Magnus Norddahl
d3d8180f57
Resize framebuffer in windowed mode to match the client area
2016-09-12 13:04:36 +02:00
raa-eruanna
02e4ba464a
Fixed mirror angle issue, fixes rendering of mirrors
2016-09-10 08:56:40 +02:00
Magnus Norddahl
303da0e071
Fix center text alignment issue
2016-09-09 20:09:54 +02:00
Magnus Norddahl
e794e59cd2
Add con_scale for scaling just the console
2016-09-08 00:39:52 +02:00
Magnus Norddahl
d2f8fc63fc
Scale the console itself as specified by con_scaletext
2016-09-08 00:39:51 +02:00
Magnus Norddahl
6414e01354
Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext
2016-09-08 00:39:51 +02:00
Major Cooke
01e9d351b4
- Don't pass flags directly from A_Explode to P_RadiusAttack. XF_EXPLICITDAMAGETYPE would cause explosions to deal no damage otherwise.
2016-09-08 00:38:12 +02:00
Major Cooke
043ada24da
Wave quakes now stack.
2016-09-08 00:38:12 +02:00
Major Cooke
ce13b5c6e1
Enhanced FastProjectile trails.
...
- Trails now copy pitch, and set the projectile as the target.
- Added GETOWNER flag. Using it sets the owner of the fast projectile as the target instead, if it has an owner.
2016-09-08 00:38:11 +02:00
yqco
2e8aa53e6a
Add SetActorFlag ACS function
...
int SetActorFlag(int tid, str flagname, bool value);
- Mimics DECORATE's A_ChangeFlag
- Returns number of actors affected (number of things with the flag)
- Affects activator if TID is 0
# Conflicts:
# src/p_acs.cpp
2016-09-07 20:44:56 +02:00
Christoph Oelckers
f536523fbd
- It's Height, not height...
2016-09-06 22:36:53 +02:00
Christoph Oelckers
5a3147407e
- fixed floatification error in A_MaulerTorpedoWave.
2016-09-06 22:34:59 +02:00
Christoph Oelckers
3ce25bc348
- fixed: FxPreIncrDecr depended on undefined compiler behavior.
...
It could only work with right to left function argument processing, but with left to right it failed because the ParseExpressionA call altered sc.TokenType.
Note that with register-based arguments on 64 bit platforms this is a very critical issue!
2016-09-06 08:41:13 +02:00
Christoph Oelckers
954ac8ce5e
- removed DirectX setup from CMakeLists for Visual Studio
...
For VS 2015 this is no longer needed, the DX headers and libraries are part of the Windows SDK and do not need to be looked for explicitly.
2016-09-04 10:28:29 +02:00
Christoph Oelckers
eff03d13f0
- fixed last commit.
2016-09-04 10:28:29 +02:00
alexey.lysiuk
677efb73bc
Fixed compilation with GCC/Clang
...
No longer aborts with error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime
2016-09-04 10:05:07 +03:00
Christoph Oelckers
77ac3bb265
- fixed angle range checks in A_CheckIfTargetInLOS.
...
The fixed point version had a mostly useless check that excluded ANGLE_MAX, this got incorrectly converted to floating point.
Note that this version will clamp the angle to 360°, not merely overflow like it did with the fixed point code
2016-09-04 08:33:19 +02:00
Blue-Shadow
2ed4208a1b
Added IfCVarInt SBARINFO command
2016-09-03 18:55:19 +03:00
Christoph Oelckers
f31346968f
- added missing #include.
2016-09-03 17:29:28 +02:00
Christoph Oelckers
5770e5dfaf
- split up m_specialpaths.cpp to be a separate file for each operating system.
...
The reason for this is that the macOS version uses a deprecated API and in order to correct this, the file needs to be compiled as Objective-C++ which requires a different extension.
2016-09-03 12:00:08 +02:00
arookas
d7b5bdc0f7
Renamed Thing_Damage3 to DamageActor
2016-09-03 08:27:38 +02:00
arookas
d14782fb37
Added Thing_Damage3 function
...
It acts as a simple wrapper around P_DamageMobj which can damage a
single actor, but can also set the actor inflicting the damage. It
returns the amount of damage actually done, or -1 if the damaging was
cancelled.
