Randy Heit
142a15b9c6
- Fixed: The length of the SFLG chunk was used incorrectly, resulting in erroneous flag setting
...
if such a chunk was present.
SVN r3593 (trunk)
2012-04-26 02:03:43 +00:00
Randy Heit
ec84437212
- Extended wallscan_np2 to work with masked walls.
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SVN r3592 (trunk)
2012-04-25 03:21:55 +00:00
Randy Heit
79ae117f8f
- Fixed: HU_FONTEND was too low to allow for the full 8-bit CP-1252 character range.
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SVN r3590 (trunk)
2012-04-25 01:43:50 +00:00
Randy Heit
a660eea116
- Patch to allow compilation by clang.
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SVN r3589 (trunk)
2012-04-23 02:46:25 +00:00
Randy Heit
5e3a41e8f6
- Added a wrapper function to help wallscan() tile textures with heights that are not a power of 2.
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SVN r3588 (trunk)
2012-04-23 02:38:09 +00:00
Christoph Oelckers
b2e5e15d3c
- changed icon lookup for weapons in SBARINFO so that it uses the alternative HUD's method if the weapon does not have an icon defined.
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SVN r3587 (trunk)
2012-04-22 09:41:06 +00:00
Christoph Oelckers
4df1ea63b5
- added DavidPH's sqrt for DECORATE submission.
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SVN r3586 (trunk)
2012-04-22 08:17:27 +00:00
Christoph Oelckers
44519f3972
- added Gez's fixed palette flashes for Hexen.
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SVN r3585 (trunk)
2012-04-22 07:58:04 +00:00
Christoph Oelckers
fdefd361e6
- Undid the 'Spray' state change because it obviously can't work with the default blood actor.
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SVN r3582 (trunk)
2012-04-22 07:32:09 +00:00
Christoph Oelckers
aa7464df66
- this must remain specific to Strife...
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SVN r3581 (trunk)
2012-04-22 07:29:40 +00:00
Christoph Oelckers
a79bcb73ac
- fixed the bloodspawning completely: It has to check for parent class's states, too, so that inherited blood still works
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- made the 'Spray' state in P_SpawnBlood available for all games.
SVN r3580 (trunk)
2012-04-22 07:23:59 +00:00
Randy Heit
bf48b7620c
- Changed the direction of positive rotation for voxels to match GZDoom's counterclockwise spin.
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SVN r3579 (trunk)
2012-04-22 02:34:57 +00:00
Randy Heit
9276e6138e
- Fixed: All missiles could climb steps in P_TryMove() because of an extra ampersand turning & into &&.
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SVN r3578 (trunk)
2012-04-22 02:30:26 +00:00
Randy Heit
5123a6b74b
- And this is what I get for not making sure it compiles...
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SVN r3577 (trunk)
2012-04-22 02:14:01 +00:00
Randy Heit
e51bd95d03
- Fixed: P_SpawnBlood did not check that the state it was setting for low-damage blood was valid.
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SVN r3576 (trunk)
2012-04-22 02:08:27 +00:00
Randy Heit
b94607dc7e
- Being killed by a voodoo doll now has its own obituary, rather than trying to come up with one
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by treating it as a real player.
SVN r3574 (trunk)
2012-04-19 04:03:42 +00:00
Randy Heit
b036ef63e9
- Fixed: The 0-damage FORCEPAIN checks in P_DamageMobj() also need to check the PAINLESS and NOPAIN flags.
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SVN r3573 (trunk)
2012-04-19 03:40:27 +00:00
Randy Heit
5b86ce9f7d
- If A_SeekerMissile is used with the SMF_LOOK flag and its targets is unseekable, it now clears
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its tracer so that it will look for a new target the next time it is called.
- Extended P_RoughMonsterSearch() with a flag to indicate that it should only search for seekable
targets.
SVN r3572 (trunk)
2012-04-19 03:22:06 +00:00
Randy Heit
86842bc1da
- Fixed: P_TestMobjZ() should not let missile shooters block their missiles.
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SVN r3571 (trunk)
2012-04-19 02:50:43 +00:00
Randy Heit
9c1e03a21b
- In S_Shutdown(), stop the song and forget traces of it so that people who feel like setting
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snd_musicvolume in their atexit don't crash because it tries to restart the song at the new
volume.
SVN r3570 (trunk)
2012-04-19 02:27:10 +00:00
Randy Heit
c1f3621a4c
- Don't crash when loading UDMF maps with invalid sidedef references.
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SVN r3569 (trunk)
2012-04-19 02:14:34 +00:00
Christoph Oelckers
93694dadc1
- fixed: The rail attack did not check the BLOODLESSIMPACT flag.
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SVN r3568 (trunk)
2012-04-15 07:59:50 +00:00
Randy Heit
c03be3b43b
- Fixed: Don't ignore FORCEPAIN if damage modification takes the damage to 0.
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SVN r3567 (trunk)
2012-04-15 03:48:27 +00:00
Randy Heit
aa227b1df4
- Fixed: DHUDMessageTypeOnFadeOut::Tick() did not skip over color escapes.
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SVN r3566 (trunk)
2012-04-15 03:13:07 +00:00
Randy Heit
5bf3b7113e
- Fixed: When using CMF_ABSOLUTEPITCH or CMF_OFFSETPITCH, A_CustomMissile could calculate a
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negative missile speed.
SVN r3565 (trunk)
2012-04-15 02:43:37 +00:00
Randy Heit
6cb99dab3e
- Fix type conversion warning.
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SVN r3563 (trunk)
2012-04-14 03:56:39 +00:00
Randy Heit
280ca05554
- In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
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- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.
