oelckers
3bde8824a3
- fixed A_Burst's velocity calculation.
2016-05-24 09:32:30 +02:00
MajorCooke
1b1195df6a
- Added limit parameter to A_RadiusGive.
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- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
Leonard2
1966b61b8f
Generalized the psprites implementation
2016-05-20 17:04:44 +02:00
MajorCooke
4998d4a84d
Use the direct pointer of P_PointInSector instead.
2016-05-12 22:15:06 +02:00
MajorCooke
2ba26693d1
- Added 3D Floor + Portal awareness, along with flags to turn off detection of both features.
2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d
Added GetZAt DECORATE function.
...
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
MajorCooke
39f64383cb
Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap.
2016-05-11 19:41:33 +02:00
MajorCooke
952219a018
Added RTF_THRUSTZ for A_RadiusThrust.
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- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
c193bb7799
- removed the special case 0 in A_SpawnItem, meaning 'in front of the player'.
...
As it turned out this has been broken for many, many years, so one can assume that most content using this function depends on this special case not working. I could track it down to at least 2008.
2016-05-05 20:12:26 +02:00
MajorCooke
def785e462
Removed PITCHFLATSPRITE. FLATSPRITE now encompasses its behavior.
2016-05-02 06:32:33 -05:00
MajorCooke
0bf7c3e362
- Removed FlatAngle. This will come back hopefully in another commit sometime in the future.
2016-05-01 17:19:39 -05:00
MajorCooke
f41dcc75d1
FlatAngle can now be defined directly via properties.
2016-05-01 16:33:00 -05:00
MajorCooke
9ba547e6e3
Revert MINSAVEVER and added FlatAngle DECORATE property expression.
2016-05-01 11:38:20 -05:00
MajorCooke
a8248433e9
- Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
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- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
MajorCooke
6f11a65893
- Converted rollIntensity from int to double.
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- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
MajorCooke
be9b25e760
Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation.
2016-04-27 13:42:15 +02:00
MajorCooke
c972caa9f3
- Added rollIntensity and rollWave to A_QuakeEx.
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- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
MajorCooke
660aff562d
- Added support for THRU flags on bullets and rails.
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- ALLOWTHRUFLAGS must be used on the puffs, added for the sake of compatibility with older mods. This applies to the following:
-- Bullets: THRUACTORS, THRUSPECIES
-- Rails: Same as bullets, but includes THRUGHOST.
2016-04-27 13:38:27 +02:00
Christoph Oelckers
f5afa30ee6
- added GetAngle(bool relative, int target) DECORATE function.
2016-04-27 11:52:52 +02:00
Randy Heit
96a0bee651
Quiet two more warnings from GCC
2016-04-23 21:00:35 -05:00
Randy Heit
60966f472f
Revert "Revert "Remove "action" from Actor functions that don't actually need it""
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- This reverts commit 06216d733e
.
- I don't know what I was thinking. Since stateowner is always available
to the wrapper function, and this code is only generated for the wrapper
function, it's a nonissue. The state is already located before calling
any function that uses it.
2016-04-19 21:09:15 -05:00
Randy Heit
06216d733e
Revert "Remove "action" from Actor functions that don't actually need it"
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- This reverts commit 39df62b20e
.
- Anything that needs to lookup a state also needs stateowner. See
FxMultiNameState::Emit(). I will need to be more selective when
de-actionifying functions.
2016-04-19 20:56:43 -05:00
Randy Heit
5d3e413d42
Make A_Stop an action function again
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- A_Stop takes no parameters, so it should be an action function to avoid
creating the wrapper when called.
2016-04-19 20:46:30 -05:00
Randy Heit
39df62b20e
Remove "action" from Actor functions that don't actually need it
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- An actor function really only needs to be an action function if:
1. It can be called with no parameters specified, either because it takes
none or because all its parameters are optional. This lets SetState()
call it directly without creating a wrapper function for it.
2. It wants access to the callingstate or stateowner parameters. Most
functions don't care about them, so passing them is superfluous.
2016-04-19 20:28:49 -05:00
Randy Heit
c795f29cc4
Reduce calling overhead for A_SetUser* functions by making them non-action functions
2016-04-18 23:18:34 -05:00
Randy Heit
e83bc53678
Add atan2, which was conspicuously absent, to the VM
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- DECORATE now has atan2(y,x) and VectorAngle(x,y) functions. They are
identical except for the order of their parameters. The returned angle
is in degrees (not radians).
2016-04-18 23:06:17 -05:00
Christoph Oelckers
b73c6e847a
- fixed: A_CheckRange calculated the square twice, resulting in a far too large value that got checked.
2016-04-15 18:46:31 +02:00
Christoph Oelckers
3f0ed5d252
- added a distancecheck property to AActor that allows a given CVAR to be used as maximum display distance for actors of this type.
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This is for WolfenDoom: BOA, which has some scripted sprite distance checks that very negatively affected performance.
2016-04-12 19:44:12 +02:00
Christoph Oelckers
db86385cf6
- removed STACK_ARGS.
