This commit is contained in:
Christoph Oelckers 2015-09-18 17:37:34 +02:00
commit 9d68fd8fe9
26 changed files with 408 additions and 23 deletions

View file

@ -145,6 +145,7 @@ static FCompatOption Options[] =
{ "badangles", COMPATF2_BADANGLES, SLOT_COMPAT2 },
{ "floormove", COMPATF2_FLOORMOVE, SLOT_COMPAT2 },
{ "soundcutoff", COMPATF2_SOUNDCUTOFF, SLOT_COMPAT2 },
{ "pointonline", COMPATF2_POINTONLINE, SLOT_COMPAT2 },
{ NULL, 0, 0 }
};

View file

@ -561,7 +561,7 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_NO_PASSMOBJ|COMPATF_LIMITPAIN|
COMPATF_DEHHEALTH|COMPATF_INVISIBILITY|COMPATF_CROSSDROPOFF|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|
COMPATF_WALLRUN|COMPATF_NOTOSSDROPS|COMPATF_LIGHT|COMPATF_MASKEDMIDTEX;
w = COMPATF2_BADANGLES|COMPATF2_FLOORMOVE;
w = COMPATF2_BADANGLES|COMPATF2_FLOORMOVE|COMPATF2_POINTONLINE;
break;
case 3: // Boom compat mode
@ -580,6 +580,7 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
case 6: // Boom with some added settings to reenable some 'broken' behavior
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_NO_PASSMOBJ|
COMPATF_INVISIBILITY|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|COMPATF_WALLRUN|COMPATF_NOTOSSDROPS;
w = COMPATF2_POINTONLINE;
break;
}
@ -622,6 +623,7 @@ CVAR (Flag, compat_maskedmidtex, compatflags, COMPATF_MASKEDMIDTEX);
CVAR (Flag, compat_badangles, compatflags2, COMPATF2_BADANGLES);
CVAR (Flag, compat_floormove, compatflags2, COMPATF2_FLOORMOVE);
CVAR (Flag, compat_soundcutoff, compatflags2, COMPATF2_SOUNDCUTOFF);
CVAR (Flag, compat_pointonline, compatflags2, COMPATF2_POINTONLINE);
//==========================================================================
//

View file

@ -427,6 +427,7 @@ public:
short fixedcolormap; // can be set to REDCOLORMAP, etc.
short fixedlightlevel;
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
TObjPtr<DInterpolation> pspinterp[NUMPSPRITES]; // view sprite interpolations
int morphTics; // player is a chicken/pig if > 0
const PClass *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
int MorphStyle; // which effects to apply for this player instance when morphed

View file

@ -340,6 +340,7 @@ enum
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSide()
};
// Emulate old bugs for select maps. These are not exposed by a cvar

View file

@ -135,7 +135,7 @@ CCMD (dumpmapthings)
}
else
{
Printf("%6d none", infos[i]->Key);
Printf("%6d none\n", infos[i]->Key);
}
}

View file

@ -1726,6 +1726,15 @@ void G_DoPlayerPop(int playernum)
players[playernum].mo = NULL;
players[playernum].camera = NULL;
}
// Now's the ideal time to remove his psprite interpolations.
for (int ii = 0; ii < NUMPSPRITES; ii++)
{
if (players[playernum].psprites[ii].interpolation != NULL)
{
players[playernum].psprites[ii].StopInterpolation();
players[playernum].pspinterp[ii] = NULL;
}
}
// [RH] Let the scripts know the player left
FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, NULL, true, playernum);
}

View file

@ -1333,6 +1333,7 @@ MapFlagHandlers[] =
{ "compat_badangles", MITYPE_COMPATFLAG, 0, COMPATF2_BADANGLES },
{ "compat_floormove", MITYPE_COMPATFLAG, 0, COMPATF2_FLOORMOVE },
{ "compat_soundcutoff", MITYPE_COMPATFLAG, 0, COMPATF2_SOUNDCUTOFF },
{ "compat_pointonline", MITYPE_COMPATFLAG, 0, COMPATF2_POINTONLINE },
{ "cd_start_track", MITYPE_EATNEXT, 0, 0 },
{ "cd_end1_track", MITYPE_EATNEXT, 0, 0 },
{ "cd_end2_track", MITYPE_EATNEXT, 0, 0 },

