ZZYZX
43d3e3e5c3
Assigned barrier sides to Event structures, added clearscope to ConsoleProcess because it handles both sides
2017-03-03 23:17:21 +02:00
ZZYZX
f4a546aee6
Moved menus to ui side, moved AlterWeaponSprite to ui side, moved StaticEventHandler to play side (except ui virtuals)
2017-03-03 23:15:18 +02:00
ZZYZX
421f78c771
Fixed potential crash with new() in anonymous functions (is that even allowed?); Added compile-time check for disallowed new()
2017-03-03 22:52:35 +02:00
ZZYZX
3a57a9809f
Removed nonew class modifier
2017-03-03 22:42:12 +02:00
ZZYZX
78533cc316
Fixed: the name of accessed field is now properly retrieved in FxStructMember::RequestAddress
2017-03-03 22:38:33 +02:00
ZZYZX
6ec7d9af59
No more crashing in anonymous functions during runtime check of virtualscope
2017-02-18 08:02:38 +02:00
ZZYZX
fb9b8c8870
Re-enabled clearscope for methods; made isBlinking() clearscope
2017-02-18 07:51:41 +02:00
ZZYZX
ab07b30d5e
Fixed: implicit method call without specifying self should be checked as well
2017-02-18 07:48:28 +02:00
ZZYZX
463620c3b8
ClearScope is not needed for methods either. Disabled, but not removed - reenable if needed later
2017-02-18 07:33:27 +02:00
ZZYZX
d7f5d8a403
ClearScope for fields essentially means 'world-writable'. We don't want to support that - disallowed
2017-02-18 07:31:07 +02:00
ZZYZX
dbc595f886
Marked DrawPowerup as ui, still compiles and somewhat works :D
2017-02-18 07:30:20 +02:00
ZZYZX
afc9050a43
Marked Thinker play. Marked OnDestroy and Destroy virtualscope. It compiles :D
2017-02-18 06:56:00 +02:00
ZZYZX
e0ae0fdb2e
Dynamic virtualscope checking. May yet be buggy.
2017-02-18 06:27:28 +02:00
ZZYZX
b5ab011bb9
Static virtualscope checking. This is possible, because virtualscope can't produce false positives (data readable for everyone), only false negatives (which are handled at runtime later)
2017-02-18 04:07:12 +02:00
ZZYZX
12aa18a92b
Preparing to do class-based method scopes: can't change class scope once defined (play stays play, ui stays ui)
2017-02-18 00:39:57 +02:00
ZZYZX
014db18f2a
Fixed some things around
2017-02-17 23:36:16 +02:00
ZZYZX
3056570ea9
Implemented a call check between ui/play/data
2017-02-17 23:02:43 +02:00
ZZYZX
a2f3d8511d
Implemented a read check between ui/play/data fields with a meaningful error
2017-02-17 22:46:18 +02:00
ZZYZX
a7a4406bb1
Supposedly implemented a write check between ui/play/data
2017-02-17 22:41:04 +02:00
ZZYZX
8b0dee6f66
My am dumb: PStruct is a base for PClass
2017-02-17 22:00:47 +02:00
ZZYZX
ecd4f5a32d
Removed supposedly debug value added in commit b0f3121bec
2017-02-17 20:25:11 +02:00
ZZYZX
496b2a74ce
Disallow const qualifier for classes
2017-02-17 20:04:40 +02:00
ZZYZX
195ae24dcb
const method cannot write to self
2017-02-17 19:54:59 +02:00
ZZYZX
338e676e73
Allow calling const methods on readonly structs
2017-02-17 19:25:29 +02:00
ZZYZX
0f031c5f22
Renamed 'allowui' to 'clearscope'. 'allowui' doesn't reflect the real meaning of the keyword which clears implicit 'play' or 'ui' inherited from parent class (for classes) or owning type (for methods/fields)
2017-02-17 18:24:01 +02:00
ZZYZX
2b20abff02
Fixed consistency of checks
2017-02-17 18:01:39 +02:00
ZZYZX
4fe9c7d8c8
Added parsing of ui, play, allowui and const qualifiers
2017-02-17 17:58:16 +02:00
ZZYZX
5e5d0d3e57
Using separate keyword 'nonew' as reverse abstract; nonew is inherited, and nonew class can only be created from the first nonew class in the hierarchy
2017-02-16 12:40:09 +02:00
ZZYZX
0803faf596
Compile time check for abstract class instantiation to reduce programming errors ASAP
2017-02-16 04:22:14 +02:00
ZZYZX
0819dd8d89
Actually pass PFunction to OP_NEW
2017-02-16 04:14:21 +02:00
ZZYZX
7d3663500f
Disallow creation of abstract classes outside of their own class (this is so that modders can create their own factory methods, not just for native)
2017-02-16 03:49:03 +02:00
ZZYZX
363990a105
Class abstractness should be inherited
2017-02-16 02:31:20 +02:00
ZZYZX
3577e4eddc
Fixed possible nullptr dereferencing on c->Type() == nullptr
2017-02-16 02:14:49 +02:00
Rachael Alexanderson
bd86abede3
- fixed Skulltag rune bugs.