SVN r3562 (trunk)
2012-04-14 03:55:46 +00:00
Randy Heit
f19a6a2a29
- Fixed: Do not play skinned sounds when the player has the NOSKIN flag set.
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SVN r3561 (trunk)
2012-04-14 03:10:07 +00:00
Randy Heit
c0bc7532ac
- Fixed: If a player has the NOSKIN flag set, do not change their appearance to that of the
...
skin when spawning or changing the skin.
SVN r3560 (trunk)
2012-04-14 03:07:28 +00:00
Randy Heit
66a1b8be9d
- Fixed: DSBarInfo did not declare its object pointers for the garbage collector.
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SVN r3559 (trunk)
2012-04-14 02:55:47 +00:00
Christoph Oelckers
b2336f5c21
- missed one file in last commit.
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SVN r3558 (trunk)
2012-04-13 08:16:19 +00:00
Christoph Oelckers
37f4ee53b9
- applied Xaser's A_RailAttack duration fix.
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SVN r3557 (trunk)
2012-04-13 08:15:57 +00:00
Christoph Oelckers
1529c91b80
- fixed: FFont::GetChar was unable to handle 8 bit signed chars.
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SVN r3556 (trunk)
2012-04-12 17:33:55 +00:00
Christoph Oelckers
52bb3a4dbe
- fixed: Boom's generalized doors are not retriggerable, even if they are not remote. (Patch by Gez)
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SVN r3555 (trunk)
2012-04-12 12:42:00 +00:00
Randy Heit
8f5eff419d
- Fixed: When spawning actors for the rail trail, a RNG that is synchronized
...
across all machines must be used.
- Add Xaser's railgun fix for "P_RailAttack's 'sparsity' was being ignored for particle core trails, and 'maxdiff' was ignored when spawning actors."
For reals this time.
SVN r3554 (trunk)
2012-04-11 22:30:27 +00:00
Randy Heit
7bfd551f27
- Xaser's fix for XDeath states not working for rail puffs.
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SVN r3553 (trunk)
2012-04-11 04:50:23 +00:00
Randy Heit
a85b751f7a
- Fix warnings warned by GCC.
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SVN r3552 (trunk)
2012-04-11 04:44:12 +00:00
Randy Heit
06de818059
- Add Xaser's railgun fixes:
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* P_RailAttack's 'sparsity' was being ignored for particle core trails,
and 'maxdiff' was ignored when spawning actors.
* Fixed the persistent core issue.
* Fixed. The default value for the new 'range' parameter was incorrectly
set to zero, causing A_FireRailgun to emit a zero-length "rail."
SVN r3551 (trunk)
2012-04-11 04:41:37 +00:00
Randy Heit
2b52d686e9
- Use 3D midtexture restrictions when respawning actors.
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SVN r3550 (trunk)
2012-04-10 03:28:53 +00:00
Randy Heit
12e23a56f8
- Only adjust the ceiling position of solid actors in A_RestoreSpecialPosition.
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SVN r3549 (trunk)
2012-04-10 03:22:07 +00:00
Randy Heit
da21075480
- Fixed: The onlyspawnpos handling in P_FindFloorCeiling would fail to adjust an actor's floorz
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(and related) to a 3D midtex beneath its Z if it also touched a 3D midtex above its Z.
SVN r3548 (trunk)
2012-04-10 03:18:04 +00:00
Christoph Oelckers
d81542752a
- fixed: P_FindFloorCeiling may not use the floorsector returned by P_LineOpening when only checking 3D-floors because it will be NULL.
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SVN r3547 (trunk)
2012-04-09 09:01:25 +00:00
Christoph Oelckers
6089347161
- fixed: A_InquisitorAttack used FRACBITS to offset the grenades' launch position instead of FRACUNIT
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SVN r3546 (trunk)
2012-04-09 07:30:18 +00:00
Randy Heit
837126ae57
- Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
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respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
2012-04-08 21:12:14 +00:00
Randy Heit
9451b7c1d3
- I think this is what this comment is supposed to say. It had 匤 for me, and with Western character encodings, it was complete garbage.
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SVN r3544 (trunk)
2012-04-08 20:20:39 +00:00
Randy Heit
22a0c92ab8
- Fixed crash when teleporting. P_TeleportMove() must not pass FFCF_ONLYSPAWNPOS to
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P_GetFloorCeilingZ(). I got confused because its bool parameter's meaning had been the
opposite of P_FindFloorCeiling()'s bool parameter before they got changed to flags.
SVN r3543 (trunk)
2012-04-08 20:01:43 +00:00
Randy Heit
d0bba7c3c3
- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
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without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Randy Heit
c175acb75d
- Fixed: Passing hexdd.wad with a path to the -iwad parameter would disable searching the standard
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paths for hexen.wad.
SVN r3541 (trunk)
2012-04-08 05:12:03 +00:00
Randy Heit
d6c3d77a38
- Fixed: Stereo sound volume reduction should only be done for stereo sounds played in 3D. Head-
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relative ones should remain full volume.
SVN r3540 (trunk)
2012-04-08 04:57:59 +00:00
Randy Heit
1e63d07f1b
- Fixed: RunScript() ignored the always parameter.
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SVN r3539 (trunk)
2012-04-08 04:48:47 +00:00
Randy Heit
4d6447a55b
- Don't call secfriction() twice in the normal part of P_GetFriction().
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- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to
ORIG_FRICTION, so it only worked with lower frictions.
SVN r3538 (trunk)
2012-04-08 04:43:19 +00:00
Randy Heit
0a8ffaecd9
- I guess I should make sure things compile before I commit them.