View file

@ -75,6 +75,7 @@
#include "actorptrselect.h"
#include "farchive.h"
#include "decallib.h"
#include "version.h"
#include "g_shared/a_pickups.h"
@ -1417,7 +1418,7 @@ FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
else
{
delete behavior;
Printf(TEXTCOLOR_RED "%s: invalid ACS module", Wads.GetLumpFullName(lumpnum));
Printf(TEXTCOLOR_RED "%s: invalid ACS module\n", Wads.GetLumpFullName(lumpnum));
return NULL;
}
}
@ -6032,6 +6033,7 @@ int DLevelScript::RunScript ()
int sp = 0;
int *pc = this->pc;
ACSFormat fmt = activeBehavior->GetFormat();
FBehavior* const savedActiveBehavior = activeBehavior;
unsigned int runaway = 0; // used to prevent infinite loops
int pcd;
FString work;
@ -6065,6 +6067,7 @@ int DLevelScript::RunScript ()
{
default:
Printf ("Unknown P-Code %d in %s\n", pcd, ScriptPresentation(script).GetChars());
activeBehavior = savedActiveBehavior;
// fall through
case PCD_TERMINATE:
DPrintf ("%s finished\n", ScriptPresentation(script).GetChars());
@ -9355,6 +9358,10 @@ scriptwait:
}
break;
case PCD_CONSOLECOMMAND:
Printf (TEXTCOLOR_RED GAMENAME " doesn't support execution of console commands from scripts\n");
sp -= 3;
break;
}
}

View file

@ -184,7 +184,6 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
const char *message;
const char *messagename;
char gendermessage[1024];
bool friendly;
int gender;
// No obituaries for non-players, voodoo dolls or when not wanted
@ -197,8 +196,6 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
MeansOfDeath = NAME_None;
friendly = (self->player != attacker->player && self->IsTeammate(attacker));
mod = MeansOfDeath;
message = NULL;
messagename = NULL;
@ -266,7 +263,7 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
if (message == NULL && attacker != NULL && attacker->player != NULL)
{
if (friendly)
if (self->player != attacker->player && self->IsTeammate(attacker))
{
self = attacker;
gender = self->player->userinfo.GetGender();

View file

@ -153,7 +153,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type);
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle);
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle,
AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false);
AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false);
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
@ -240,7 +240,11 @@ fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
inline int P_PointOnLineSide (fixed_t x, fixed_t y, const line_t *line)
{
return DMulScale32 (y-line->v1->y, line->dx, line->v1->x-x, line->dy) > 0;
extern int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line);
return i_compatflags2 & COMPATF2_POINTONLINE
? P_VanillaPointOnLineSide(x, y, line)
: DMulScale32 (y-line->v1->y, line->dx, line->v1->x-x, line->dy) > 0;
}
//==========================================================================
@ -254,7 +258,11 @@ inline int P_PointOnLineSide (fixed_t x, fixed_t y, const line_t *line)
inline int P_PointOnDivlineSide (fixed_t x, fixed_t y, const divline_t *line)
{
return DMulScale32 (y-line->y, line->dx, line->x-x, line->dy) > 0;
extern int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const divline_t* line);
return (i_compatflags2 & COMPATF2_POINTONLINE)
? P_VanillaPointOnDivlineSide(x, y, line)
: (DMulScale32 (y-line->y, line->dx, line->x-x, line->dy) > 0);
}
//==========================================================================

View file

@ -1523,3 +1523,92 @@ static AActor *RoughBlockCheck (AActor *mo, int index, void *param)
}
return NULL;
}
//===========================================================================
//
// P_VanillaPointOnLineSide
// P_PointOnLineSide() from the initial Doom source code release
//
//===========================================================================
int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line)
{
fixed_t dx;
fixed_t dy;
fixed_t left;
fixed_t right;
if (!line->dx)
{
if (x <= line->v1->x)
return line->dy > 0;
return line->dy < 0;
}
if (!line->dy)
{
if (y <= line->v1->y)
return line->dx < 0;
return line->dx > 0;
}
dx = (x - line->v1->x);
dy = (y - line->v1->y);
left = FixedMul ( line->dy>>FRACBITS , dx );
right = FixedMul ( dy , line->dx>>FRACBITS );
if (right < left)
return 0; // front side
return 1; // back side
}
//===========================================================================
//
// P_VanillaPointOnDivlineSide
// P_PointOnDivlineSide() from the initial Doom source code release
//
//===========================================================================
int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const divline_t* line)
{
fixed_t dx;
fixed_t dy;
fixed_t left;
fixed_t right;
if (!line->dx)
{
if (x <= line->x)
return line->dy > 0;
return line->dy < 0;
}
if (!line->dy)
{
if (y <= line->y)
return line->dx < 0;
return line->dx > 0;
}
dx = (x - line->x);
dy = (y - line->y);
// try to quickly decide by looking at sign bits
if ( (line->dy ^ line->dx ^ dx ^ dy)&0x80000000 )
{
if ( (line->dy ^ dx) & 0x80000000 )
return 1; // (left is negative)
return 0;
}
left = FixedMul ( line->dy>>8, dx>>8 );
right = FixedMul ( dy>>8 , line->dx>>8 );
if (right < left)
return 0; // front side
return 1; // back side
}

