Randy Heit
5916ce087b
- Revert r4244. It seems to be working well enough like this, since there have been no complaints.
...
SVN r4341 (trunk)
2013-06-08 03:24:41 +00:00
Randy Heit
9510525fdf
- Bump up to 2.7.0.
...
SVN r4339 (trunk)
2013-06-08 02:20:37 +00:00
Randy Heit
5b65b3ebdf
- Bumped NETGAMEVERSION, which should have been done when I changed the order uservars were sent
...
during netgame initialization.
SVN r4338 (trunk)
2013-06-08 02:18:23 +00:00
Randy Heit
459ad5abff
- Updated scripting branch to latest version in trunk.
...
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
902f6647b6
- Added ACS function CheckFont.
...
SVN r4335 (trunk)
2013-06-06 20:48:57 +00:00
Randy Heit
bac66d5b0e
- Moved the status bar Tick call after the players have been ticked by P_Ticker(), because
...
P_PlayerThink() is where the check for unspawned players happens. If the player attached to the
status bar is one of them, it will crash while ticking.
SVN r4334 (trunk)
2013-06-06 20:34:39 +00:00
Randy Heit
b9e771576f
- Fixed: The time freezer power should do nothing while predicting.
...
SVN r4333 (trunk)
2013-06-06 20:15:04 +00:00
Randy Heit
c6dd658aa8
- Fixed: Polyobjs that rotated faster than their distance would overshoot on their first tic and
...
continue spinning until the next time around because the check for moving too fast was only
done after the polyobject had been rotated once.
- Reduced the potential for overflow when setting up the speed of a rotating polyobj.
SVN r4332 (trunk)
2013-06-06 20:08:56 +00:00
Randy Heit
e32e44209e
- Added SpawnDecal ACS function:
...
int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
Traces a line from tid's actor until hitting a wall, then creates a decal there. Returns the
number of decals spawned.
* tid = Which actor(s) to start the trace at.
* decalname = Which decal to spawn.
* flags =
* SDF_ABSANGLE = Angle parameter is an absolute angle. Otherwise, it's relative to the origin actor's angle.
* SDF_PERMANENT = Decal ignores cl_maxdecals. Otherwise, it will eventually disappear.
* angle = Direction in which to search for a wall. Defaults to 0.0.
* zoffset = Offset from the middle of the origin actor for the Z height of the decal. Defaults to 0.
* distance = Maximum distance to search for a wall. Defaults to 64.
SVN r4330 (trunk)
2013-06-05 02:15:21 +00:00
Randy Heit
5a00f4b59a
- Reduce ACS LineAttack's default range to the standard MISSILERANGE, because making it INT_MAX
...
seems pretty iffy.
SVN r4329 (trunk)
2013-06-04 02:54:57 +00:00
Randy Heit
e2be8b9e7e
- When purging ACS strings, free the strings themselves as well as marking them as free.
...
- Fixed: ACSStringPool::InsertString()'s overflow check was far too low.
- Fixed: When ACSStringPool::InsertString() triggered a garbage collection, it ignored the
newly freed space and expanded the array anyway.
SVN r4328 (trunk)
2013-06-04 02:49:07 +00:00
Randy Heit
5e7ee8f33e
- Addded support for multi-line values in INI files, so you can't maliciously inject stray
...
newline characters into the config file using ACS's SetCVarString.
SVN r4326 (trunk)
2013-06-04 02:06:40 +00:00
Christoph Oelckers
c4b7335312
- fixed: UDMF's Doom namespace needs to retain Boom's sector special flags.
...
- fixed: UDMF's ZDoomTranslated namespace needs to set the DUMMYSWITCHES flag so that it remains compatible with Doom-format ZDoom maps.
SVN r4325 (trunk)
2013-06-03 07:14:42 +00:00
Randy Heit
44a9c75b6b
- Added ACS function PlayActorSound. It's functionally equivalent to PlaySound, except instead
...
of taking an actual sound name as its second parameter, it selects the sound to play based on
the actor playing the sound and the selector passed as the second parameter.
SVN r4323 (trunk)
2013-06-03 00:09:46 +00:00
Randy Heit
aa40801015
- Fixed: When garbage collecting ACS strings, the active values on the ACS stack also need
...
to be included in the mark phase.
SVN r4322 (trunk)
2013-06-02 23:58:29 +00:00
Randy Heit
45c1787203
- Fixed: Don't transform map variable string initializers into global string table entries if
...
they don't really exist in the source string table.
SVN r4321 (trunk)
2013-06-02 23:17:46 +00:00
Randy Heit
1b9c71b252
- Added S_ChangeSoundVolume() to change the volume of an already playing sound, accessible
...
through the new ACS function SoundVolume.
SVN r4318 (trunk)
2013-06-01 17:46:50 +00:00
Randy Heit
19eb09f9f7
- Added GetActorClass and GetWeapon functions to ACS.
...
SVN r4316 (trunk)
2013-06-01 17:17:15 +00:00
Randy Heit
e9702fc43d
- Clean up excess code around a few calls to SingleActorFromTID(), since that function is already
...
designed specifically to handle the case where tid is 0.
SVN r4315 (trunk)
2013-06-01 17:13:15 +00:00
Randy Heit
037477a20b
- Added more string functions to ACS:
...
* The standard C functions strcmp and stricmp (aka strcasecmp), which double up as strncmp and strnicmp if you pass a third argument.
* The BASIC-like functions strleft, strright, and strmid, which extract parts of a string to
create a new string.
SVN r4313 (trunk)
2013-06-01 17:07:24 +00:00
Christoph Oelckers
d40d7f2e77
- fixed signed-ness issue with FloatBobPhase.
...
SVN r4310 (trunk)
2013-06-01 12:03:15 +00:00
Randy Heit
26d2d74024
- GetActorProperty now works with the string properties that were formerly restricted to
...
CheckActorProperty.
SVN r4307 (trunk)
2013-06-01 02:51:14 +00:00
Randy Heit
1a67e6fa5d
- Added PlaySound and StopSound functions for ACS. They are mostly analogous to their DECORATE
...
counterparts except that (1) PlaySound requires you to specify a sound instead of defaulting
to "weapons/pistol", and (2) StopSound defaults to CHAN_BODY instead of CHAN_VOICE.
SVN r4306 (trunk)
2013-06-01 02:43:36 +00:00
Randy Heit
2d13a45773
- Added read access to an actor's melee range from DECORATE and ACS, via Blue Shadow.
...
SVN r4305 (trunk)
2013-06-01 02:23:27 +00:00
Randy Heit
2191b4bfa6
- Added ACS function LineAttack via Ryan Cordell.
...
SVN r4304 (trunk)
2013-06-01 02:19:18 +00:00
Randy Heit
53b284fb5d
- Added Gez's OverridePalette VOXELDEF flag.
...
SVN r4303 (trunk)
2013-06-01 02:09:09 +00:00
Randy Heit
8565484e29
- Heretic and Hexen can now have their big fonts overridden by a font named "HBIGFONT". In
...
addition, a font named "BIGFONT" will override the big font for every game.