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The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
MajorCooke
76f00131ff
- Fixed: A_CheckBlock's dropoff check ignored the specifications of NOACTORS and NOLINES due to P_CheckMove blindly failing if P_CheckPosition failed. This lead to false positives such as blocking actors being detected when they shouldn't be.
2016-04-10 20:11:04 +02:00
MajorCooke
8b8c879994
- CBF_DROPOFF Fixes
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- Fixed: CBF_DROPOFF didn't actually check the coordinates passed to it for dropoff height values. It only checked to see if it was stuck in lines.
2016-04-09 22:33:54 +02:00
Christoph Oelckers
58002f7f96
- fixed: an 'if' that gets completely optimized away by a constant 'false' condition should not make the entire function disappear.
2016-04-07 20:31:12 +02:00
Christoph Oelckers
1a5a00a76e
Merge branch 'floatcvt'
2016-04-05 21:42:09 +02:00
Randy Heit
d39694a33d
Fixed: DoTakeInventory() indicated success when passed an invalid item type
2016-04-04 15:51:03 -05:00
Randy Heit
3c8423d810
Print only one error message when PlayerPawn.Face is not 3 chars long
2016-04-04 15:17:58 -05:00
Randy Heit
57e0c97867
Fixed: DECORATE property error messages fail to show the file information
2016-04-04 15:16:29 -05:00
Christoph Oelckers
7586320038
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/p_map.cpp
2016-04-04 14:19:34 +02:00
Randy Heit
77f9643c8f
How did this end up wrong?
2016-04-03 20:25:07 -05:00
Randy Heit
17972b5d06
Revert "Add "support" for user string variables in DECORATE"
...
- This reverts commit c90a1c0c96
.
- DECORATE looks to be very dependant on functions that take strings as
parameters receiving those strings as constants and not as expressions,
so being able to declare string variables with DECORATE is pretty much
useless.
2016-04-03 19:15:00 -05:00
Christoph Oelckers
fd27c8db9e
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
# src/version.h
2016-04-04 01:21:24 +02:00
Randy Heit
c90a1c0c96
Add "support" for user string variables in DECORATE
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- This is "support" in the very most basic sense. You can declare them,
but you can't actually do anything with them, since the decorate parser
can't handle expressions when it's parsing string arguments. However,
they seem to be getting properly initialized and destroyed, which is
what this was added to test. If it doesn't look like too much trouble, I
might try to turn them into something actually worth something.
2016-04-03 18:10:09 -05:00
Randy Heit
7c8cff64e6
Added code to initialize and destroy string variables in classes
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- Will require being able to add strings to non-native classes to actually
test this.
2016-04-03 17:45:04 -05:00
Randy Heit
da496bbe62
Use AddField() to add user variables in DECORATE
2016-04-03 16:21:48 -05:00
Randy Heit
3357af32e5
Generalize FxArrayElement to work with all numeric elements (not just 32-bit ints)
2016-04-03 16:21:41 -05:00
Randy Heit
0cc2705b99
Added A_LogFloat
2016-04-03 16:12:35 -05:00
Christoph Oelckers
70b8afc5ec
- fixed: A_CheckLOF did the trace pitch calculation wrong.
2016-04-03 21:26:57 +02:00
Christoph Oelckers
02a586e6b2
- removed a redundant Vec3Offset call in A_SpawnParticle.
2016-04-03 21:03:49 +02:00
Christoph Oelckers
0eb35d6c6e
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
2016-03-30 09:47:25 +02:00
Randy Heit
b6e3358b1c
Add A_SetUserVarFloat and A_SetUserArrayFloat
2016-03-29 22:41:37 -05:00
Randy Heit
e2711a74e7
Add float user vars for DECORATE
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- PClass::Extend now takes alignment into consideration.
2016-03-29 21:48:57 -05:00
Christoph Oelckers
d87f861e87
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/p_spec.cpp
# src/p_spec.h
2016-03-28 22:23:41 +02:00
Christoph Oelckers
263051a77b
- removed a few unnecessary #includes.
2016-03-28 22:20:25 +02:00
MajorCooke
4eee1c7af1
Fixed: A_FaceMovementDirection was backwards.
2016-03-27 14:21:07 +02:00
Christoph Oelckers
228c447a02
- fixed: A_FireCustomMissile used the player position as offset.
2016-03-27 14:20:14 +02:00
Christoph Oelckers
26ff2f73d7
- floatified P_TryMove and the sliding and bouncing code.
2016-03-27 13:29:58 +02:00
Christoph Oelckers
696fde69b8
- moved the bot support code from AActor::Tick to a subfunction in the bot sources. No need to pollute a main game file with this stuff.
2016-03-26 01:30:28 +01:00
Christoph Oelckers
fb8e03d5eb
- floatified FLineOpening.
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- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers
2b33601d00
- The fixed_t type for the VM also is not needed any longer and was removed.
2016-03-25 15:50:39 +01:00
Christoph Oelckers
8cdfbeea01
- made AActor::__pos a genuine float vatiable.
2016-03-25 15:43:20 +01:00