View file

@ -5923,7 +5923,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
bool nofreeaim)
bool nofreeaim, bool noautoaim)
{
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
angle_t an = angle;
@ -5936,7 +5936,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
{
return NULL;
}
if (source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
{
// Keep exactly the same angle and pitch as the player's own aim
an = angle;

View file

@ -1104,11 +1104,32 @@ void P_MovePsprites (player_t *player)
P_CheckWeaponZoom (player);
}
}
psp = &player->psprites[0];
for (i = 0; i < NUMPSPRITES; i++, psp++)
{
if (psp->state == NULL)
{
if (psp->interpolation != NULL)
{
player->pspinterp[i] = NULL;
psp->StopInterpolation();
}
}
else if (psp->interpolation == NULL)
{
player->pspinterp[i] = psp->SetInterpolation(player - players, i);
}
}
}
FArchive &operator<< (FArchive &arc, pspdef_t &def)
{
arc << def.state << def.tics << def.sx << def.sy
<< def.sprite << def.frame;
if (SaveVersion >= 4525)
arc << def.interpolation;
return arc;
}

View file

@ -26,6 +26,7 @@
// Basic data types.
// Needs fixed point, and BAM angles.
#include "tables.h"
#include "r_data/r_interpolate.h"
#include "thingdef/thingdef.h"
#define WEAPONBOTTOM 128*FRACUNIT
@ -71,6 +72,11 @@ struct pspdef_t
int sprite;
int frame;
bool processPending; // true: waiting for periodic processing on this tick
TObjPtr<DInterpolation> interpolation;
DInterpolation *SetInterpolation(int player, int position);
void UpdateInterpolation(int player);
void StopInterpolation();
};
class FArchive;

View file

@ -297,6 +297,11 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
{
dst->mo->player = dst;
}
// Fix the psprite interpolation pointers too.
for (int i = 0; i < NUMPSPRITES; i++)
{
dst->psprites[i].UpdateInterpolation(dst - players);
}
// These 2 variables may not be overwritten.
dst->attackdown = attackdown;
dst->usedown = usedown;

View file

@ -316,6 +316,7 @@ player_t::player_t()
memset (&cmd, 0, sizeof(cmd));
memset (frags, 0, sizeof(frags));
memset (psprites, 0, sizeof(psprites));
memset (pspinterp, 0, sizeof(pspinterp));
}
player_t &player_t::operator=(const player_t &p)
@ -371,6 +372,7 @@ player_t &player_t::operator=(const player_t &p)
fixedcolormap = p.fixedcolormap;
fixedlightlevel = p.fixedlightlevel;
memcpy(psprites, &p.psprites, sizeof(psprites));
memcpy(pspinterp, &p.pspinterp, sizeof(pspinterp));
morphTics = p.morphTics;
MorphedPlayerClass = p.MorphedPlayerClass;
MorphStyle = p.MorphStyle;
@ -435,6 +437,10 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
if (*&ConversationNPC == old) ConversationNPC = replacement, changed++;
if (*&ConversationPC == old) ConversationPC = replacement, changed++;
if (*&MUSINFOactor == old) MUSINFOactor = replacement, changed++;
for (int i = 0; i < NUMPSPRITES; i++)
if (*&pspinterp[i] == old) pspinterp[i] = static_cast<DInterpolation *>(rep), changed++;
return changed;
}
@ -454,6 +460,11 @@ size_t player_t::PropagateMark()
{
GC::Mark(PendingWeapon);
}
for (int i = 0; i < NUMPSPRITES; i++)
{
GC::Mark(pspinterp[i]);
}
return sizeof(*this);
}
@ -3052,7 +3063,11 @@ void player_t::Serialize (FArchive &arc)
for (i = 0; i < MAXPLAYERS; i++)
arc << frags[i];
for (i = 0; i < NUMPSPRITES; i++)
{
arc << psprites[i];
if (SaveVersion >= 4525)
arc << pspinterp[i];
}
arc << CurrentPlayerClass;

View file

@ -151,6 +151,35 @@ public:
};
//==========================================================================
//
//
//
//==========================================================================
class DPSpriteInterpolation : public DInterpolation
{
DECLARE_CLASS(DPSpriteInterpolation, DInterpolation)
pspdef_t *psp;
int player, position;
fixed_t oldx, oldy;
fixed_t bakx, baky;
fixed_t ofsx, ofsy;
fixed_t nfsx, nfsy;
public:
DPSpriteInterpolation() {}
DPSpriteInterpolation(pspdef_t *psp, int player, int position);
void UpdatePointer(int player);
void Destroy();
void UpdateInterpolation();
void Restore();
void Interpolate(fixed_t smoothratio);
void Serialize(FArchive &arc);
};
//==========================================================================
//
//
@ -162,6 +191,7 @@ IMPLEMENT_CLASS(DSectorPlaneInterpolation)
IMPLEMENT_CLASS(DSectorScrollInterpolation)
IMPLEMENT_CLASS(DWallScrollInterpolation)
IMPLEMENT_CLASS(DPolyobjInterpolation)
IMPLEMENT_CLASS(DPSpriteInterpolation)
//==========================================================================
//
@ -628,7 +658,6 @@ void DSectorScrollInterpolation::Serialize(FArchive &arc)
arc << sector << ceiling << oldx << oldy;
}
//==========================================================================
//
//
@ -824,6 +853,113 @@ void DPolyobjInterpolation::Serialize(FArchive &arc)
if (arc.IsLoading()) bakverts.Resize(oldverts.Size());
}
//==========================================================================
//
//
//
//==========================================================================
//==========================================================================
//
//
//
//==========================================================================
DPSpriteInterpolation::DPSpriteInterpolation(pspdef_t *_psp, int _player, int _position)
: psp(_psp), player(_player), position(_position),
ofsx(0), ofsy(0), nfsx(0), nfsy(0)
{
UpdateInterpolation ();
interpolator.AddInterpolation(this);
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::UpdatePointer(int _player)
{
player = _player;
psp = &players[player].psprites[position];
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Destroy()
{
psp->interpolation = NULL;
Super::Destroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::UpdateInterpolation()
{
if ( position == ps_weapon )
P_BobWeapon( &players[player], psp, &ofsx, &ofsy );
oldx = psp->sx + ofsx;
oldy = psp->sy + ofsy;
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Restore()
{
psp->sx = bakx - nfsx;
psp->sy = baky - nfsy;
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Interpolate(fixed_t smoothratio)
{
if ( position == ps_weapon )
P_BobWeapon( &players[player], psp, &nfsx, &nfsy );
bakx = psp->sx + nfsx;
baky = psp->sy + nfsy;
psp->sx = oldx + FixedMul(bakx - oldx, smoothratio) - nfsx;
psp->sy = oldy + FixedMul(baky - oldy, smoothratio) - nfsy;
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << player << position << oldx << oldy << ofsx << ofsy;
UpdatePointer(player);
}
//==========================================================================
//
//
//
//==========================================================================
//==========================================================================
//
@ -944,6 +1080,62 @@ void FPolyObj::StopInterpolation()
}
}
//==========================================================================
//
//
//
//==========================================================================
DInterpolation *pspdef_t::SetInterpolation(int player, int position)
{
if (interpolation == NULL)
{
interpolation = new DPSpriteInterpolation(this, player, position);
}
interpolation->AddRef();
GC::WriteBarrier(interpolation);
return interpolation;
}
//==========================================================================
//
//
//
//==========================================================================
void pspdef_t::UpdateInterpolation(int player)
{
if (interpolation != NULL)
{
barrier_cast<DPSpriteInterpolation *>(interpolation)->UpdatePointer(player);
}
}
//==========================================================================
//
//
//
//==========================================================================
void pspdef_t::StopInterpolation()
{
if (interpolation != NULL)
{
interpolation->DelRef();
}
}
//==========================================================================
//
//
//
//==========================================================================
//==========================================================================
//
//
//
//==========================================================================
ADD_STAT (interpolations)
{
@ -951,5 +1143,3 @@ ADD_STAT (interpolations)
out.Format ("%d interpolations", interpolator.CountInterpolations ());
return out;
}