SVN r4302 (trunk)
2013-06-01 02:04:44 +00:00
Christoph Oelckers
890dc71e0d
. added AFADoomer's patch to set a text highlight color for the list menu.
...
SVN r4301 (trunk)
2013-05-31 22:10:12 +00:00
Christoph Oelckers
9e3c6a3cc7
- fixed parameter type for Floatbobphase property.
...
SVN r4300 (trunk)
2013-05-31 18:10:41 +00:00
Christoph Oelckers
ad12be4877
- fixed inappropriate type for FloatBobPhase property.
...
SVN r4299 (trunk)
2013-05-30 21:10:54 +00:00
Christoph Oelckers
0bca41c202
- replaced unused RNGs with pr_damagemobj for consistency checksum.
...
SVN r4297 (trunk)
2013-05-30 10:18:46 +00:00
Christoph Oelckers
a7c2346b32
- added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
...
SVN r4296 (trunk)
2013-05-30 08:52:29 +00:00
Randy Heit
0eb72156ed
I hope I don't regret doing this so close before I want to do a release, since it's a pretty
...
major change to ACS's workings. However, I had an epiphany yesterday and just had to do this, since it seems like too big a deal to hold off until a later release:
- Dynamically generated strings returned via strparam and get(user)cvar now last as long as they
need to. They do not disappear at the end of each tic. You can now safely store them in
variables and hold on to them indefinitely. In addition, strings from libraries no longer
require you to load the exact same libraries in the exact same order. You can even store a
library's string in a world variable and retrieve it on another map that doesn't load the
library at all, and it will still be the correct string.
- ACS library IDs now only get 12 bits instead of 16 so that each string table can hold up
to about a million strings instead of just 65536. This shouldn't be a problem, although it
means that save games that had strings with the larger IDs stored in variables are no
longer compatible. Since many saves don't involve libraries at all, and even many that do
are not actually affected, I'm not bumping the min save version. The worst that can happen
is that you get no text at all where some was expected.
SVN r4295 (trunk)
2013-05-30 02:22:47 +00:00
Randy Heit
493edd2df0
- Added ACS functions GetCVarString and GetUserCVarString. These act like their non-string
...
counterparts, except that they return strings. Like strparam, the strings they return are
only guaranteed to be valid for the tick they are called during. (Note that these work with any
cvar, not just string ones.)
SVN r4293 (trunk)
2013-05-27 02:41:50 +00:00
Randy Heit
587f1e83ba
- Added ACS functions SetCVarString and SetUserCVarString. These work just like their non-string
...
counterparts except that their value argument is an ACS string. (Note that they work with any
type of cvar, not just string cvars.)
- Make UCVarValue::String point to a constant string.
SVN r4292 (trunk)
2013-05-27 02:20:32 +00:00
Randy Heit
4a8037d66e
- Move bitdepth check outside the loop for grayscale unpacking. Also, don't use a multiply for
...
1-bit pixels. Use a lookup table for 2-bit pixels, because it's probably faster than a bunch
of shifts and register juggling.
SVN r4291 (trunk)
2013-05-27 02:04:54 +00:00
Braden Obrzut
f436c02a43
- Fixed more possible NULL derefs from r4264
...
SVN r4290 (trunk)
2013-05-26 20:56:20 +00:00
Braden Obrzut
b493d8e823
- Just remembered that the true color stuff generates textures differently. Changed the previous commit to expand 1, 2, and 4 bit grayscale images while reading the PNG instead of changing the palette.
...
SVN r4289 (trunk)
2013-05-26 04:56:52 +00:00
Braden Obrzut
dabd48ab81
- Fixed: 4, 2, and 1 bit grayscale images weren't properly supported.
...
- Fixed: Valgrind uninitialized memory error and a signed/unsigned warning.
SVN r4288 (trunk)
2013-05-26 04:03:47 +00:00
Randy Heit
17c7c32a58
- Fixed potential uninitialized access in FMapInfoParser::ParseEndGame().
...
SVN r4287 (trunk)
2013-05-26 02:56:25 +00:00
Randy Heit
ce28c9c991
- Added parentheses for clarity.
...
SVN r4286 (trunk)
2013-05-26 00:53:48 +00:00
Randy Heit
78437d917c
- Added edward850's patch to cope with stalled network games.
...
SVN r4285 (trunk)
2013-05-25 22:01:26 +00:00
Randy Heit
167ee9e7fb
- Added three new ACS functions:
...
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
Randy Heit
4fa198244c
- Renamed CVAR_NOSEND to CVAR_IGNORE to better reflect its intent.
...
- Separated CVAR_MODARCHIVE into CVAR_MOD|CVAR_ARCHIVE so that mod-defined cvars can still be
identified when they aren't meant to be archived.
SVN r4281 (trunk)
2013-05-25 17:08:59 +00:00
Randy Heit
787b84ef91
- Added CVARINFO lump support. This is a lump for defining mod-specific cvars and takes entries
...
of the form:
<scope> [noarchive] <type> <name> [= <defaultvalue>];
Where <scope> is one of:
* server: This cvar is shared by all players, and in network games, only select players can
change it.
* user: Each player has their own copy of this cvar, which they can change independently.
To prevent the cvar from being written to the config file, add noarchive to its definition.
<Type> is one of:
* int: An integral value. Defaults to 0.
* float: A value that can include a fraction. Defaults to 0.0.
* color: A color value. Default to black ("00 00 00").
* bool: A boolean value that can hold either true or false. Defaults to false.
* string: A string value. It's not too useful for mods but is included for completeness. Defaults to "".
<Name> is the cvar's name and must begin with a letter and may only include alphanumeric
characters and the underscore character.
If you wish a non-standard default add an = character after the cvar's name followed by the
default value you want to use. Example:
server int mymod_coolness = 10;
- Fixed: FStringCVar::SetGenericRepDefault() did not make a copy of the input string.
SVN r4280 (trunk)
2013-05-25 16:34:23 +00:00
Randy Heit
e271692dbb
- Changed C_ArchiveCVars()'s type parameter to a filter parameter, because using an arbitrary
...
number to represent a flag combination is stupid unreadable now that there's more than just
the two possibilities it had when it was first written.
SVN r4278 (trunk)
2013-05-25 03:23:44 +00:00
Randy Heit
20b48b7c65
- Remove now-unused lumpname variable.
...
SVN r4277 (trunk)
2013-05-25 02:06:34 +00:00
Braden Obrzut
7fd0950ab9
- Changed the way DrawSelectedInventory is casted so that clang doesn't warn about it.
...
SVN r4275 (trunk)
2013-05-20 21:27:50 +00:00
Braden Obrzut
5007571732
- Fixed: Possible NULL deref in P_RailAttack.
...
SVN r4274 (trunk)
2013-05-20 20:47:55 +00:00
Braden Obrzut
1d4fbc05a5
- Fixed: glbsp nodes in a wad file inside a pk3 would not be loaded.
...
- Fixed: Typo from r4270.
SVN r4273 (trunk)
2013-05-20 20:39:34 +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
6ada6158ef
- Added a fallback for accented characters to use unaccented ones.
...