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SVN r3537 (trunk)
2012-04-08 04:35:39 +00:00
Randy Heit
9ea7eab7e0
- Clamp maximum particle count to 65535.
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- Fixed: The inner railgun trail ignored the RGF_FULLBRIGHT flag.
SVN r3536 (trunk)
2012-04-08 04:34:03 +00:00
Christoph Oelckers
40c906f10d
- fixed new A_Facetarget pitch code which made some incorrect assumptions about variables' signedness.
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- fixed a few compiler warnings.
SVN r3535 (trunk)
2012-04-07 20:44:28 +00:00
Christoph Oelckers
7443c3d167
- replaced CARRYFACTOR definition by an integer-only expression.
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SVN r3534 (trunk)
2012-04-07 15:32:32 +00:00
Christoph Oelckers
26dbec2aae
- added FDARI*s damagetype fix
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SVN r3533 (trunk)
2012-04-07 15:29:47 +00:00
Christoph Oelckers
4637ed53fa
- added Thomas's patch to add a Pufftype parameter to A_Explode.
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SVN r3532 (trunk)
2012-04-07 13:17:38 +00:00
Christoph Oelckers
4ece349ee5
Expanded 'info' CCMD to also print the TID.
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SVN r3531 (trunk)
2012-04-07 13:15:40 +00:00
Christoph Oelckers
235a09d92a
- Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
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SVN r3530 (trunk)
2012-04-07 13:07:25 +00:00
Christoph Oelckers
34820aacd2
- added Xaser's modified version of kgsws's railgun enhancements patch.
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SVN r3529 (trunk)
2012-04-07 12:57:44 +00:00
Christoph Oelckers
3aa759714a
- added DavidPH's A_FaceTarget with pitch submission.
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SVN r3528 (trunk)
2012-04-07 12:48:56 +00:00
Christoph Oelckers
83620fca1f
- added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.
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SVN r3527 (trunk)
2012-04-07 12:40:50 +00:00
Christoph Oelckers
c3638eb338
- added FDARI's submission for A_CustomMissile options.
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SVN r3526 (trunk)
2012-04-07 12:36:39 +00:00
Christoph Oelckers
53f4776914
- added Gez's patch to have D'Sparil transfer his translations to his second state and the teleport effect.
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SVN r3525 (trunk)
2012-04-07 12:26:02 +00:00
Christoph Oelckers
fd2af54724
- fixed TArray compilation issue with GCC 4.7.
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SVN r3524 (trunk)
2012-04-07 12:22:00 +00:00
Christoph Oelckers
81eef71067
- added FDARI's Default/global damagetype properties submission.
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SVN r3523 (trunk)
2012-04-07 12:11:17 +00:00
Christoph Oelckers
b044c134d3
- fixed ammo usage issues with Dehacked modified weapons that switch attack code pointers. Unless Dehacked specifies an 'ammo use' value for a weapon any Dehacked modified weapon determines ammo use by attack function, like Doom did originally, and not by the weapon's AmmoUse property. This also addresses that the Cells/BFG shot value always modified the BFG itself.
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- fixed: A_Saw depleted ammo after the attack so it still went through with it, even though it was out of ammo.
SVN r3522 (trunk)
2012-04-07 11:33:35 +00:00
Christoph Oelckers
35f0b32a7f
- fixed: The bounce on actors check handled infinite bouncers (bouncecount == 0) incorrectly.
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SVN r3521 (trunk)
2012-04-07 08:21:44 +00:00
Christoph Oelckers
f6817f9544
- moved S_NoiseDebug call from FStatusBar::Draw to FStatusBar::DrawTopStuff so that it also gets drawn with the alternative HUD and stays on top of other HUD content.
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SVN r3520 (trunk)
2012-04-06 10:32:27 +00:00
Christoph Oelckers
7642aba6ce
- fixed: It was possible to give inventory items to the base actors of something morphed. This would cause an assertion failure when unmorphing.
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SVN r3519 (trunk)
2012-04-06 09:43:18 +00:00
Randy Heit
5358fd594b
- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
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The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Christoph Oelckers
14730a89be
- changed calculation of soundorg for triangular sectors. In many cases the center of the bounding box won't be inside the sector but on one of the outer lines so something different is needed
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SVN r3517 (trunk)
2012-04-04 17:33:43 +00:00
Christoph Oelckers
8dbfd21d91
- fixed wrong flag check from r3490.
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SVN r3516 (trunk)
2012-04-03 15:13:55 +00:00
Christoph Oelckers
9f58a15e28
- check for overflows when giving inventory items.
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SVN r3515 (trunk)
2012-04-03 09:16:19 +00:00
Randy Heit
64f0e0e984
- Fixed: A_Respawn also needs to use P_SpawnMapThing-like sector finding. Since it is exactly the
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same situation A_RestoreSpecialPosition, it now just calls that to do the moving. This also
means it is no longer limited to respawning things on the floor.
SVN r3514 (trunk)
2012-04-03 04:31:27 +00:00
Randy Heit
498a432c8d
- Make DF2_BARRELS_RESPAWN work in all game modes without the need for alwaysapplydmflags.
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SVN r3513 (trunk)
2012-04-03 04:18:38 +00:00
Randy Heit
c5a3d846dd
- Implement multitick viewpitch centering logic.
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SVN r3512 (trunk)
2012-04-03 04:09:30 +00:00
Randy Heit
ee20c2169e
- Fixed: DEM_CENTERVIEW also needs to reset the LocalViewPitch if it's for the consoleplayer.
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SVN r3511 (trunk)
2012-04-03 03:51:24 +00:00
Randy Heit
d8f509a73a
- Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
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- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to
shift the Z position by. This is, naturally, always 0.