2016-09-03 08:27:38 +02:00
Major Cooke
c4357bd352
Tracer pointer is no longer a safe candidate for storing player morph pointers. Instead, actors must have a new, non-manipulatable pointer. This fixes the following circumstances:
...
- Crashes occurred if a particular actor was a tracer to the player and the actor was not gone by the time the player unmorphs.
- Failed unmorphs occur if tracer was manipulated through means like A_RearrangePointers, etc.
2016-09-01 13:49:58 -05:00
Christoph Oelckers
4993018520
- fixed: Actor velocity requires an upper limit to prevent uncontrolled accumulation, as can happen when multiple exploding and pushable objects overlap. The value 5000 was chosen because it is high enough to not occur under regular circumstances and small enough to prevent severe slowdowns. In the old fixed point code the lack of such a check just caused random overflows.
2016-08-31 09:18:59 +02:00
Christoph Oelckers
3299a29c44
- added CheckClass ACS function.
2016-08-28 16:14:24 +02:00
Christoph Oelckers
e04055dbb2
- added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
...
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
Braden Obrzut
716fbec8ee
- Added support for building with FMOD Studio Low Level API (partially based off of Emile Belanger's/Beloko Games Android work)
...
- Use with FMOD Studio 1.06.x. 1.07 and 1.08 compile but for some reason produce a lot of noise on vanilla Doom sounds.
- Crashes when used with fluidsynth provided by Ubuntu 16.04, but a self compiled version of the library works just fine.
- Reverbs are mostly untested, but implemented.
- Debug waveform drawing is not implemented as it requires a non-trivial amount of work.
- It will still show as FMOD Ex in the menus since I'm too lazy at the moment to make it a "separate" backend.
2016-08-27 22:14:57 -04:00
Christoph Oelckers
5303526c70
- actually use the parameter...
2016-08-26 08:34:27 +02:00
Christoph Oelckers
465792df0a
- make sure that after travelling has finished, no travelling thinkers are left in the list.
...
Since this list is excluded from regular thinker cleaning, anything that may survive through the end of G_FinishTravel will endlessly multiply and severely break the following savegames or just simply crash on broken pointers.
2016-08-26 02:16:06 +02:00
Christoph Oelckers
9ca6764556
Revert "- removed STAT_INVENTORY."
...
This reverts commit 5ff0abe568
.
- use STAT_INVENTORY only for held items.
Seems this was causing some strange issues with hubs, but for items placed in the world it still cannot be allowed to have them in a different statnum.
2016-08-25 21:41:17 +02:00
Christoph Oelckers
48430d9b1a
- don't assume that deserializing an actor will result in a valid pointer.
...
This addresses a very strange crash I encounteded while travelling in a hub, and ended up with a NULL pointer after the 'Serialize' call which means that some code cleared the variable that is currently being deserialized. I was completely unable to find out what caused this because there is so much recursion going on in the deserializer. All actions on the deserialized actor are now being done with a local copy of that variable so that altering the actual one won't have any adverse effects.
2016-08-25 21:15:53 +02:00
Major Cooke
e22043a25b
Fixed: A_FaceMovementDirection would not adjust the angle if it was actually under the limit.
2016-08-22 09:46:00 +02:00
yqco
df4a8e38c5
Add CheckActorState ACS function
...
bool CheckActorState(int tid, str statename, bool exact = false);
- Same parameter order as SetActorState
- Returns true if actor has the state; else returns false
2016-08-22 01:21:38 -06:00
Christoph Oelckers
5ff0abe568
- removed STAT_INVENTORY.
...
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items.
The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
2016-08-20 19:10:14 +02:00
Christoph Oelckers
314e89b84f
- fixed what looks like a copy/paste error in A_Explode.
2016-08-16 10:53:30 +02:00
Leonard2
e93b64f249
Fixed: a register from a return statement's value would not be freed
2016-08-16 08:59:27 +02:00
Major Cooke
aa2ca77412
Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
...
- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Christoph Oelckers
c02960e2cf
- added error message highlighting for one overlooked DECORATE error.