- Updated Portuguese strings with the version here: http://forum.zdoom.org/viewtopic.php?p=672839#p672839
SVN r4271 (trunk)
2013-05-17 02:35:35 +00:00
Randy Heit
5b74e1acba
- Fixed: A_Face() should use other instead of self->target when calculating pitch.
...
SVN r4267 (trunk)
2013-05-17 00:49:45 +00:00
Randy Heit
504496278b
- Fixed: FxBinaryInts that needed to cast the right-side parameter to an int resolved the left
...
side instead.
SVN r4265 (trunk)
2013-05-13 02:55:48 +00:00
Randy Heit
b418f7de8d
- Fixed possible NULL pointer derefs in P_LineAttack()
...
SVN r4264 (trunk)
2013-05-13 02:30:55 +00:00
Randy Heit
894c4198b0
- Fixed possible NULL pointer deref in A_FireBullets
...
SVN r4263 (trunk)
2013-05-13 02:27:39 +00:00
Randy Heit
20d0cc717b
- Fix previous fix: Don't zero the velocity when a missile steps up and bounces.
...
SVN r4262 (trunk)
2013-05-12 19:05:00 +00:00
Randy Heit
0ef00cdf6e
- Fixed: Missiles with STEPMISSILE set should probably be able to bounce off the floor they step up onto.
...
SVN r4261 (trunk)
2013-05-12 19:02:15 +00:00
Randy Heit
363ca592b0
- Fixed possible memory leak in the non-Windows version of CreatePath().
...
SVN r4258 (trunk)
2013-05-12 18:37:31 +00:00
Randy Heit
e8d8e67b56
- Fixed possible NULL pointer deref in P_SpawnPlayerMissile().
...
SVN r4257 (trunk)
2013-05-12 18:36:03 +00:00
Randy Heit
e935cf9e62
- Fixed possible NULL pointer deref in PrintDLS().
...
SVN r4256 (trunk)
2013-05-12 18:34:01 +00:00
Randy Heit
c63273348a
- Fixed possible NULL pointer deref in A_CustomPunch
...
SVN r4255 (trunk)
2013-05-12 18:31:36 +00:00
Randy Heit
e130150af0
- Fixed possible NULL pointer deref in AActor::Grind().
...
SVN r4254 (trunk)
2013-05-12 18:29:28 +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
9072c25e65
- Added a big-endian fix for actor flag fields that aren't four bytes wide.
...
SVN r4251 (trunk)
2013-05-05 00:01:51 +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
a5b5172449
- Remove now-unused dropammofactor variable from AWeaponGiver::TryPickup().
...
SVN r4248 (trunk)
2013-05-04 19:24:24 +00:00
Randy Heit
63704a8b69
- Fixed: r4225 accidentally removed the sky texture check for markceiling disabling.
...
SVN r4247 (trunk)
2013-05-04 19:08:17 +00:00
Randy Heit
d86b16d540
- Added a DropAmmoFactor field to WeaponGiver so that ModifyDropAmount() can record the drop
...
amount modifier into it without fiddling with the actual AmmoGiveX fields.
SVN r4246 (trunk)
2013-05-02 00:24:53 +00:00
Randy Heit
163d8ba3e6
- Fixed crash when an actor's spawn state ends by destroying the actor and the first state has
...
NoDelay set and it only consists of 0-tic states.
SVN r4245 (trunk)
2013-05-02 00:07:56 +00:00
Randy Heit
6d6fcbe246
- For the sake of better testing, use 2D sprite sorting unconditionally and not just when a
...
voxel is in view. Hopefully I'm just being paranoid, but I don't trust it to go well with
clipping sprites to walls.
SVN r4244 (trunk)
2013-05-01 02:27:07 +00:00
Randy Heit
cadc16293e
- Fixed: r4234 moved tic decrementing to the wrong spot.
...
SVN r4243 (trunk)
2013-05-01 02:21:43 +00:00
Christoph Oelckers
bed47c6eff
- A_KIllSiblings and A_DamageSiblings didn't check for a valid master.
...
SVN r4242 (trunk)
2013-04-30 06:48:53 +00:00
Randy Heit
0e19a0e330
- Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label.
...
When set, the actor will run this state during its first tick. This means Spawn
states may now run an action function if you set this flag. Note that this action function
is executed during the actor's first tick, which is not the same as when it is spawned.
SVN r4240 (trunk)
2013-04-30 04:20:09 +00:00
Randy Heit
cc5110575f
- Fixed: The constructor for single-lump fonts did not initialize the Cursor field.
...
SVN r4239 (trunk)
2013-04-30 03:14:49 +00:00
Randy Heit
ecdde24bda
- Fixed: WeaponGiver did not give half ammo when dropped.
...
SVN r4238 (trunk)
2013-04-30 03:07:39 +00:00
Randy Heit
5dc034c2ed
- Fixed: A_RemoveSiblings and A_KillSiblings did not check that the caller had a master to deduce siblings from.
...
SVN r4237 (trunk)
2013-04-30 02:46:47 +00:00
Randy Heit
f7aa019f85
- Stylistic changes.
...
SVN r4236 (trunk)
2013-04-30 02:45:15 +00:00
Randy Heit
e92560b4da
- Be consistent with whitespace tabs.
...
SVN r4235 (trunk)
2013-04-30 02:41:59 +00:00
Braden Obrzut
10934f4d70
- Lets try fixing the extra tic issue by evaluating the zero delay states at PostBeginPlay. This requires delaying the state cycling until the next tick.
...
SVN r4234 (trunk)
2013-04-29 21:12:57 +00:00
Braden Obrzut
90b4480bcd
- Try that last fix again. This time check to see if we enter an infinite duration state and break out of the loop.
...
SVN r4233 (trunk)
2013-04-28 18:55:55 +00:00
Braden Obrzut
81487f4a69
- Fixed: noextratic fix skipped over infinite duration states.
...
SVN r4232 (trunk)
2013-04-28 18:00:41 +00:00
Randy Heit
4bc60ec900
- Added Blzut3's noextratic fix.
...
SVN r4231 (trunk)
2013-04-28 03:55:31 +00:00
Randy Heit
d2ef6d81da
- P_RailAttack() now checks the puff's MF3_FOILINVUL flag.
...
SVN r4230 (trunk)
2013-04-28 03:45:19 +00:00
Randy Heit
2dfb1dd92f
- Added an alternate 2D sprite sorting comparison function which seems to work better with
...
large voxels than the standard 1D sprite sort.
SVN r4229 (trunk)
2013-04-28 03:31:13 +00:00
Randy Heit
b845fdb5d5
- Fixed: There's more than one place where the CROUCHABLEMORPH flag needs to be checked.
...
SVN r4228 (trunk)
2013-04-28 02:31:34 +00:00
Randy Heit
3bbd255b73
- Fixed: A_MinotaurChase should switch to the Idle state, not the Spawn state.
...
SVN r4227 (trunk)
2013-04-28 02:04:53 +00:00
Randy Heit
6921a3edc2
- Fixed: r4220 broke 3D floor rendering, because 3D floors have the floor and ceiling orientations
...
reversed compared to normal conventions.