SVN r3510 (trunk)
2012-04-03 03:45:05 +00:00
Randy Heit
f312926e9f
- Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
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SVN r3509 (trunk)
2012-04-03 03:35:20 +00:00
Braden Obrzut
1f6c6aafd9
- Fixed: DesignatedTeams prevented monsters from hurting themselves in teamplay.
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SVN r3508 (trunk)
2012-04-01 20:43:14 +00:00
Christoph Oelckers
3e7473e51a
- added handling for MF5_NOINTERACTION to A_Weave.
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SVN r3507 (trunk)
2012-04-01 11:15:16 +00:00
Christoph Oelckers
92a8f8518c
fixed: bouncing on actors neither checked nor changed mo->bouncecount.
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SVN r3506 (trunk)
2012-04-01 11:02:05 +00:00
Randy Heit
cf0d5b3151
- Fixed: FileReader's FilePos is relative to the start of the file, not relative to the start
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of the lump, so r3496's change to FileReader::Gets() was only valid for lumps at the start
of a wad. (This function was still incorrect before that, though, since it made FilePos
relative to StartPos after it had been used once.)
* On that note, I'm not sure GetsFromBuffer() is correct either, since it ignores StartPos,
but I don't know when this is actually used so that I could check.
SVN r3504 (trunk)
2012-04-01 04:08:38 +00:00
Randy Heit
23cda7c685
- Do the P_SightCheck() last in A_JumpIfInTargetLOS, since it's the most expensive check.
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- Fixed: A_JumpIfInTargetLOS did the FOV cone check from self -> target rather than from
target -> self.
SVN r3503 (trunk)
2012-04-01 03:41:08 +00:00
Randy Heit
5e85f736bb
- Fixed: Reset to the PlayerPawn's default render style and alpha in G_PlayerFinishLevel().
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SVN r3502 (trunk)
2012-04-01 03:18:34 +00:00
Randy Heit
6ea93d28e2
- Fixed: M_CreateMenus() is too soon to call UpdateJoystickMenu(). It needs to happen after
...
I_InitInput(), which happens during V_Init2().
SVN r3501 (trunk)
2012-04-01 03:03:53 +00:00
Randy Heit
19ec79d4f3
- Apply patch to prevent the flash state from being processed twice after using A_GunFlash.
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SVN r3500 (trunk)
2012-04-01 02:49:04 +00:00
Randy Heit
d9f7a250ba
- Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
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SVN r3499 (trunk)
2012-04-01 02:31:57 +00:00
Randy Heit
f6f8d74635
- Fixed: Trying to -playdemo a demo recorded from -loadgame would crash if you did not -loadgame
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the corresponding save.
SVN r3498 (trunk)
2012-04-01 01:40:57 +00:00
Christoph Oelckers
10c783dde2
- changed ACS parameter truncation for Hexen so that it's only done for ACS_Old format.
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SVN r3497 (trunk)
2012-03-31 20:53:01 +00:00
Christoph Oelckers
d64ca20b31
- fixed: FileReader::Gets did not check for a lump's end when reading through a WADs file object.
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SVN r3496 (trunk)
2012-03-31 14:18:59 +00:00
Christoph Oelckers
6f824e5ec7
- fixed bot color issue, thanks to Gez's patch.
...
SVN r3495 (trunk)
2012-03-31 11:13:34 +00:00
Randy Heit
89790ac313
- Add DMXGUS parsing, thanks to Gez.
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SVN r3494 (trunk)
2012-03-30 05:23:18 +00:00
Randy Heit
cfb9329c7f
- Add Gez's A_RadiusGive.
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SVN r3493 (trunk)
2012-03-30 04:28:10 +00:00
Randy Heit
0d302269bb
- Fix GCC errors in fb_d3d9.cpp.
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SVN r3492 (trunk)
2012-03-30 04:03:46 +00:00
Randy Heit
7783aec8a9
- Fixed: Missiles with MF6_STEPMISSILE set would be allowed to cross lines they could step over,
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but their Z position would not actually be moved up, so the subsequent call to P_ZMovement()
would destroy it because it was in the floor.
SVN r3491 (trunk)
2012-03-29 05:23:04 +00:00
Randy Heit
c445f684fc
- Fixed: In P_LineOpening_3dMidtex(), set the floorpic or ceilingpic to the 3D midtex if it
...
alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
instead of exploding it because the real floor or ceiling is sky.
SVN r3490 (trunk)
2012-03-29 05:09:56 +00:00
Randy Heit
386c2e93ab
- Restore randomization of monster respawn times accidentally taken out in r3485.
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SVN r3488 (trunk)
2012-03-29 04:33:37 +00:00
Randy Heit
b2abe9d11e
- Use 64-bit coordinates for a few spots in the FPathTraverse constructor and P_SightPathTraverse().
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- Allow FTraceInfo::TrlaceTraverse to pass the endpoints to FPathTraverse as deltas instead of
as absolute coordinates.
SVN r3487 (trunk)
2012-03-28 04:20:23 +00:00
Randy Heit
cfd5b84535
- Replace >>MAPBLOCKSHIFT with GetSafeBlockX/GetSafeBlockY from Mocha Doom.
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SVN r3486 (trunk)
2012-03-28 03:49:38 +00:00
Randy Heit
13869d2173
- Fixed: Use buggy PointOnSide for respawning monsters too.
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SVN r3485 (trunk)
2012-03-28 02:23:54 +00:00
Randy Heit
c2b320d408
- Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.
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SVN r3484 (trunk)
2012-03-25 03:25:59 +00:00
Randy Heit
510838c3c1
- Undo accidental commit of win32video.cpp with test resolution in place.
