- Unlocks the full potential of using quakes, including the Z axis. Each intensity applies to X/Y/Z planes whenever a player is experiencing it.
- Flags:
- QF_RELATIVE - Adjusts the quaking of the camera to go in the direction its aiming (X: forward/backward. Y: Left/right.)
- Plans for including pitch will be implemented in the future for the Z axis with relativity.
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
everything that doesn't look like an actual improvement.
This reverts commit a4c07a9ee3.
- This commit touched every line of thingdef_codeptr.cpp, which would make
merging it into the scripting branch a pain in the ass.
- The error "You cannot pass parameters to..." used the most recent token,
which was always ( and not the function name. (Note that this was
already fixed in the scripting branch, so this is probably going to be a
conflict. Meh.)
- Added A_Warp flags:
- WARPF_BOB: Gets the bob offset of actor pointer with the FLOATBOB flag.
- WARPF_MOVEPTR: The function is inversed to move the pointed actor with applied flags, but only the original caller will make the success/jump.
- 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.
- Do a filter and species check first to save time.
- Added DMSS/KILS/RMVF_EITHER, which means if the actor is of type or species, it counts.
- A_DamageTarget(20,"Normal",DMSS_EITHER,"DoomImp","CyberdemonSpecies")
- This affects actor DoomImp, and anything that's of species CyberdemonSpecies.
- Added a little more documentation via comments.
- Added two more flags for each of the functions, EXFILTER and EXSPECIES.
- Stands for "exclude filter/species" and makes the function not take them into account.
- Cleaned up the code and placed all the checking in their own subfunctions.
- The wiki said the minimum distance to teleport defaults to 0, actor.txt on the other hand said otherwise. I was wondering why it was still broken somewhat...
- Prevent stickiness from happening, a.k.a. getting stuck in ceiling or floor and letting the engine unstick the actor. This caused velocity loss.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
- 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.
- 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.
- CLOFF_SETTARGET | CLOFF_SETMASTER | CLOFF_SETTRACER
- An actor that causes A_CheckLOF (and only an actor) to succeed will set the intercepting actor as its target, master, and/or tracer, respectively.