View file

@ -771,7 +771,7 @@ bool FMODSoundRenderer::Init()
}
#endif
#ifndef _WIN32
#if !defined _WIN32 && !defined __APPLE__
// Try to load SDL output plugin
result = Sys->setPluginPath(progdir); // Should we really look for it in the program directory?
result = Sys->loadPlugin("liboutput_sdl.so", &OutputPlugin);

View file

@ -1320,6 +1320,7 @@ enum FP_Flags
{
FPF_AIMATANGLE = 1,
FPF_TRANSFERTRANSLATION = 2,
FPF_NOAUTOAIM = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
@ -1358,7 +1359,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
// Temporarily adjusts the pitch
fixed_t SavedPlayerPitch = self->pitch;
self->pitch -= pitch;
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget, NULL, false, (Flags & FPF_NOAUTOAIM) != 0);
self->pitch = SavedPlayerPitch;
// automatic handling of seeker missiles
@ -5071,7 +5072,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
// A_SetSpeed
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
{
ACTION_PARAM_START(2);
@ -5089,6 +5089,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
ref->Speed = speed;
}
//==========================================================================
//
// A_SetFloatSpeed
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(speed, 0);
ACTION_PARAM_INT(ptr, 1);
AActor *ref = COPY_AAPTR(self, ptr);
if (!ref)
{
ACTION_SET_RESULT(false);
return;
}
ref->FloatSpeed = speed;
}
//===========================================================================
//
// Common A_Damage handler
@ -5823,3 +5845,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
ACTION_PARAM_INT(max, 0);
self->RipLevelMax = max;
}

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4524
#define SAVEVER 4525
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -304,6 +304,7 @@ ACTOR Actor native //: Thinker
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");

View file

@ -188,6 +188,7 @@ const int CPF_STEALARMOR = 32;
// Flags for A_CustomMissile
const int FPF_AIMATANGLE = 1;
const int FPF_TRANSFERTRANSLATION = 2;
const int FPF_NOAUTOAIM = 4;
// Flags for A_Teleport
enum

View file

@ -802,6 +802,7 @@ ACTOR BlasterPuff
+NOGRAVITY
+PUFFONACTORS
RenderStyle Add
SeeSound "weapons/blasterhit"
States
{
Crash:

View file

@ -10,7 +10,7 @@ ACTOR Inventory native
action native A_JumpIfNoAmmo(state label);
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
action native A_Light(int extralight);
action native A_Light0();

View file

@ -55,6 +55,8 @@ A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
{
stairs
maskedmidtex
corpsegibs
vileghosts
}
10E1E2B36302D31AC4AE68C84B5DC457 // Eternal Doom MAP28
@ -125,7 +127,6 @@ BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
CBDFEFAC579A62DE8F1B48CA4A09D381 // gather2.wad map05 and darkside.wad map01
C7A2FAFB0AFB2632C50AD625CDB50E51 // Reverie map18
9E5724BC6135AA6F86EE54FD4D91F1E2 // Project X map14
6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom map25
01899825FFEAE016D39C02A7DA4B218F // Archie map01
1D9F3AFDC2517C2E450491ED13896712 // Seej map01
0AE745A3AB86D15FB2FB74489962C421 // 6pack2 map02
@ -320,8 +321,7 @@ F481922F4881F74760F3C0437FD5EDD0 // map03
7C1913DEE396BA26CFF22A0E9369B7D2 // Nuke Mine, e1m2
{
clearlinespecial 1107
clearlinespecial 1108
pointonline
}
5B862477519B21B30059A466F2FF6460 // Khorus, map08
@ -401,3 +401,8 @@ D0139194F7817BF06F3988DFC47DB38D // Whispers of Satan map29
{
nopassover
}
D7F6E9F08C39A17026349A04F8C0B0BE // Return to Hadron, e1m9
{
pointonline
}

View file

@ -1303,6 +1303,7 @@ OptionMenu "CompatibilityOptions"
Option "Find shortest textures like Doom", "compat_SHORTTEX", "YesNo"
Option "Use buggier stair building", "compat_stairs", "YesNo"
Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
Option "Use Doom's point-on-line algorithm", "compat_pointonline", "YesNo"
StaticText " "
StaticText "Physics Behavior",1