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SVN r3483 (trunk)
2012-03-25 03:08:13 +00:00
Randy Heit
23e88c88c9
- Add 17:10 aspect ratio, for 1024x600 screens.
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SVN r3482 (trunk)
2012-03-25 02:57:28 +00:00
Randy Heit
cc34f973e2
- Fixed: Using -playdemo in conjunction with -loadgame did not work.
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SVN r3481 (trunk)
2012-03-25 01:54:36 +00:00
Randy Heit
308f6cab9d
- Fixed: Sprites drawn with the shaded render style were always fullbright.
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SVN r3480 (trunk)
2012-03-24 00:52:15 +00:00
Randy Heit
45294cd3d3
- Remove unused FRICTION definition.
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SVN r3479 (trunk)
2012-03-23 23:27:19 +00:00
Randy Heit
0a03676796
- Fixed: Switching maps using the ResetHealth flag while dead would prevent proper
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reinitialization of the player on the new map.
SVN r3478 (trunk)
2012-03-23 23:24:30 +00:00
Randy Heit
ac0c1eb64b
- Fixed: If the znodes were based on a map with more vertexes than the one it is being loaded
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for, reject them.
SVN r3477 (trunk)
2012-03-23 23:04:32 +00:00
Randy Heit
f82024efbf
- Fixed: Prematurely closing a Door_Raise-type door now properly examines the actual sound
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sequence to determine if it should start the closing sequence.
SVN r3476 (trunk)
2012-03-23 22:21:33 +00:00
Randy Heit
49ea87f8bc
- Fixed: Poison damage lost damage type information if the poisoner was destroyed before poisoncount
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reached 0.
- Fixed: Poisoners without a PainType should use their own DamageType to pick the Pain state
to make the target enter, not the target's DamageType.
SVN r3475 (trunk)
2012-03-23 20:57:10 +00:00
Randy Heit
3e4ac58f7c
- Fixed: CopyPlayer must recheck the skin, since the value stored in the savegame is only used
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for bots. Mainly, what this means is that if the player is using the "Base" skin, they will
get their class-appropriate skin instead of skin 0 if this save is loaded before any other
game has started.
SVN r3474 (trunk)
2012-03-23 03:49:54 +00:00
Randy Heit
d3a2a40a3a
- Fixed: Do not "Give player back the skin" when loading a savegame if they have MF4_NOSKIN set.
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SVN r3473 (trunk)
2012-03-23 03:37:55 +00:00
Randy Heit
43033df455
- Fixed: G_DeathMatchSpawnPlayer() would fail to spawn a player when using "spawn furthest" and
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all the deathmatch spots are filled and there is no coop start for the specific player to
fallback on.
SVN r3472 (trunk)
2012-03-23 02:53:52 +00:00
Randy Heit
0c9f6d2e83
- Fixed: DCanvas::FillSimplePoly() did not account for the texture's built-in scaling.
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SVN r3471 (trunk)
2012-03-23 02:00:01 +00:00
Randy Heit
5f23a972f3
- Fixed: Keys bound to "screenshot" did not work during the finale (aka intermission) sequences.
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SVN r3470 (trunk)
2012-03-23 01:33:26 +00:00
Randy Heit
9fcc6ebc89
- Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
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SVN r3469 (trunk)
2012-03-23 01:20:45 +00:00
Randy Heit
bff5a9b8d8
- Fixed: Trying to init FMOD with profiling enabled when the network socket was in use would fail.
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We now fallback to no profiling when this happens.
SVN r3468 (trunk)
2012-03-22 22:40:30 +00:00
Randy Heit
dd21e7d2b8
- Forgot to save this before last commit.
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SVN r3467 (trunk)
2012-03-22 22:39:42 +00:00
Randy Heit
096725503c
- Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the
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owned-weapons display on the status bar.
SVN r3466 (trunk)
2012-03-22 22:29:25 +00:00
Randy Heit
287a814a18
- Fixed: Deus Vult II uses fullscreen level name patches (which are mostly blank) for the
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intermission. This caused the net scoreboard to be drawn off the bottom of the screen.
SVN r3465 (trunk)
2012-03-22 22:07:47 +00:00
Randy Heit
49aaf9b451
- Added A_ClearLastHeard action function.
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SVN r3464 (trunk)
2012-03-22 21:40:26 +00:00
Randy Heit
cd122f944b
- Similar fix to the previous: The child TiMidity++ process quitting would not necessarily be
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detected, so S_ChangeMusic() would not restart one-shot songs that had finished if it was
the MIDI device.
SVN r3463 (trunk)
2012-03-22 21:23:18 +00:00
Randy Heit
78d28dedda
- Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing.
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SVN r3462 (trunk)
2012-03-22 21:09:20 +00:00
Randy Heit
c53c8f29e7
- Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen.
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SVN r3461 (trunk)
2012-03-20 03:15:23 +00:00
Randy Heit
f9aae72dc4
- Fixed: P_CheckFor3DFloorHit() needs to use the actor's floorz instead of its z, and
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P_CheckFor3DCeilingHit() needs to use the actor's ceilingz instead of its z. These functions
are called from P_ZMovement() when a collision with the floor or ceiling has been detected
but before the z has been clamped. e.g. A hard fall will leave the actor's z beneath the floor
even though it will be set to the floor after P_CheckFor3DFloorHit() returns.
SVN r3460 (trunk)
2012-03-20 03:05:33 +00:00
Randy Heit
ab60c1afcc
- Changed CheckActorFloor/CeilingTexture to only check 3D floors that exist and are solid.
