Commit graph

111 commits

Author SHA1 Message Date
Randy Heit
bd3e49c0e8 Make actor damages readable from DECORATE (again) 2015-01-10 23:02:00 -06:00
Randy Heit
b5e4153c78 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
2014-12-21 21:15:11 -06:00
Randy Heit
2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
MajorCooke
785f72d6eb - Renamed RClamp to Pick. 2014-12-13 15:59:27 -06:00
MajorCooke
8c5a8c54f0 - Added rclamp(<int>,<int>).
- Usable for DECORATE expressions. Chooses one of the two numbers placed in the field.
2014-12-13 15:08:18 -06:00
Christoph Oelckers
c66c497811 Merge branch 'master' of https://github.com/crimsondusk/zdoom 2014-09-29 00:43:19 +02:00
Teemu Piippo
770547e661 - added udmf key midtex3dimpassible which causes the midtex to behave like a finite-height impassible line; practically this means the mid texture lets projectiles pass through it. 2014-09-28 17:17:19 +03:00
fdari
a2f7b86a0f IsPointerEqual (ACS and Decorate)
Decorate: IsPointerEqual(int aaptr_selector1, int aaptr_selector2)
ACS: IsPointerEqual(int aaptr_selector1, int aaptr_selector2, int tid1 = 0, int tid2 = 0)

Compare the pointers values returned by two pointer select operations. Returns true if they both resolve to the same value. Null values can be explicitly tested using IsPointerEqual(AAPTR_NULL, ...)

ACS: IsPointerEqual(int aaptr1, int aaptr2, int tid1 = 0, int tid2 = 0)

This function lets you compare pointers from other actors than the activator, using tids. Tid1 determines the actor used to resolve aaptr1, Tid2 does the same for aaptr2. If tid1 and tid2 are equal, the same actor will be used for resolving both pointers (that could always happen randomly; this way you know it will happen).
2014-09-28 11:52:37 +02:00
MajorCooke
6586fa29fd - Added FDARI's A_JumpIf CheckClass submission.
- bool CheckClass(string classname, int ptr_select = aaptr_default, bool
match_superclass = false)
2014-09-25 23:56:10 -05:00
Christoph Oelckers
47a9dab56d - allow setting sector planes' plane equations directly from UDMF. 2014-05-14 12:16:33 +02:00
Christoph Oelckers
30f57c0b8e - added new renderstyles AddStencil and AddShaded. 2014-05-13 21:16:06 +02:00
Gaerzi
4cac599b88 Less flags, more generic properties 2014-04-11 00:58:59 +02:00
Gaerzi
580094a792 More editing flags
PSX-inspired flags to change the render styles of monsters (and other
things).
2014-04-10 12:32:23 +02:00
Randy Heit
e7616ec0bd Add D-style properties to the numeric types
- This is stuff like min and max for integral types and infinity and nan
  for floating point types.
2013-10-29 22:06:03 -05:00
Randy Heit
e696fff0be Capitalize some names that weren't before.
- Since this caused several duplicate names to creep in, try to be more
  consistant abount name capitalization.
2013-10-29 22:05:49 -05:00
Randy Heit
61b419c187 Remove duplicated names from namedef.h
- Added an assertion in FName::NameManager::InitBuckets() that makes these
  errors easier to spot in the future.
2013-10-29 22:05:32 -05:00
Randy Heit
b227a2f508 Add the basic types to the global symbol table 2013-10-29 22:05:16 -05:00
Randy Heit
285be8db92 Fixed: wi_noautostartmap was not sync safe
- Make wi_noautostartmap a userinfo cvar. This allows it to be
  communicated across the network and saved in demos. If any player has it
  set, then the intermission screen will not automatically advance to the
  next level.
2013-09-18 20:45:39 -05:00
Christoph Oelckers
3e4678765b Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/thingdef/thingdef_codeptr.cpp
2013-08-18 12:18:59 +02:00
Christoph Oelckers
6a07118ea4 - added ML_BLOCKHITSCAN line flag. 2013-08-09 20:35:10 +02:00
Christoph Oelckers
bba092cc0b Merge branch 'master' into scripting
Conflicts:
	src/d_player.h
	src/g_doom/a_archvile.cpp
	src/thingdef/thingdef.h
	src/thingdef/thingdef_properties.cpp
2013-08-09 13:03:28 +02:00
Christoph Oelckers
e6c880c93a - fixed: The sector's 'hidden' UDMF property did not properly clear the corresponding flag if the value was 'false'.
- added UDMF 'waterzone' property for sectors.
2013-08-09 11:47:25 +02:00
Randy Heit
11b588de4a Add names for fallback tokens.
- Fixed: When falling back to the IDENTIFIER token, the identifier it
  would get was undefined, because it never got initialized.
2013-08-02 21:54:50 -05:00
Randy Heit
459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
8af465189a - Fix broken loading of pre-r4253 savegames.
SVN r4272 (trunk)
2013-05-18 15:38:10 +00:00
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
40f7abb8e9 - Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use:
  * Bounce
  * Bounce.Floor
  * Bounce.Ceiling
  * Bounce.Wall
  * Bounce.Actor
  * Bounce.Actor.Creature
  Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
  have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
  Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
  only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
  not cause it to change state.

SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Randy Heit
8b6b55ce40 - P_DaggerAlert() now puts the emitter into its Pain.Dagger state if it has one, but will still
use the regular Pain state if not.

SVN r4034 (trunk)
2013-01-23 03:46:12 +00:00
Randy Heit
3c54047b9f - Added Gez's "Using arg*str instead of SpawnID" patch, with modifications.
SVN r3958 (trunk)
2012-11-09 23:25:56 +00:00
Randy Heit
0f0dcc08a2 - Added a new UDMF sidedef flag: lightfog.
SVN r3933 (trunk)
2012-11-03 02:02:42 +00:00
Randy Heit
1a02d16356 - Added DecoFindSingleNameState for the extremely common case of finding a state with only
one name in its label. This avoids the alloca and security cookie calls.
- Consolidated lots of copy-pasted code in thingdef_expression.cpp to install helper functions
  into FindDecorateBuiltinFunction().

SVN r3907 (scripting)
2012-10-26 04:04:06 +00:00
Randy Heit
644f0c0e05 - Add a name to VMFunction so that the disassembly can be more informative.
SVN r3768 (scripting)
2012-07-17 03:35:03 +00:00
Randy Heit
562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit
44932a6c56 - Added OB_MPDEFAULT string for being killed by a player for an unknown reason. This can be
overridden in custom player classes by changing their Obituary property to something else.
- ClientObituary() now only looks up the obituary message from the killing player's weapon if the
  damage type was 'Melee' or 'Hitscan'.
- Gave P_GunShot() and A_FireBullets the new damage type 'Hitscan'.
- Switched A_Saw and A_CustomPunch to the 'Melee' damage type.

SVN r3646 (trunk)
2012-05-13 01:06:28 +00:00
Christoph Oelckers
4df1ea63b5 - added DavidPH's sqrt for DECORATE submission.
SVN r3586 (trunk)
2012-04-22 08:17:27 +00:00
Christoph Oelckers
235a09d92a - Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
SVN r3530 (trunk)
2012-04-07 13:07:25 +00:00
Randy Heit
7b5612c45a - Added ACS_NamedExecuteWithResult for DECORATE expressions. Since this is a pretty long name,
you can also use CallACS, if you wish. The two are synonyms.

SVN r3373 (trunk)
2012-02-21 19:24:02 +00:00
Randy Heit
d9b8b344ff - Added support for using named scripts with UDMF maps. On lines with ACS specials
(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The
  standard numeric arg0 property will be ignored in this case.

SVN r3372 (trunk)
2012-02-18 02:39:01 +00:00
Christoph Oelckers
b1905c16ef - added UDMF LOcknumber property, submitted by Nightfall.
SVN r3331 (trunk)
2011-12-12 16:07:32 +00:00
Christoph Oelckers
1806e47e43 - fixed: Sector_SetLink did incorrect checks for the returned control sector
- added Sector_SetTranslucent special so set translucency of portal planes at run time.
- added 'additive' information for portal planes. This is no-op at the moment because the flat drawers can't handle additive translucency yet though.


SVN r3149 (trunk)
2011-02-12 09:53:40 +00:00
Christoph Oelckers
a2acc382df - added a 'block sight' line flag.
- updated UDMF spec for player class and skill amount because the old menu limits no longer apply.
- fixed: FloorAndCeiling_LowerRaise needs to consider 4 args in maps to account for the Boom compatibility hack parameter.


SVN r3121 (trunk)
2011-01-23 10:52:18 +00:00
Christoph Oelckers
5ddd2ecffa - fixed: Hexen's chess ending should never use the cluster's endtext.
SVN r3091 (trunk)
2011-01-05 22:45:25 +00:00
Christoph Oelckers
79c5080dda - added DavidPH's submission for specifying vertex heights directly in UDMF.
SVN r3037 (trunk)
2010-12-14 00:56:44 +00:00
Christoph Oelckers
9278375064 - added 'flooralpha' and 'ceilingalpha' sector properties. They only have meaning if a sector stack portal is defined in this sector. If set to anything less than 1.0 these will override the alpha set by a portal. This is mostly for Sector_SetPortal to avoid defining multiple portals that only differ by their plane translucency.
SVN r2995 (trunk)
2010-11-07 22:12:38 +00:00
Christoph Oelckers
fe0c7bc7f9 - Let FPlayerNameBox::DrawBorder decide what graphics to use based on actual presence in the WADs, not the gamemode.
SVN r2953 (trunk)
2010-10-17 08:29:21 +00:00
Christoph Oelckers
94fd56b6bd - added option for the cast call to use a 'Death.Cast' sequence so that monsters with an unusable death sequence for the cast call can define an alternative.
SVN r2952 (trunk)
2010-10-17 08:02:04 +00:00
Christoph Oelckers
d9970ab9b6 - merged finale branch back into trunk.
SVN r2911 (trunk)
2010-10-06 10:44:03 +00:00
Christoph Oelckers
3f69b63873 - fixed: Backing out of a skill confirmation message screen caused that skill to be used for the next game if the menu wasn't fully closed first.
SVN r2851 (trunk)
2010-09-25 23:28:44 +00:00
Christoph Oelckers
df138fe4f9 - added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.

SVN r2826 (trunk)
2010-09-19 00:06:45 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00