SVN r4225 (trunk)
2013-04-23 03:51:51 +00:00
Randy Heit
92d54ca0fc
- Instead of setting the default skybox in every sector without an explicit skybox set, set it
...
once in the level struct and then use that for sectors with a NULL skybox. This fixes zpack's
E2M3 so that when it removes its sector stacks, you will get the default skybox in their
place, since stacked sectors and skyboxes use the same pointers in a sector.
SVN r4224 (trunk)
2013-04-21 02:22:37 +00:00
Christoph Oelckers
9f71c7cb4e
- added Xaser's reactiontime for ACS and DECORATE expression patch.
...
SVN r4222 (trunk)
2013-04-20 21:32:03 +00:00
Randy Heit
cb64014494
- Added CROUCHABLEMORPH flag for the PlayerPawn class. Use this to indicate that a morphed
...
player class can crouch. (Regular players can always crouch, hence the name CROUCHABLEMORPH
and not CANMORPH or ALLOWMORPH.)
SVN r4221 (trunk)
2013-04-19 02:24:20 +00:00
Randy Heit
a50e670c0c
- Use tests less prone to overflow on very steep slopes when detecting which side of a plane
...
the camera is on. Mostly, this means testing the distance of the camera to the plane rather
than computing the plane's Z at the camera and comparing that with the camera's Z.
SVN r4220 (trunk)
2013-04-17 01:32:40 +00:00
Randy Heit
c069295f19
- Fixed: When trying to unmorph a monster, make sure the morphed version doesn't have the
...
TOUCHY flag set, or checking the position of the unmorphed version will kill the morphed
version, since they will both exist in the same place at the same time, and TOUCHY is
really touchy about that.
SVN r4219 (trunk)
2013-04-16 20:39:54 +00:00
Randy Heit
865a535af2
- Force all voxel mip levels so use the same pivot point as the first level.
...
SVN r4217 (trunk)
2013-04-16 20:22:01 +00:00
Randy Heit
6dc21f9a8b
- Fixed: Voxel rendering completely fell apart when a mirror came into view.
...
SVN r4216 (trunk)
2013-04-16 20:17:34 +00:00
Randy Heit
a5d770b433
- Dropped items with the DONTGIB flag set will no longer be destroyed by crushers.
...
SVN r4215 (trunk)
2013-04-16 17:55:17 +00:00
Randy Heit
cbe11657f0
- Fixed: A_Face should take into account the target's height when aiming pitch.
...
SVN r4214 (trunk)
2013-04-10 00:13:55 +00:00
Randy Heit
2fb64108a7
- Fixed: Monsters with STAYMORPHED set would still unmorph.
...
SVN r4213 (trunk)
2013-04-09 22:45:20 +00:00
Randy Heit
f7c55c0936
- Do copy a monster's special to its morphed version so that it can be properly restored when
...
it unmorphs.
SVN r4212 (trunk)
2013-04-09 22:40:27 +00:00
Randy Heit
85d4350190
- Fixed: AInventory::Touch() should check for a local player view before trying the pickup,
...
because if it's a morph powerup, after being picked up, the toucher this function received will
no longer be the active player.
SVN r4211 (trunk)
2013-04-09 22:24:18 +00:00
Randy Heit
ec6d522a29
- Remove the requirement that only action function default parameters can accept a constant
...
expression that evaluates to the class 'None'. (I don't know why that was there to begin with.)
SVN r4210 (trunk)
2013-04-09 22:15:41 +00:00
Randy Heit
0a9a54fca8
- Multiply the resulting velocity by the player's speed when "jumping" underwater.
...
SVN r4209 (trunk)
2013-04-09 21:57:48 +00:00
Randy Heit
147da94e2f
- Added FDARI's CLOFF_JUMP_ON_MISS and CLOFF_AIM_VERT_NOOFFSET flags.
...
SVN r4207 (trunk)
2013-03-28 01:29:23 +00:00
Randy Heit
4cf3a4a1cf
- Always spawn RocketSmokeTrail and GrenadeSmokeTrail actors, and make them invisible for players
...
who don't want to see them. This is needed for multiplayer sync between players with different
settings for cl_rockettrails.
SVN r4206 (trunk)
2013-03-28 01:01:19 +00:00
Braden Obrzut
316faf59b4
- Fixed: Skin mugshots didn't load. (This adds a texture usetype for skin graphics.)
...
SVN r4205 (trunk)
2013-03-25 18:20:39 +00:00
Randy Heit
332b1091b4
- Make FName::NameManager::Inited a static member variable.
...
SVN r4204 (trunk)
2013-03-24 02:35:29 +00:00
Randy Heit
324b13c89b
- Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
...
even if they have enough ammo to be used.
SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00
Randy Heit
449bf216fa
- Stop storing rail hits in a global variable, and consolidate the two railgun callbacks into a single function.
...
SVN r4202 (trunk)
2013-03-23 03:05:01 +00:00
Randy Heit
f9915d7cf2
- Added FDARI's A_CheckLOF, modified to use a Trace callback function.
...
SVN r4201 (trunk)
2013-03-23 02:55:59 +00:00
Randy Heit
dcf50ab6cb
- Added an enum for the values a Trace callback function can return.
...
- Added a userdata parameter to pass to the Trace callback function.
SVN r4200 (trunk)
2013-03-23 02:54:13 +00:00
Randy Heit
c54ea7f6b7
- Added SXF_TRANSFERSPECIAL and SXF_CLEARCALLERSPECIAL flags for A_SpawnItemEx.
...
SVN r4199 (trunk)
2013-03-23 01:22:37 +00:00
Randy Heit
044616a86f
- Fixed: Don't return false from PIT_CheckThing when a shootable missile hits a nonmonster and
...
infighting is disabled; let the normal conditions apply. Otherwise, you end up with situations
where monster-fired projectiles can collide with pickups.
SVN r4198 (trunk)
2013-03-21 22:58:37 +00:00
Randy Heit
0c6c78517b
- Always at least halve the advance vector in P_CheckMissileSpawn().
...
SVN r4197 (trunk)
2013-03-21 22:23:42 +00:00
Randy Heit
06445e8181
- Fixed: Used the wrong actor's radius in P_Thing_Projectile() to get the maxdist for P_CheckMissileSpawn().
...
SVN r4196 (trunk)
2013-03-21 22:21:54 +00:00
Randy Heit
e4127111b1
- A player's Speed is now applied to their upmove as well as their forwardmove and sidemove.
...
SVN r4195 (trunk)
2013-03-21 03:47:39 +00:00
Randy Heit
2874d927b1
- Random spawners no longer move the missile forward when spawning them, because presumably
...
whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely
move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
might happen to be standing next to).
SVN r4194 (trunk)
2013-03-21 03:06:04 +00:00
Randy Heit
34b2d0b21a
- Fixed: Putting a lightlist in a sector caused that sector's floorlight and ceilinglight to be ignored.
...
SVN r4193 (trunk)
2013-03-21 02:28:07 +00:00
Randy Heit
cb41771342
- When moving polyobjects, recalculate the floors and ceilings for the actors in their bounding boxes. (See http://forum.zdoom.org/viewtopic.php?f=2&t=35616 )
...
SVN r4192 (trunk)
2013-03-21 02:07:42 +00:00
Randy Heit
53e73783e0
- Added spawnofs_z parameter to A_RailAttack and A_CustomRailgun.
