Christoph Oelckers
b6a4511dd1
- move conversation ID definition to MAPINFO as well. Uses the newly added filter feature to handle the teaser differences.
2015-04-05 00:31:15 +02:00
Christoph Oelckers
2ec8e2c2ac
- moved spawn ID definitions to MAPINFO as well and removed all 'Game' directives from DECORATE because editor and spawn numbers are the only thing that required them.
2015-04-04 00:39:09 +02:00
Braden Obrzut
5f56fb5a16
Changed the behavior of SetActorTeleFog.
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- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-30 21:54:58 -04:00
Christoph Oelckers
c57cc91d7c
- cleaned up the RipLevel logic a bit to be less confusing.
2014-12-31 10:13:15 +01:00
MajorCooke
4ddfd0f46a
- Added 3 new properties and 3 functions to control them.
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- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
MajorCooke
dcab57b236
- Allow NULL.
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- Instead of reverting the teleport fog back to defaults, if there wasn't a class or if the class failed to be found, set it to NULL.
- P_SpawnTeleportFog will not spawn anything if it's NULL.
- Added "" so it can be used to mean 'don't change anything' for A_SetTeleFog.
2014-12-18 09:19:39 -06:00
MajorCooke
93ca8502dd
- Rewrote a bunch of things for stability.
2014-12-17 21:47:00 -06:00
MajorCooke
160ded99a9
- A few more checks to be safe.
2014-12-17 17:42:16 -06:00
MajorCooke
b255e5d67d
- Thought I was forgetting something.
2014-12-17 17:12:33 -06:00
MajorCooke
30acb72006
- Added per-actor teleport fog modifications.
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- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
2014-12-17 16:11:07 -06:00
Christoph Oelckers
b2452b806e
- missed a return.
2014-12-08 12:01:20 +01:00
Christoph Oelckers
e6de24a7de
- turned out that the recent change to allow cancelling a powerup blend through a powerup giver did not work well so now there's an explicit 'Powerup.Color none' to do it that works a bit differently.
2014-12-06 22:08:39 +01:00
Christoph Oelckers
fbe14d59bb
- fixed: All powerup blend colors with an alpha of 0 were treated as 'has no color' for PowerupGivers.
2014-12-03 13:05:50 +01:00
Randy Heit
ea7ba9dba3
Add per-actor friction
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- 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
alexey.lysiuk
65203760a8
Fix incorrect actor flag handling on big endian platforms
2014-06-28 11:00:08 +03:00
Christoph Oelckers
30f57c0b8e
- added new renderstyles AddStencil and AddShaded.
2014-05-13 21:16:06 +02:00
Gaerzi
7c3660087e
Restore shadow renderstyle.
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It was accidentally lost in r3085.
2014-04-22 13:32:33 +02:00
Christoph Oelckers
c959b3f250
- added 'subtract' render style to DECORATE parser. This is actually 'reverse subtract'
2013-12-05 15:28:09 +01:00
Christoph Oelckers
61c94648dc
- added ACS CheckFlag function.
2013-08-12 22:38:52 +02:00
Christoph Oelckers
be1a00c537
Merge branch 'maint'
2013-08-12 20:42:21 +02:00
Christoph Oelckers
f2c250d35d
- flags7 variable added to AActor.
2013-08-12 20:09:21 +02:00
Christoph Oelckers
2bcc5cd7cc
Merge branch 'maint'
2013-08-12 09:14:18 +02:00
Christoph Oelckers
ecfe67dd78
- removed weirdness from Powerup.Strength property that was specifically tailored to its use on PowerInvisibility and made its use problematic elsewhere.
2013-08-12 09:13:55 +02:00
Christoph Oelckers
21bce3b0c4
Merge branch 'maint'
2013-08-09 12:51:26 +02:00
Christoph Oelckers
34b71baad1
- added Player.Aircapacity property which is used as a multiplier for the level's air supply.
2013-08-09 11:57:14 +02:00
Edoardo Prezioso
8cab8f180b
- Be clear about the safe 'memset/memcpy' operations on virtual classes.