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SVN r3459 (trunk)
2012-03-20 03:00:33 +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
0552f04e4c
- Fixed: DCanvas::Dim() and DCanvas::Clear() did not clamp their coordinates to the screen.
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SVN r3457 (trunk)
2012-03-20 02:20:06 +00:00
Randy Heit
2e9abe7408
- Fixed: When checking the REJECT contents one byte at a time, P_LoadReject() used rejectsize
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instead of i as an index into rejectmatrix.
SVN r3456 (trunk)
2012-03-20 02:09:48 +00:00
Randy Heit
37a322e46b
- Fixed: Teleports that were not initiated by walking would not trigger sector actions.
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SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
e93029a42a
- Make CheckActorFloorTexture and CheckActorCeilingTexture aware of 3D-floors.
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SVN r3454 (trunk)
2012-03-18 02:44:46 +00:00
Randy Heit
b4d3870ce6
- When morphing, transfer the score to the new actor, and when unmorphing, transfer the morphed
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actor's score back to the old actor.
SVN r3453 (trunk)
2012-03-18 01:56:48 +00:00
Randy Heit
fc6d3738bb
- Fixed: D_WriteUserInfoStrings() mixed the colorset with the color for the verbose form.
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SVN r3452 (trunk)
2012-03-18 01:45:57 +00:00
Randy Heit
8fb20a98d1
- Fixed bug accidentally introduced in r3448.
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SVN r3451 (trunk)
2012-03-18 01:34:53 +00:00
Randy Heit
6f12a6e8bb
- Fix signed/unsigned mismatch warned by GCC.
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SVN r3450 (trunk)
2012-03-17 03:10:19 +00:00
Randy Heit
849d6724d8
- Moved "Go away!" text into language.enu.
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SVN r3449 (trunk)
2012-03-17 01:27:12 +00:00
Randy Heit
77c663a9b8
- In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
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for multiplayer: They now always check through the eyes of every player. For players whose
cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
network stream and lets Net_DoCommand() take care of it later. The logic here is that if
a player is viewing from something that isn't another player, then every player needs to know
about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
to a player, everybody needs to know about that too. But if they are viewing from a
player, it doesn't matter which player it is, so they can spynext/spyprev all they want
without letting the other players know about it (and without potentially breaking demos--due
to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
do substitutions of old objects that are pending deletion.
SVN r3448 (trunk)
2012-03-17 00:52:33 +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
Randy Heit
e6a0fbe4db
- Fixed: Missiles that exploded on a wall because they exhausted their bounce count did not leave decals.
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SVN r3445 (trunk)
2012-03-16 01:17:12 +00:00
Randy Heit
73c55b52f9
- Fixed: The check for CHANGELEVEL_KEEPFACING in G_FinishTravel() needed parentheses.
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SVN r3444 (trunk)
2012-03-16 00:59:10 +00:00
Randy Heit
5a076c1f32
- Fixed: The distance parameter for A_RadiusThrust was defined as fixed, when the parameter
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passed to P_RadiusAttack is just a regular int.
SVN r3443 (trunk)
2012-03-16 00:41:11 +00:00
Randy Heit
9f168e29e2
- Added clearlinespecial, for doom.wad e3m4 line 1069.
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- Allow using the parameterized compatibility options with IWAD maps.
SVN r3442 (trunk)
2012-03-15 23:41:44 +00:00
Randy Heit
5f23b4f64a
- Fixed: Destroying a weapon that claimed it was its own sister would crash.
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SVN r3441 (trunk)
2012-03-15 23:18:13 +00:00
Randy Heit
f500947814
- Apply fix from previous commit to Doom-format maps. (Previous commit only did it for Hexen.)
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SVN r3440 (trunk)
2012-03-15 22:59:39 +00:00
Randy Heit
914ef44c59
- Fixed: In non-UDMF maps, projectile impact activation implies projectile cross activation as well.
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SVN r3439 (trunk)
2012-03-15 22:57:00 +00:00
Randy Heit
977b2caa30
- Applied a modified version of FDARI's patch to prevent giving health to dead things:
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* P_GiveBody() now takes a max parameter so that it can also do the bulk of the work
AHealth::TryPickup() previously did.
* Setting an actor's health to 0 or below with SetActorProperty will now kill the actor
properly.
SVN r3438 (trunk)
2012-03-15 21:21:00 +00:00
Randy Heit
6290ea4fcb
- Added setactivation command for compatibility.cpp to fix the gear boxes on hexdd.wad, map54,
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which should be set for player uses activation but are not.
- Added some developer mode messages for setlinespecial and clearlinespecial.
SVN r3437 (trunk)
2012-03-15 20:33:33 +00:00
Randy Heit
ba2e8b2461
- Fixed: Old-style ACS has the string table record offsets from the start of the object file to
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the strings, not from the start of the string table, so UnescapeStringTable() needs to be
told where the offsets are based.
SVN r3436 (trunk)
2012-03-15 19:08:19 +00:00
Randy Heit
58f7e72d1b
- Restored savegame compatibility that was removed in r3427.
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SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Randy Heit
c05345668c
- Fix wrong case 'NULL' from previous commit. (I sure hope that patch was
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tested!)
SVN r3434 (trunk)
2012-03-12 22:23:17 +00:00
Christoph Oelckers
365311ec36
- added SMMU/Eternity method of defining warped textures (Patch by Gez)
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SVN r3433 (trunk)
2012-03-12 14:30:45 +00:00
Randy Heit
ce43552ebb
- Use _exit() instead of exit() when Timidity++ cannot be execed, because
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exit() can (and does) make the process hang. (It sure would be nice if
POSIX-land had a simple CreateProcess API, but I guess that would be too
easy, huh?)