2016-08-16 08:58:29 +02:00
Christoph Oelckers
df0f06a5ce
- fixed: FraggleScript's SetCamera function must call SetOrigin to set the camera's z. This needs updating of floorz and ceilingz, in case the camera is moved past a 3D floor.
2016-08-14 23:33:31 +02:00
Christoph Oelckers
6deb185b46
- fixed another typo in scroller code.
...
Now Scroll_Texture_Model is working properly again. (Note: Whoever designed this function must have been on drugs - its use of the source data in Boom is completely insane.)
2016-08-14 22:10:44 +02:00
Christoph Oelckers
47d2fd403c
- fixed typos in scroll code.
2016-08-14 21:55:20 +02:00
Christoph Oelckers
a0d66be6e9
- fixed: Terrain splashes could be generated for 3D floors that were below the sector's actual floor.
2016-08-14 20:52:13 +02:00
Major Cooke
9dd458030e
This isn't needed. It's already checked at this point.
2016-08-12 09:17:21 +02:00
Major Cooke
7ffccd0009
Fixed: RGF_KILLED was not part of the mask.
...
- Greatly optimized DoRadiusGive by putting actor flag checking first ahead of pointer, classname and species checking.
2016-08-12 09:17:20 +02:00
Major Cooke
ec14dd94a7
A_Explode now returns the number of actors damaged and can be used in expressions.
...
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
yqco
ee7d933ed6
Add assert for previous I_Error condition
2016-08-11 04:47:17 -06:00
yqco
054f5c963e
Use verbose error message with DECORATE array indices
2016-08-11 04:22:37 -06:00
Christoph Oelckers
b4e712ab01
- made disabling the push window check a real compatibility option.
...
No idea why this was a hidden one, this one definitely needs to be in the menu.
- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
Christoph Oelckers
7104b01193
- added Hexen compatible handling to specials that stop perpetual sector movement.
...
This uses the same logic as Eternity.
2016-08-09 17:09:12 +02:00
Christoph Oelckers
6b27d0c3ba
- fixed: FPolyObj::RecalcActorFloorCeil altered the floorz of all actors in the same blockmap block as the polyobject, even when they were nowhere near its bounding box.
...
This fix is still incomplete, it should really discard everything outside the polyobject, not outside its bounding box, but at least it eliminates the most severe occurences of dislocated items.
2016-08-09 15:11:11 +02:00
yqco
b2a6512981
Fix partial initialization in ACS PickActor function
2016-08-09 02:11:13 -06:00
Christoph Oelckers
19b65195ea
- added an internal compatibility option to disable setting the line ID for the Plane_Align special.
...
There have been reports for some Skulltag maps a few years back and I just ran across an old beta version of a map that got completely broken by this.
2016-08-09 10:07:06 +02:00
Christoph Oelckers
d62d345a7b
- fixed: The cosine of 0° is 1, not 0, as the portal code assumed for linked portals.
2016-08-08 13:06:29 +02:00
Leonard2
b97024b710
The return statement now accepts any expression as its return value
...
So something like 'return ++user_x;' is now possible
Admittedly this needed quite a bit of refactoring mainly due to the fact that return types now have to be checked after resolving the function rather than before
2016-08-07 22:10:02 +02:00
Leonard2
e79c0225ed
Added all compound assignment operators to DECORATE
2016-08-07 22:10:02 +02:00
Leonard2
90cc79a902
Added the direct assignment operator to DECORATE
2016-08-07 22:10:01 +02:00
Leonard2
8437313e7c
Added post/pre increment/decrement operators to DECORATE
2016-08-07 22:10:01 +02:00
Leonard2
2ef51d0d50
Re-allow casts in sequences
2016-08-07 22:10:00 +02:00
Leonard2
db9f4c1385
Re-allow indexes as state parameter in sequences
2016-08-07 22:10:00 +02:00
Leonard2
a4142ad9fb
Re-allow action function calls with no argument list in sequences
2016-08-07 22:09:59 +02:00
Leonard2
078881a941
Parse statements as expressions in sequences
...
This will be needed for assignment operators to work
2016-08-07 22:09:59 +02:00
Christoph Oelckers
ab837b608d
- compatibility optioned triggering sector actions by indirectly initiated teleports
...