...
1) When used in a hub, returning to a previous level in the hub deactivated the runes if they were a permanent powerup.
2) When picking up two different runes with the same effect, one rune wearing off removed the effect completely.
3) This entire system was done through an extremely hacky CheatFlags implementation. This was a gross hack, and it was no wonder it didn't always work properly.
2017-02-15 16:37:45 +01:00
Christoph Oelckers
46d12635ce
- fixed warning
2017-02-15 13:17:20 +01:00
Christoph Oelckers
67f6f28b55
- fixed: When finding the highest floor plane on a given side of a linedef, the necessary tests may not depend on the actual highest floor, which may originate from the other side of the line and cause valid planes that are between the currently set plane and the actual highest floor to be skipped.
2017-02-15 13:14:59 +01:00
Christoph Oelckers
d8b8767ee9
- disabled render events pending further discussion and evaluation.
2017-02-15 12:27:50 +01:00
Christoph Oelckers
c8db1f151e
- fixed: All FNames inside actor classes need to be FNameNoInit or their constructor will overwrite them after copying the defaults.
2017-02-15 12:16:24 +01:00
Christoph Oelckers
d8ebbcfc08
- fixed: When loading a savegame the player class in the userinfo needs to be updated.
...
- fixed: Class pointers should not be added to the list of garbage collected pointers.
- fixed several warnings in the event code.
2017-02-15 11:55:08 +01:00
Christoph Oelckers
6fef653aa1
- exported GetUDMF methods to scripting.
2017-02-15 01:03:47 +01:00
Christoph Oelckers
8d7a64bd17
- added a virtual 'used' method that gets called when the player presses use on an actor. This method will only be called if the actor does not have the USESPECIAL flag - that one will be handled as before.
2017-02-15 00:43:30 +01:00
Christoph Oelckers
c01289e999
- added ZScript property handling for names, sounds and colors.
2017-02-14 23:28:49 +01:00
Christoph Oelckers
2f1b5c375e
- fixed: Line_SetPortal crashed with one-way portals.
2017-02-14 23:13:29 +01:00
Christoph Oelckers
c5204f34ca
- fixed: The code to play the mage lightning's attack sound was converted wrong, because it used the same structure as looping sounds normally so, but doesn't actually loop.
2017-02-14 22:51:53 +01:00
Christoph Oelckers
a6156297ce
- don't adjust sprite offsets of IWAD sprites in sequences which have been replaced partially. This can be overridden by specifying 'iwadforced' in the SPROFS lump.
2017-02-14 22:04:52 +01:00
Christoph Oelckers
3170591e32
- restated some weird number manipulation in SBARINFO for powerup time. This appears to be needed to distinguish between non-expiring items and non-present items.
2017-02-14 22:04:52 +01:00
alexey.lysiuk
a9f650c3f2
Fixed compilation warnings reported by GCC/Clang
...
src/events.cpp:167:66: warning: format specifies type 'char *' but the argument has type 'char' [-Wformat]
src/events.cpp:167:84: warning: data argument not used by format string [-Wformat-extra-args]
src/events.cpp:1036:20: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
2017-02-14 22:13:31 +02:00
alexey.lysiuk
dd0f55e8d8
Fixed compilation of Cocoa backend
2017-02-14 22:02:47 +02:00
Christoph Oelckers
b7b0e64471
- separated splash detection from water level setting.
...
This could cause problems if 3D floors with different properties for slashing and waterlevel were occupied at the same time. By keeping the slash code separate both parts can be handled without having to look out for the other.
2017-02-14 20:11:30 +01:00
Christoph Oelckers
9e769f29c3
- the native part wasn't saved.
2017-02-14 19:34:01 +01:00