SVN r3432 (trunk)
2012-03-12 04:05:15 +00:00
Randy Heit
4d64085c8a
- Fixed: The PlayerDisplay menu item ignored the FlipX property of the sprite frames.
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SVN r3431 (trunk)
2012-03-12 01:41:19 +00:00
Randy Heit
748eb255cc
- Fixed: R_ExtendSpriteFrames() neglected to set the new spriteframes value for the sprite.
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SVN r3430 (trunk)
2012-03-12 01:34:19 +00:00
Randy Heit
162ad601ba
- Fixed bug introduced in r3412: The SetStyle() call needs to come after the scissoring check,
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because the latter can flush the quads, including the one SetStyle() just set a style for.
SVN r3429 (trunk)
2012-03-12 01:22:19 +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
Randy Heit
f94b38fd7f
- Fixed: The softsynths could get stuck on the last notes of nonlooping songs.
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SVN r3426 (trunk)
2012-03-11 04:30:35 +00:00
Randy Heit
957f67f7cc
- Fixed: FMOD as MIDI device always looped the song, even when it shouldn't (such as the title music).
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SVN r3425 (trunk)
2012-03-11 03:56:20 +00:00
Randy Heit
51e66acc6b
- Fixed: UnescapeStringTable() used the wrong position in the script file for Hexen-style ACS.
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SVN r3424 (trunk)
2012-03-11 03:47:45 +00:00
Randy Heit
58ed367280
- Fixed: If the first four bytes of the NODES lump are all zero, the nodes would not be loaded,
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nor would they be generated.
SVN r3423 (trunk)
2012-03-11 03:25:04 +00:00
Randy Heit
d367b2941a
- Fixed: Monsters spawned by the Boss Brain would not go after the player unless they were in sight.
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SVN r3422 (trunk)
2012-03-10 02:17:49 +00:00
Randy Heit
e9f832460b
- Added "misc/startupdone" sound to be played when the startup screen is closed and the game
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is about to begin.
SVN r3420 (trunk)
2012-03-10 01:54:00 +00:00
Randy Heit
a12729670b
- Fixed: The user could interact with the conversation menu during demo playback and mess up the
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demo.
- Fixed: The conversation menu stayed up during demo playback even after the conversation was
over.
SVN r3419 (trunk)
2012-03-10 01:24:59 +00:00
Randy Heit
6d59fb3e9f
- Fixed: If the dialogues are freed while a dialogue menu is open, we need to close that menu,
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or it will crash because the dialogue node it refers to no longer exists.
SVN r3418 (trunk)
2012-03-10 00:38:38 +00:00
Randy Heit
2f3ea885c5
- Fixed: The identity translation for players should not be remapped through GPalette.Remap[].
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The graphics are already mapped through this, so we don't need to do it again when translating.
Moreover, if there was no duplicate of color 0, but there was a different color with a
duplicate, this means we end up drawing players with the duplicated color wherever it should
be color 0. (Standard translations already had this right.)
SVN r3417 (trunk)
2012-03-10 00:26:42 +00:00
Randy Heit
29369b4d34
- Change some of the CMake GCC build flags from appending new ones to prepending them so they
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can be overridden.
SVN r3416 (trunk)
2012-03-09 23:30:47 +00:00
Randy Heit
5564b99d3a
- Fixed: UseInventory from ACS should ignore the totally frozen property.
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SVN r3415 (trunk)
2012-03-09 01:56:37 +00:00
Randy Heit
10eb15fab9
- Fixed: Standing inside a "window" with a pushable exterior wall would trigger that wall if
...
your movement was blocked, even if it wasn't that wall that blocked you. Note that this is just
a Z check against the actor and the floor and ceiling heights; it might still be possible to
goof it up, but the common case is fixed.
SVN r3414 (trunk)
2012-03-09 01:49:26 +00:00
Randy Heit
ac3b805dd9
- Fixed: ACS's ClearInventory was not equipped to handle items that destroy other items when
...
destroyed. For example, if a weapon has a sister weapon immediately after it in the inventory
list, they would both be destroyed by the call to destroy the weapon, and ClearInventory
would fail to find anything beyond the sister weapon in the inventory list.
SVN r3413 (trunk)
2012-03-09 01:19:02 +00:00
Randy Heit
76b5e7ef60
- Fixed: D3DFB::DrawTextureV() did not disable the scissor test if it was needed but SetStyle()
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decided there was nothing to draw. In practical terms, this means that if your weapon is
completely invisible, the game would not draw anything outside of the main play area because
the scissor test would be left on for the entire frame and not just the weapon's quad.
Making the call to SetStyle() before the scissor check is enough to fix this.
SVN r3412 (trunk)
2012-03-09 00:12:04 +00:00
Randy Heit
8f8f937f9b
- The "give artifacts" and "give puzzlepieces" commands now ignore items that have been replaced.
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"give everything" continues to give replaced items, however.
SVN r3411 (trunk)
2012-03-08 23:34:00 +00:00
Randy Heit
fdec9bdee3
- Fixed: The memmove() in AddToConsole() did not include the terminating null character.
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SVN r3410 (trunk)
2012-03-08 23:17:53 +00:00
Randy Heit
e5e1ee00a6
- Handle ACS string escape sequences at load time rather than print time.
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- Fixed: FBehavior::FindStringInChunk() was not big-endian safe.
- Fixed: FBehavior::LookupString() was not big-endian safe.
SVN r3406 (trunk)
2012-03-08 21:37:34 +00:00
Randy Heit
5f88d2c9f0
- All ACS debugging messages are now aware of named scripts.
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- Identify script types by name in FBehavior::StaticStartTypedScripts().
SVN r3405 (trunk)
2012-03-08 20:48:53 +00:00
Christoph Oelckers
d3981197c5
- moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
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- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call.
SVN r3404 (trunk)
2012-03-07 01:03:56 +00:00
Randy Heit
f2f9bd800d
- Fixed: When processing the SFLG and SVCT chunks in ACS objects, the script number must be
...
read as a signed integer.
SVN r3402 (trunk)
2012-03-04 03:18:06 +00:00
Randy Heit
64fb6410cf
- Fixed: FStringTable::operator[] would crash when passed a NULL string pointer.
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SVN r3401 (trunk)
2012-03-03 03:19:29 +00:00
Randy Heit
676ce338b1
- Fixed: The game would lockup when using the override polyobject specials with cyclical chains
...
of mirrored polyobjects. Fixing this has also removed lots of duplicated code for mirrored
polyobjects.
SVN r3400 (trunk)
2012-03-02 02:23:37 +00:00
Randy Heit
f6c1c0e2df
- Truncate rotating polyobjects to 7 bits of fractional precision per vertex.
...
Fixes known cases of freezing.
SVN r3399 (trunk)
2012-02-28 03:05:31 +00:00
Randy Heit
64e992f648
- Remove seeker missile restriction from A_JumpIfTracerCloser.
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SVN r3398 (trunk)
2012-02-28 02:19:57 +00:00
Randy Heit
0fc6d9a0c6
- Unload all bound camera textures when FCanvasTextureInfo::EmptyList() is called.
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SVN r3397 (trunk)
2012-02-28 02:17:29 +00:00
Randy Heit
fcb0840246
- Fixed: The DConversationMenu constructor is not the appropriate place to set menuactive to
...
MENU_OnNoPause.
SVN r3396 (trunk)
2012-02-28 02:07:06 +00:00
Randy Heit
d59280eadb
- Preserve the MF_BLOCKED flag on level-spawned actors that have it in their default properties.
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SVN r3395 (trunk)
2012-02-28 01:54:35 +00:00
Randy Heit
1e21ebad5d
- Let puke and pukename take up to four script parameters.
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- Pass ACS_ExecuteWithResult's fifth argument as a fourth script parameter.
- Simplify P_StartScript()'s usage.
SVN r3394 (trunk)
2012-02-26 03:36:05 +00:00
Randy Heit
3fae0e3906
- Enable arg0str for UDMF things and named scripts.
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SVN r3390 (trunk)
2012-02-26 02:32:45 +00:00
Randy Heit
7106c06811
- Allow for ACS_NamedExecute and friends to be used with SetThingSpecial.
...
SVN r3389 (trunk)
2012-02-26 02:25:33 +00:00
Randy Heit
87f23f6d38
- Use a signed integer for the script number when loading the transitional ACS binary format
...
in order to be congruent with the present-day binary format.
SVN r3388 (trunk)
2012-02-26 02:10:32 +00:00
Randy Heit
77a4b9a29b
- Give actors modified via Dehacked than CANUSEWALLS flag, whether they look like monsters
...
at first glance or not.
SVN r3386 (trunk)
2012-02-23 03:24:13 +00:00
Randy Heit
22dfc82338
- Use the same darkening amount for default blood and custom blood particles.
...
- Cache particle colors so custom particle colors don't require a full scan of the palette each
time they're created. Also fixes a bug with custom blood colors.
SVN r3385 (trunk)
2012-02-23 02:50:36 +00:00
Randy Heit
9457a1b3f8
- So, apparently the XMIDI library uses a fixed 120 Hz clock for MIDI events. As a result, we
...
should ignore any tempo events in XMIDI songs that were left over from the original MIDI
files, since the converter didn't remove them.
SVN r3384 (trunk)
2012-02-23 02:22:56 +00:00
Randy Heit
c3dba9ca9a
- Added writemidi console command. If the currently playing song is a MIDI variant, this will
...
write it to disk.
SVN r3383 (trunk)
2012-02-22 03:28:33 +00:00
Randy Heit
d3ad8ca3d8
- Fixed: XMISong::ProcessInitialMetaEvents() did not set the Division for tempo events. (Why
...
does XMI modify the division based on the tempo?)
SVN r3382 (trunk)
2012-02-22 02:05:12 +00:00
Randy Heit
d6e898be38
- Fixed: UDMFParser::AddUserKey() checked against the wrong token types when determining
...
the values type. Also, GetUDMFInt() performed a float-to-fixed conversion on the value it
returned.
SVN r3381 (trunk)
2012-02-21 22:11:52 +00:00
Randy Heit
472ac1b07c
- Fixed: The nodebuilder is highly likely to renumber vertices, so we need to remember how the
...
original vertices map to the new ones until after vertex slopes are handled.
SVN r3380 (trunk)
2012-02-21 21:52:42 +00:00
Randy Heit
514f29a34a
- Added Gez's custom flechettes patch, with ArtiPoisonBag4 renamed to ArtiPoisonBagGiver and
...
ArtiPoisonBag5 renamed to ArtiPoisonBagShooter.
SVN r3379 (trunk)
2012-02-21 20:58:33 +00:00
Randy Heit
2918a87479
- Added Gez's thrupushups fix.
...
SVN r3378 (trunk)
2012-02-21 20:50:38 +00:00
Randy Heit
170284ad57
- Added Gez's HMI/XMI division fixes, and partially the XMI tempo fix (not currently used).
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SVN r3377 (trunk)
2012-02-21 20:19:25 +00:00
Randy Heit
d54f9c3616
- Added startup screen customization, courtesy of Gez.
...
SVN r3375 (trunk)
2012-02-21 19:52:40 +00:00