There's several old maps depending on this not happening.
- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
Edoardo Prezioso
5a66fdf9be
- Hide Clang -Winconsistent-missing-override warnings in non-Apple targets, too.
2016-08-07 20:55:16 +02:00
alexey.lysiuk
5b079dd40b
Fixed wrong height of player coordinates text
2016-08-07 11:32:55 +02:00
Christoph Oelckers
fd7b833ad5
- added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap.
2016-08-06 19:20:41 +02:00
Magnus Norddahl
a893013dbb
Adds HUD quadruple scale and a scale slider for the crosshair
2016-08-05 12:20:34 +02:00
Leonard2
01fb2eaecc
Fixed a typo in FxBoolCast::Emit
2016-08-05 12:16:13 +02:00
Leonard2
73d0ed78fe
Fixed: the game could crash while resolving expressions in some places
2016-08-05 12:16:13 +02:00
Leonard2
4a859393fe
Fixed: the game could crash while parsing expressions in some places
2016-08-05 12:16:12 +02:00
Christoph Oelckers
9229146eeb
- fixed: DFloor set the 'gap' for one wrong movement type.
2016-08-05 12:13:47 +02:00
Christoph Oelckers
1d434add50
- fixed: monsters which were made friendly by the MBF map flag lost their friendliness when being revived with Thing_Raise.
2016-08-04 17:14:31 +02:00
Christoph Oelckers
c1a4dd74c4
- added handling for Eternity's 'gap' parameter to:
...
Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
2016-08-03 12:59:40 +02:00
Christoph Oelckers
95c3464973
- properly handle 3D floors with inverted planes in the list sorter.
2016-08-03 12:17:22 +02:00
Leonard2
c0d3eb997a
Fixed: the instant weapon switch flag didn't work anymore
2016-07-30 23:50:14 +02:00
alexey.lysiuk
bd3fd22ac9
Do not use unicode characters in macOS console window
...
The same characters as in stdout are now used to draw bars in console window on macOS
All messages are treated as in ISO Latin 1 encoding and bars looked like garbage output
2016-07-30 16:21:48 +03:00
alexey.lysiuk
cbe0a34f0b
Fixed usages of abs() function with double arguments
...
Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
Christoph Oelckers
5ddee98e70
- fixed: Voxels with scaled to 0 caused a division by zero crash.
2016-07-30 13:19:02 +02:00
alexey.lysiuk
0648ef693f
Fixed compilation with Clang and GCC
...
No more "error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime"
2016-07-30 13:04:16 +02:00
Xaser Acheron
a1a0da1f13
added SWF_SELECTPRIORITY flag to A_SelectWeapon
2016-07-29 18:48:54 -05:00
Major Cooke
13fa06fe7a
Renamed GetProximity to CountProximity.
...
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke
167cb28563
Added GetProximity(classname, distance, flags, ptr).
...
- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:26:55 +02:00
Leonard2
d0b953cbb7
Added for loops to DECORATE
2016-07-30 00:26:42 +02:00
Leonard2
e2fa8c2257
Added do-while loops to DECORATE
2016-07-30 00:26:41 +02:00
Leonard2
d1749233ec
Added while loops to DECORATE
2016-07-30 00:26:41 +02:00
Leonard2
c4eafc1c38
DECORATE can now handle jump statements
...
break and continue were added but are not yet useable anywhere
This was made general enough so that loops and switch statements that accept breaks/continues can be done without much difficulty as well as goto statements with explicit labels if those are ever wanted
2016-07-30 00:26:41 +02:00
Major Cooke
dfed6ac1fb
Added SpriteAngle and SpriteRotation properties.
...
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Major Cooke
6ada8aa644
Fixed A_CopySpriteFrame not working under certain circumstances.
2016-07-28 15:55:49 -05:00
Leonard2
5907ff662d
Added a new state that the weapon jumps to when it is lowered all the way and the player is currently dead
...
The state is undefined by default to preserve the original behavior of having the weapon layer deleted which modders can now avoid by defining it properly
2016-07-28 17:42:22 +02:00
Christoph Oelckers
759753eadc
- replaced more copystrings with FString.
2016-07-28 09:06:49 +02:00
Christoph Oelckers
66006a5c14
- use an FString to handle the new message.