...
SVN r4191 (trunk)
2013-03-20 03:36:45 +00:00
Randy Heit
283ee1a891
- Make teleport fogs target the teleported actor.
...
SVN r4190 (trunk)
2013-03-20 03:21:37 +00:00
Randy Heit
fc4b0ffe68
- Use a missile's MaxTargetRange property as the range for P_AimLineAttack() inside P_SpawnPlayerMissile().
...
SVN r4189 (trunk)
2013-03-20 03:19:02 +00:00
Randy Heit
277d59b2bb
- Added flags SXF_CLEARCALLERTID, SXF_MULTIPLYSPEED, and SXF_TRANSFERSCALE for A_SpawnItemEx.
...
SVN r4188 (trunk)
2013-03-20 03:07:45 +00:00
Randy Heit
de20936b13
- Allow negative force for A_RadiusThrust.
...
SVN r4187 (trunk)
2013-03-20 02:41:59 +00:00
Braden Obrzut
18bf56d3d7
- Fixed: NULL pointer dereference in DrawGem.
...
SVN r4186 (trunk)
2013-03-18 21:56:15 +00:00
Randy Heit
98ea4d3d51
- Added C_GetMassCVarString(), which C_WriteCVars() is now a wrapper around. (And the latter
...
should probably be factored away eventually.)
SVN r4185 (trunk)
2013-03-17 03:04:17 +00:00
Randy Heit
573b6992ce
- Use a TArray for backing up cvars overwritten by a demo.
...
SVN r4184 (trunk)
2013-03-17 02:41:45 +00:00
Braden Obrzut
b096c7a82f
- Fixed: changemap allowed changing the map in "demo mode."
...
- Fixed: Crash when using the console at the title screen.
SVN r4182 (trunk)
2013-03-15 21:41:01 +00:00
Christoph Oelckers
b0203c9f1d
- added Xaser's SXF_USEBLOODCOLOR for A_SpawnItemEx submission
...
SVN r4181 (trunk)
2013-03-13 11:27:30 +00:00
Randy Heit
8410ac760a
- Added A_SetDamageType.
...
SVN r4180 (trunk)
2013-03-13 04:04:48 +00:00
Randy Heit
fb2f201c8b
- Fixed: The sc_man scanner must use an unsigned character type, or it won't properly recognize any unquoted characters with the eighth bit set.
...
SVN r4179 (trunk)
2013-03-13 03:59:57 +00:00
Randy Heit
e240d24abe
- Fixed: P_SpawnPlayerMissile() should not 0 the pitch for weapons that don't autoaim.
...
This allows A_FireOldBFG to work properly when freelook is disabled.
SVN r4178 (trunk)
2013-03-13 02:56:54 +00:00
Christoph Oelckers
c7aa7e2a4b
- missing NORANDOMPUFFZ code.
...
SVN r4177 (trunk)
2013-03-09 07:09:40 +00:00
Braden Obrzut
3fe31668a6
- More Visual Studio with CMake fixes.
...
SVN r4176 (trunk)
2013-03-08 19:23:06 +00:00
Randy Heit
ba0e0c2914
- Fixed: Don't start the MAPINFO music just to have it replaced by the saved music when returning to a level in a hub.
...
SVN r4175 (trunk)
2013-03-08 02:34:26 +00:00
Braden Obrzut
478bfa6cf1
- Fixed: file_directory tried to free it's input parameter.
...
SVN r4174 (trunk)
2013-03-07 22:16:09 +00:00
Braden Obrzut
88a0d22f23
- Fixed: Playing strife forced the inventory to be used immediately instead of being determined by the presence of an inventory overlay.
...
SVN r4173 (trunk)
2013-03-03 19:12:21 +00:00
Randy Heit
1107bebfcf
- Redo r4164 fix: Don't clear fake planes when clearing skybox planes.
...
SVN r4172 (trunk)
2013-03-02 01:54:40 +00:00
Randy Heit
8f7cd73a41
- Comment out star and bstar stuff in wi_stuff.cpp.
...
SVN r4171 (trunk)
2013-03-02 01:27:36 +00:00
Christoph Oelckers
33f363f4c6
- added TheFortuneTeller's NORANDOMPUFFZ submission.
...
SVN r4170 (trunk)
2013-02-27 10:35:44 +00:00
Randy Heit
ce39368796
- Fixed: Players using colorsets instead of custom colors overrode their team colors.
...
SVN r4169 (trunk)
2013-02-27 03:27:33 +00:00
Randy Heit
b93dfcf3cf
- Fixed: G_DoLoadLevel() has a for loop where it resets player cameras that incremented and checked the wrong variable.
...
SVN r4168 (trunk)
2013-02-27 03:13:55 +00:00
Randy Heit
be0845acf1
- Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
...
SVN r4167 (trunk)
2013-02-27 03:10:25 +00:00
Braden Obrzut
01fed92920
- Added support for Visual Studio to the CMake project.
...
SVN r4166 (trunk)
2013-02-25 00:12:21 +00:00
Braden Obrzut
e6f66e3c93
- Fixed: GCC build.
...
SVN r4165 (trunk)
2013-02-24 17:17:20 +00:00
Randy Heit
2919bdf4fe
- Fixed: Skyboxes never cleared planes when a 3D floor was in view.
...
SVN r4164 (trunk)
2013-02-23 05:15:32 +00:00
Randy Heit
4f3a03f2f4
- Fixed: stat skyboxes output was broken.
...
SVN r4163 (trunk)
2013-02-23 04:24:40 +00:00
Randy Heit
1c9396cd6c
- Properly transfer powerups between morphed and unmorphed actors by calling EndEffect() on the
...
powerups before they transfer ownership, then calling InitEffect() on them after they transfer
ownership.
SVN r4162 (trunk)
2013-02-23 03:25:33 +00:00
Braden Obrzut
47e7ab21cc
- Fixed: strcpy on map arrays didn't properly translate the array number.
...
SVN r4160 (trunk)
2013-02-22 18:42:26 +00:00
Braden Obrzut
356bfe81e3
- Cleared GCC warnings.
...
SVN r4159 (trunk)
2013-02-22 18:16:23 +00:00
Randy Heit
6eb10a8079
- Fixed: r4160 inadvertently inverted the damage check for thrusting in P_RadiusAttack().
...
SVN r4158 (trunk)
2013-02-22 03:06:00 +00:00
Randy Heit
445bc148b7
- Fixed: r4067 completely disabled weapon switching via A_ReFire.
...
SVN r4157 (trunk)
2013-02-22 02:42:42 +00:00
Randy Heit
e0c751114f
- Fixed: A TITLEMAP defined with SpawnWithWeaponRaised set caused a crash.
...
SVN r4156 (trunk)
2013-02-22 01:51:35 +00:00
Randy Heit
e0db52629d
- Fixed: RandomSpawner could hang on lists with monsters when nomonsters is enabled or with 'None' items.
...
SVN r4155 (trunk)
2013-02-22 01:34:16 +00:00
Randy Heit
7d90117fb9
- Fixed: RandomSpawner should observe the nomonsters flags when deciding what to spawn.
...
SVN r4153 (trunk)
2013-02-20 02:47:01 +00:00
Randy Heit
4fe9b6112a
- Fixed: The change in r3951 knew nothing about 3D floors.
...
SVN r4152 (trunk)
2013-02-20 02:26:36 +00:00
Randy Heit
fef083f59c
- Use a temporary bitmap when when copying true color pixels of a multipatch texture, the blend
...
operation is not BLEND_NONE, and it doesn't just redirect straight to a direct texture.
SVN r4151 (trunk)
2013-02-20 01:31:41 +00:00
Christoph Oelckers
e50de1e5fc
- fixed: APowerSpeed::Serialize needs to call the super method.
...
SVN r4150 (trunk)
2013-02-19 08:10:33 +00:00
Randy Heit
f5891dea25
- Added time display for alt hud.
...
SVN r4148 (trunk)
2013-02-19 02:58:03 +00:00
Randy Heit
602209d4a4
- Add NoRandomPlayerclass flag for MAPINFO.
...
SVN r4147 (trunk)
2013-02-19 02:50:47 +00:00
Randy Heit
bd601a1bc8
- Added NOTRAIL flag for PowerSpeed.
...
SVN r4146 (trunk)
2013-02-19 02:44:49 +00:00
Randy Heit
ae6b0c6215
- Added IF_NOSCREENFLASH>
...
SVN r4145 (trunk)
2013-02-19 02:27:41 +00:00
Randy Heit
619e65ad6f
- Allow negative parameters to A_Light.
...
SVN r4144 (trunk)
2013-02-19 02:25:20 +00:00
Randy Heit
b96d305c87
- Make the DOOM 3 BFG Edition the last Steam path checked, so it won't override the regular doom.wad.
...
SVN r4142 (trunk)
2013-02-19 01:55:14 +00:00
Randy Heit
87dbfb68e9
- Fixed: PCD_MORPHACTOR and P_MorphMonster() needed NULL pointer checks.
...
SVN r4141 (trunk)
2013-02-19 01:51:07 +00:00
Randy Heit
e434ccc3f6
- Add support for user variables on things in UDMF maps. If you include an actor's user variable
...
in its UDMF thing definition, that user variable will be set to the desired value for that
actor when the map is loaded.
SVN r4140 (trunk)
2013-02-17 00:23:58 +00:00
Christoph Oelckers
00d5bee72f
- ...now where did that 'F' come from...?
...
SVN r4139 (trunk)
2013-02-16 10:48:03 +00:00
Christoph Oelckers
d71b0609f0
- fixed incorrect -= operators in vectors.h
...
SVN r4138 (trunk)
2013-02-16 09:41:54 +00:00
Braden Obrzut
facbca3619
- Fixed: If you hit a wall at the right moment you would some times come out of a teleporter with sliding velocity.
...
SVN r4137 (trunk)
2013-02-14 23:27:09 +00:00
Randy Heit
7714a45e02
- Fixed: Because P_OpenMapData() now reopens the containing file for the map, P_LoadGLNodes() needs a new check for if the map came from a regular wad.
...
SVN r4136 (trunk)
2013-02-14 05:06:05 +00:00
Randy Heit
0a2e42c090
- Skip the MF2_PASSMOBJ height checks in PIT_CheckThing() for ripper missiles.
...
SVN r4135 (trunk)
2013-02-14 04:40:29 +00:00
Randy Heit
70fa9e7b84
- Fixed: info CCMD listed bounce flags twice, under separate names.
...
SVN r4134 (trunk)
2013-02-14 03:56:34 +00:00
Randy Heit
94be9df246
- Changed the "notrelevant" checks in R_RenderMaskedSegRange() to not include equality in their
...
comparison operators. Fixes one map (http://forum.zdoom.org/viewtopic.php?f=2&t=34082 ); might
break others. Maybe.
SVN r4133 (trunk)
2013-02-14 03:24:47 +00:00
Randy Heit
951adbb21f
- Fixed: When adding a forwardmove value, P_Bob() needs to do the same pitch-dependent scaling
...
as P_ForwardThrust().
SVN r4132 (trunk)
2013-02-14 01:29:53 +00:00
Randy Heit
0b9b6dda2e
- Fixed: The changemap CCMD did not work for maps not defined by MAPINFO.
...
SVN r4131 (trunk)
2013-02-12 23:55:28 +00:00
Randy Heit
62b23901eb
- Fixed: spynext/prev were unreliable with player prediction.
...
SVN r4130 (trunk)
2013-02-12 23:23:33 +00:00
Christoph Oelckers
3defad92da
- missed some changed constants...
...
SVN r4129 (trunk)
2013-02-10 09:03:56 +00:00
Christoph Oelckers
954e9e03f2
- removed a few 'GZDoom only' notes that no longer apply.
...
SVN r4128 (trunk)
2013-02-10 09:01:15 +00:00
Christoph Oelckers
027a99d772
- fixed: Hexen's Floor_RaiseAndCrush is not the same action as the one used by Doom and which was used by ZDoom before r4053. Restored the old code and gave it a new special 99:Floor_RaiseAndCrushDoom.
...
SVN r4125 (trunk)
2013-02-10 08:53:03 +00:00
Randy Heit
612d16e11c
- Added Oktalyzer loading support to ZDoom.
...
SVN r4081 (trunk)
2013-02-08 00:25:30 +00:00
Randy Heit
afabf7e018
- Force node building for garrison.wad from The Master Levels so that the teleporter to the
...
red key won't leave you in the ground.
SVN r4071 (trunk)
2013-02-07 21:32:06 +00:00
Randy Heit
6e3d784c50
- Fixed: G_CheckSpot() should not use the player start's z position unless LEVEL_USEPLAYERSTARTZ is set.
...
SVN r4070 (trunk)
2013-02-07 21:09:55 +00:00
Randy Heit
c116453158
- When doing kickback in P_DamageMobj(), choose a random direction if the target and origin are in the exact same spot.
...
SVN r4069 (trunk)
2013-02-07 21:02:26 +00:00
Randy Heit
cdfd671dff
- P_MovePsprites() should now always call P_CheckWeaponSwitch(), because the latter function
...
now has its own WF_WEAPONSWITCHOK check in the correct place.
SVN r4068 (trunk)
2013-02-07 20:42:24 +00:00
Randy Heit
2cf141e914
- In A_ReFire, allow refiring when a weapon is pending, but weapon switching is not okay at this time.
...
SVN r4067 (trunk)
2013-02-07 20:38:41 +00:00
Randy Heit
522a940ccf
- In P_SetSafeFlash(), check the requested state against every actor when Dehacked moves the
...
flash to some other class's states instead of just assuming it's good.
SVN r4066 (trunk)
2013-02-07 20:29:48 +00:00
Randy Heit
8874cb140b
- Don't use the global numsectors variable when testing if a map is a Build map in P_IsBuildMap()
...
and P_LoadBuildMap().
SVN r4065 (trunk)
2013-02-07 20:17:50 +00:00
Randy Heit
995d6f52e7
- Allow terrain definitions to work with overrides and non-flats.
...
SVN r4064 (trunk)
2013-02-05 02:39:47 +00:00
Randy Heit
2f3dd8d959
- Moved MF4_BOSSSPAWNED flag copying from A_PainShootSkull to AActor::CopyFriendliness().
...
SVN r4063 (trunk)
2013-02-05 02:33:11 +00:00
Randy Heit
87b8b6201c
- Added WRF_DISABLESWITCH flag for A_WeaponReady to indicate that any attempts to switch the weapon
...
should be discarded.
SVN r4062 (trunk)
2013-02-05 02:27:35 +00:00
Randy Heit
f0bc2fdc53
- Fixed CF_DOUBLEFIRINGSPEED is in player->cheats, not player->WeaponState.
...
SVN r4061 (trunk)
2013-02-05 01:45:23 +00:00
Randy Heit
f68d5a4845
- More options for acsprofile command:
...
* acsprofile clear - Resets all profiling statistics to 0.
* acsprofile [<sort-function>] [<limit>]:
* <sort-function> is an optional argument that specifies which column to sort on (total, min, max, avg, or runs). The default is total.
* <limit> is an optional argument that specifies how many rows to limit the output to. The default is 10. 0 or less will print every script or function that has at least one run.
SVN r4060 (trunk)
2013-02-03 04:30:20 +00:00
Randy Heit
b971714e7f
- Do not print imported functions in the profile list.
...
SVN r4059 (trunk)
2013-02-03 03:54:31 +00:00
Randy Heit
b2f09b2dc6
- Added ACS profiling information.
...
SVN r4058 (trunk)
2013-02-02 05:54:15 +00:00
Braden Obrzut
5965c45932
- Fixed: Using interpolation on drawbar would sometimes result in the last pixel hanging longer than it should.
...
- Improved draw bar clipping fix from last commit.
SVN r4057 (trunk)
2013-02-01 02:16:02 +00:00
Braden Obrzut
b958215b50
- Fixed: DrawBar's clipping didn't take the texture offset into account.
...
SVN r4056 (trunk)
2013-01-30 00:56:24 +00:00
Randy Heit
61322cc33b
- Fixed: A_Lower needs to check player->cheats for WF_INSTANTWEAPSWITCH, not player->WeaponState.
...
SVN r4055 (trunk)
2013-01-27 04:08:00 +00:00
Randy Heit
a2f55c8067
- Well, poo. WRF_NoFire is two bits, not just one.
...
SVN r4054 (trunk)
2013-01-27 03:02:00 +00:00
Randy Heit
15497b4a24
- Fixed: Floor_RaiseAndCrush is not Floor_RaiseToLowestCeilingAndCrush.
...
SVN r4053 (trunk)
2013-01-27 02:57:17 +00:00
Randy Heit
c4a4b9821d
- Fixed: The menu treated netdemos as actual netgames.
...
SVN r4052 (trunk)
2013-01-26 03:41:06 +00:00
Randy Heit
5b97bf47de
- Fixed: The string displayed when attempting to start a new game during a netgame is "NEWGAME", not "NETGAME".
...
SVN r4051 (trunk)
2013-01-26 03:39:43 +00:00
Randy Heit
e0a137b725
- Removed the netdemo flag, because it's redundant with (netgame && demoplayback).
...
SVN r4050 (trunk)
2013-01-26 03:28:54 +00:00
Randy Heit
83320626e5
- Use "Map time color" for single maps, whether in a hub or not. Only use "Hub time color" for hub times.
...
SVN r4049 (trunk)
2013-01-26 03:21:09 +00:00
Randy Heit
9cca4ff71d
- Fixed: Lost Souls spawned by Pain Elementals were not killed by DF2_KILLBOSSMONST.
...
SVN r4047 (trunk)
2013-01-26 02:54:09 +00:00
Randy Heit
ed8a33aeaf
- Use P_DropWeapon() everywhere it makes sense.
...
SVN r4045 (trunk)
2013-01-25 03:32:49 +00:00
Randy Heit
5dca935305
- If this was a git repository, I wouldn't have needed to just make three broken commits in a row.
...
SVN r4044 (trunk)
2013-01-25 03:32:20 +00:00
Randy Heit
1c999d9d55
- Be more concise for WRF_NoFire in A_WeaponReady.
...
SVN r4043 (trunk)
2013-01-25 03:25:32 +00:00
Randy Heit
9d43ba39fc
- Using the proper container for weapon state flags would be good.
...
SVN r4042 (trunk)
2013-01-25 03:18:45 +00:00
Randy Heit
281ac3a49a
- Separate the player weapon state flags from the other player "cheat" flags.
...
SVN r4041 (trunk)
2013-01-25 03:09:17 +00:00
Randy Heit
47cb2ad6bc
- In P_PoisonPlayer(), keep track of the source as the poisoner, so you can get accurate kill
...
accounting. Also, if the poisoner is a missile, remembering it is pretty pointless, since it's
likely to be gone before the player ever dies from the poison.
SVN r4040 (trunk)
2013-01-25 02:35:11 +00:00
Randy Heit
ea81d3638d
- Revert WRF_NOSWITCH changes from r4024.
...
SVN r4039 (trunk)
2013-01-25 02:05:48 +00:00
Randy Heit
9b5232a410
- Fixed: The health bonuses atop the pillars in the starting room of Void could not be picked
...
up because they no longer physically clip through the floor.
SVN r4038 (trunk)
2013-01-23 04:48:33 +00:00
Randy Heit
10e185a6e3
- Retain the Scroll_Texture_(Left|Right|Up|Down) specials on lines for the sake of
...
compat_useblocking. This is not going to be extended to all specials that spawn a thinker at
load time, because some of them can be placed on a line later using SetLineSpecial and used
directly.
SVN r4037 (trunk)
2013-01-23 04:11:19 +00:00
Randy Heit
11862ac06b
- Sync A_LookEx with A_Look, with regards to COMPATF_SOUNDTARGET.
...
SVN r4036 (trunk)
2013-01-23 04:04:21 +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
Braden Obrzut
7f81d881f8
- Fixed: DBaseStatusBar::Draw shouldn't run for the AltHud.
...
SVN r4032 (trunk)
2013-01-23 01:47:06 +00:00
Braden Obrzut
dcb1a3c8bd
- GCC warning cleanup
...
SVN r4031 (trunk)
2013-01-21 22:30:30 +00:00
Braden Obrzut
e86f27a7a6
- Fixed: Popups weren't shown on the alt hud.
...
SVN r4030 (trunk)
2013-01-21 21:02:14 +00:00
Braden Obrzut
76b5757dab
- Fixed: 0 duration A_Lower loops could cause an infinite loop since A_Lower checked if the player was dead in two different ways and returned before the second one.
...
SVN r4029 (trunk)
2013-01-18 18:19:05 +00:00
Braden Obrzut
3e1aa40461
- Fixed: If AInventory::SpecialDropAction returns true the item should be destroyed.
...
- Fixed: Building with SSE disabled triggered an error.
SVN r4028 (trunk)
2013-01-17 19:42:52 +00:00
Braden Obrzut
de65ae809f
- Fixed: BobStyle was assigned as if they were flags.
...
SVN r4027 (trunk)
2013-01-17 19:25:22 +00:00
Randy Heit
6a3b07c441
- Removed the BuildString() override that took a char** argv, because it was used nowhere.
...
- Fixed: BuildString() failed to properly generate command lines for arguments with embedded "
characters.
SVN r4025 (trunk)
2013-01-11 03:21:46 +00:00
Randy Heit
3111b6e7b0
- Do not clear the CF_WEAPONSWITCHOK flag each tic, so that the last setting from A_WeaponReady
...
will carry over until the next A_WeaponReady. Changed P_CheckWeaponSwitch() to clear any
pending weapon requests while weapon switching is disabled.
SVN r4024 (trunk)
2013-01-11 02:53:11 +00:00
Randy Heit
7fb0d37d99
- Added a flag to A_M_Refire to ignore the actor's missile state, so the rocket marine will
...
not continue to punch air if it starts attacking while its target is in melee range and
then moves out of it.
SVN r4021 (trunk)
2013-01-06 04:15:28 +00:00
Randy Heit
22e52776e3
- In UpdateJoystickConfigMenu(), do not access joy before checking if it's NULL.
...
SVN r4019 (trunk)
2013-01-03 03:12:07 +00:00
Randy Heit
424fcb4cba
- Initialize sprframe to NULL in FListMenuItemPlayerDisplay::Drawer().
...
SVN r4018 (trunk)
2013-01-03 03:08:45 +00:00
Randy Heit
6b67cd560a
- Add NULL decal check to FDecalLib::ParseGenerator().
...
SVN r4017 (trunk)
2013-01-03 03:07:18 +00:00
Randy Heit
814cb4d135
- Move NULL player check earlier in P_PoisonDamage, before player is accessed.
...
SVN r4016 (trunk)
2013-01-03 03:05:44 +00:00
Randy Heit
4601954248
- Added CHANGELEVEL_PRERAISEWEAPON flag for use with ACS's ChangeLevel.
...
SVN r4014 (trunk)
2013-01-03 02:18:19 +00:00
Randy Heit
787c338871
- Added MAPINFO flag "SpawnWithWeaponRaised".
...
SVN r4013 (trunk)
2013-01-03 02:08:08 +00:00
Randy Heit
549712e719
- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
...
can perform based on the amount of damage actually taken after all modifications are done to
it. However, if the damage is canceled away, blood will still spawn for the original damage
amount rather than the modified amount.
SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Randy Heit
60fb004a78
- Do not double-scale player classes that use non-1.0 default scales.
...
SVN r4011 (trunk)
2013-01-02 03:52:58 +00:00
Randy Heit
002aa807c5
- Fixed: Don't use the player skin in the cast call if the class being shown has been removed
...
from the PlayerClasses array (and therefore does not have a valid default skin).
SVN r4010 (trunk)
2013-01-02 03:44:42 +00:00
Randy Heit
ca2d75307c
- Do not "wake" Oracle spectres that killed an Oracle. (Because if they killed it, they're
...
obviously already awake. Also, we don't want them to end up targeting themselves.)
SVN r4009 (trunk)
2013-01-02 03:35:08 +00:00
Randy Heit
115b70f6d8
- Do not wake Oracle spectres that are dead.
...
SVN r4008 (trunk)
2013-01-02 03:27:12 +00:00
Randy Heit
dfe470e5f2
- Added JLOSF_NOAUTOAIM flag for when you want to use A_JumpIfTargetInLOS in conjunction with
...
something that never autoaims, such as a railgun.
- Fixed: A_JumpIfTargetInLOS should use P_AimLineAttack() instead of P_BulletSlope(), because the
latter intentionally checks to the sides of the aimed line.
SVN r4007 (trunk)
2013-01-02 03:17:52 +00:00
Randy Heit
4228386837
- Fixed: When P_Add3DFloor() adds the "inside" plane, it needs to copy the translucency flags
...
from the original plane.
SVN r4006 (trunk)
2013-01-02 03:01:03 +00:00
Randy Heit
efbaab3440
- Never set the player actor's scale to the skin's directly. Only do it indirectly through
...
P_CheckPlayerSprite().
SVN r4005 (trunk)
2013-01-02 02:26:22 +00:00
Randy Heit
67eda6b1ad
- Changed P_CheckPlayerSprites() so that it does not alter any actor data. It is now called by
...
R_ProjectSprite() to modify the appropriate data right before it is needed for rendering.
SVN r4004 (trunk)
2013-01-02 02:10:26 +00:00
Randy Heit
db01832519
- Fixed: The resurrect cheat also needs to restore the player's radius.
...
SVN r4003 (trunk)
2013-01-02 01:34:27 +00:00
Christoph Oelckers
b3ada01bbd
- Added Gez's patch to show the berserk icon on the alt. HUD and added a menu option for this setting.
...
SVN r4002 (trunk)
2012-12-22 22:37:58 +00:00
Randy Heit
21ada0b3f6
- Fixed: When the player sprite is being drawn with a fixed colormap, hardware acceleration
...
should not be disabled when the regular colormap has lights that stay bright throughout.
SVN r4001 (trunk)
2012-12-22 02:57:35 +00:00
Randy Heit
682c7d2a8a
- Fixed: The originx and originy for the textured automap is supposed to be calculated after
...
rotating originpt by the automap, not before.
SVN r3998 (trunk)
2012-12-22 00:55:27 +00:00
Randy Heit
c114113fe8
- Fixed: Sky floors should not be drawn in the textured automap.
...
SVN r3997 (trunk)
2012-12-22 00:26:26 +00:00
Randy Heit
f45c624769
- Changed default FluidSynth reverb and chorus parameters to the ones suggested here: http://forums.scummvm.org/viewtopic.php?p=72972&sid=d139e99a13359541ead07073112e3888#72972
...
SVN r3995 (trunk)
2012-12-21 23:59:55 +00:00
Randy Heit
3123925fa8
- Fixed: Changing fluid_chorus and fluid_reverb did not take effect until the next song started.
...
SVN r3994 (trunk)
2012-12-21 23:58:33 +00:00
Randy Heit
849f30daab
- Changed synth.chorus.active and synth.reverb.active settings to use fluid_settings_setint(),
...
since they're int and not string settings.
- Fixed: FluidSynthMIDIDevice::FluidSettingInt() interpreted the return value from fluid_settings_setint() wrongly.
SVN r3993 (trunk)
2012-12-21 23:22:59 +00:00
Randy Heit
3eb9953930
- Fix type conversion warning in file_wad.cpp.
...
SVN r3992 (trunk)
2012-12-21 22:48:40 +00:00
Randy Heit
2022d64ee2
- Do not crash when reading ATAG chunks on processors that don't like unaligned accesses.
...
SVN r3991 (trunk)
2012-12-21 22:47:55 +00:00
Braden Obrzut
e8731c7571
- Added support for Eternity's JUMP table and PCD_GOTOSTACK (again, requires advanced compiler).
...
SVN r3990 (trunk)
2012-12-20 04:17:18 +00:00
Braden Obrzut
86291fcd96
- Added support for Eternity's ATAG chunk (mixed-type arrays). Requires a structure aware compiler (not ACC).
...
SVN r3989 (trunk)
2012-12-17 19:17:02 +00:00