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Since I remember that 'memset/memcpy' is safe in this code, it should be okay to cast to the generic pointer all the 'virtual class' arguments before calling the above functions. Shuts up Clang warnings.
2013-07-31 12:23:31 +02:00
Christoph Oelckers
83bd8ba1b8
- added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
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- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Christoph Oelckers
9e3c6a3cc7
- fixed parameter type for Floatbobphase property.
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SVN r4300 (trunk)
2013-05-31 18:10:41 +00:00
Christoph Oelckers
ad12be4877
- fixed inappropriate type for FloatBobPhase property.
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SVN r4299 (trunk)
2013-05-30 21:10:54 +00:00
Christoph Oelckers
a7c2346b32
- added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
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SVN r4296 (trunk)
2013-05-30 08:52:29 +00:00
Randy Heit
9072c25e65
- Added a big-endian fix for actor flag fields that aren't four bytes wide.
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SVN r4251 (trunk)
2013-05-05 00:01:51 +00:00
Randy Heit
324b13c89b
- Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
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even if they have enough ammo to be used.
SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00
Braden Obrzut
de65ae809f
- Fixed: BobStyle was assigned as if they were flags.
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SVN r4027 (trunk)
2013-01-17 19:25:22 +00:00
Randy Heit
100391507e
- Added two new PlayerPawn properties:
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* GruntSpeed: The minimum speed a player must be falling at the time of landing to play *grunt.
* FallingScreamSpeed: When a player is falling within this range of speeds, they will play *falling.
SVN r3829 (trunk)
2012-08-14 03:24:59 +00:00
Randy Heit
ce8ca26bc9
- Fixed: Don't warn when an Inventory item's Icon is set to "".
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SVN r3720 (trunk)
2012-07-01 02:57:00 +00:00
Christoph Oelckers
a8ac550827
- fixed: a few DECORATE commands had incorrect parameter lists.
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SVN r3700 (trunk)
2012-06-21 07:55:59 +00:00
Christoph Oelckers
cbcc7443c6
- added Xaser's bobbing style options submission.
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SVN r3615 (trunk)
2012-05-02 20:58:29 +00:00
Randy Heit
70902d9da8
- Implicitly set MF2_PASSMOBJ when BounceType is used in an actor definition so that actors under
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or above the bouncer can be checked for bouncing.
SVN r3597 (trunk)
2012-04-26 03:36:01 +00:00
Randy Heit
7045bfd19f
- Fix another signed/unsigned warning from GCC.
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SVN r3458 (trunk)
2012-03-20 02:22:17 +00:00
Randy Heit
73a78caa5c
- Added support for a few extra color ranges to Player.Colorset so that the Strife player's
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predefined colors can properly define the standard Strife translation ranges.
SVN r3446 (trunk)
2012-03-16 02:23:31 +00:00
Christoph Oelckers
e4880d162f
- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
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- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.
SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Christoph Oelckers
3c47a30249
- added Gez's submission for inventory restrictions but changed the added checks to be in the main CallTryPickup function.
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SVN r3296 (trunk)
2011-09-23 08:23:51 +00:00
Braden Obrzut
d6b6a73fee
- Fixed MSVC warning.
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SVN r3292 (trunk)
2011-09-13 20:13:26 +00:00
Braden Obrzut
faa122ede3
- Adjust VisibleToPlayerClass to accept multiple classes as well as work with inheritance.
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SVN r3291 (trunk)
2011-09-10 04:24:40 +00:00
Braden Obrzut
c013e72caa
- Backported VisibleToTeam and VisibleToPlayerClass from Skulltag with some modifications.
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SVN r3290 (trunk)
2011-09-08 01:28:26 +00:00
Christoph Oelckers
03177090c0
- removed some unnecessary r_ header #includes.
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SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
fbff5ca932
- moved r_interpolate.cpp and r_translate.cpp to r_data.
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- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5
- rename src/resources to src/r_data.
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SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
17ed7aaabd
- moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
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SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Christoph Oelckers
4626492f50
- separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
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SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00