GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities
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Shiny Metagross 5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
.github - updated continuous integration workflow 2022-06-18 13:14:27 +03:00
bin/windows - fixed some GCC warnings 2022-06-01 08:37:00 +02:00
cmake - fix libVPX detection 2022-04-26 20:50:35 +02:00
docs - changed license of portal.cpp to GPLv3 2019-08-21 21:31:12 +02:00
fm_banks Re-compute all sound delays inside of GENMIDI.GS.wopl 2020-10-04 08:14:22 +02:00
libraries Mute some warnings 2022-06-22 07:55:19 +02:00
soundfont - added a small default sound font that needs to be installed with the project. 2017-05-13 12:38:19 +02:00
specs - fix spacing in udmf-zdoom specs document 2022-04-06 04:06:20 -04:00
src A_ChangeModeldef 2022-07-22 17:11:59 +02:00
tools - fixed cross-compilation support 2021-03-14 15:01:51 +02:00
unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc A_ChangeModeldef 2022-07-22 17:11:59 +02:00
wadsrc_bm - fixed brightmap definitions for the SpiderMastermind. 2021-07-06 10:35:09 +02:00
wadsrc_extra - text update 2022-07-15 08:48:18 +02:00
wadsrc_lights - removed duplicate light definition 2022-04-12 01:11:04 +02:00
wadsrc_widepix - move and copy SHT2E0 into the game-appropriate filter for Doom 2 games and wadsmoosh 2021-12-28 12:03:32 -05:00
.gitattributes - fix icon in .gitattributes, it must always be checked out as binary 2021-09-21 11:52:36 -04:00
.gitignore Revert "AsmJit update" 2019-10-07 20:34:55 +02:00
CMakeLists.txt Exclude the Discord RPC library from "all" in CMake 2022-06-07 23:35:54 +02:00
LICENSE - add LICENSE file for GitHub's info displays 2018-07-21 07:03:52 -04:00
README.md Update copyright year in README.md 2022-02-19 05:01:53 -05:00
options.checklist - sprite lightlevel cleanup and fixes. 2022-06-01 08:37:13 +02:00

README.md

Welcome to GZDoom!

Build Status

GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine

Copyright (c) 1998-2022 ZDoom + GZDoom teams, and contributors

Doom Source (c) 1997 id Software, Raven Software, and contributors

Please see license files for individual contributor licenses

Special thanks to Coraline of the EDGE team for allowing us to use her README.md as a template for this one.

Licensed under the GPL v3

https://www.gnu.org/licenses/quick-guide-gplv3.en.html

How to build GZDoom

To build GZDoom, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform.