Commit graph

570 commits

Author SHA1 Message Date
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).
- 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
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.
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)
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
f787056198 - Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
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
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).
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.
- 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.
- 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.
- 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
6f11a65893 - Converted rollIntensity from int to double.
- 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.
- 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
Christoph Oelckers
f5afa30ee6 - added GetAngle(bool relative, int target) DECORATE function. 2016-04-27 11:52:52 +02:00
Randy Heit
60966f472f Revert "Revert "Remove "action" from Actor functions that don't actually need it""
- 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"
- 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
- 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
- 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
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
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
- 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
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
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
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
MajorCooke
4eee1c7af1 Fixed: A_FaceMovementDirection was backwards. 2016-03-27 14:21:07 +02:00