2016-07-28 08:54:51 +02:00
yqco
58a6d7df1f
Added optional prompt argument to MENUDEF's SafeCommand
2016-07-28 08:41:55 +02:00
MajorCooke
3d9591229e
Added A_CopySpriteFrame(from, to, flags)..
...
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00
Jordon Moss
c0eb8f3b96
Added KILL Script type and associated flags and GameInfo keyword.
...
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
MajorCooke
1322ef2449
Renamed NODEATHJUMP to NODEATHDESELECT.
2016-07-28 08:29:47 +02:00
Leonard2
797f3aec0a
Added a weapon flag to ignore a player's input when dead
...
The reason this is not set by default is because before that anyone could call A_WeaponReady within their Deselect state which would have allowed players to fire even when dead
2016-07-28 08:29:46 +02:00
Leonard2
bcb18cf7d8
Added a flag to prevent the weapon from jumping to its Deselect state when the player dies
2016-07-28 08:29:46 +02:00
alexey.lysiuk
f38f7adf17
Automatic layout for ammo images in alternative HUD
...
When ammo icon is displayed before text its position depends on number of digits in current and maximum amounts
2016-07-28 08:19:31 +02:00
Christoph Oelckers
f67243a40f
- fixed: The NO_CHANGE constant shouldn't have been floatified because this is an input value for action specials which will remain integers.
2016-07-27 08:23:00 +02:00
alexey.lysiuk
4345623e28
Fixed incorrect scaling of particles
...
http://forum.zdoom.org/viewtopic.php?t=52906
2016-07-24 14:25:31 +03:00
MajorCooke
41414830a5
- Fixed: A_Warp never properly positioned actors on floors, if they wound up in or on one
2016-07-24 01:02:21 +02:00
Blue-Shadow
121db8fd37
Fixed: The player failed to unmorph upon resurrection
...
This happened if the morphing was triggered by a PowerMorph power-up.
2016-07-24 00:59:35 +02:00
Blue-Shadow
69a00ddabb
Added TRANSFERTRANSLATION morph flag
2016-07-24 00:56:57 +02:00
alexey.lysiuk
a1a0bdefff
Added support for older versions of DeHackEd patches
...
Patches from DeHackEd 2.3 and 2.4 are now loaded without warnings/errors
2016-07-23 11:09:52 +03:00
yqco
4d6532d303
Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack
2016-07-22 02:46:41 -06:00
Christoph Oelckers
fa22acca5d
- fixed: Dehacked's 'Speed' value should be treated as signed when being assigned to a double variable.
2016-07-21 12:01:06 +02:00
Blue-Shadow
c428e376cd
Added INFLICTORDMGTYPE flag to A_Damage* action functions
...
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
Blue-Shadow
d09ec5a930
Added DamageType ACS actor property
2016-07-19 03:16:12 +03:00
Christoph Oelckers
d4352dd1a7
- fixed slope calculation error.
2016-07-17 23:13:10 +02:00
alexey.lysiuk
8369833dc5
Fixed setting of custom color for static text in menu
2016-07-17 17:28:46 +02:00
Leonard2
446bc1018c
Fixed: weapons didn't clear their flash layer when the player died
2016-07-17 17:28:45 +02:00
Leonard2
e482a54389
Fixed a crash with A_ClearOverlays
2016-07-17 14:27:56 +02:00
alexey.lysiuk
39042dc4bf
macOS application controller is now using proper delegate protocol
...
Fixes compilation error with Xcode 8:
cannot initialize a parameter of type 'id<NSApplicationDelegate> _Nullable' with an lvalue of type 'ApplicationController *'
2016-07-17 08:02:55 +02:00
Christoph Oelckers
c150116f79
- fixed: When changing weapons due to starting or ending a Tome of Power effect, the PSprite's caller needs to be changed.
...
In this case the PSprite animation won't be changed, only the ReadyWeapon. But in order to work, the PSprite's caller needs to change as well so that the next weapon check does not fail.
2016-07-16 19:55:00 +02:00
MajorCooke
7544adfc91
Combined the target/master/tracer checking into AimBulletMissile.
2016-07-16 17:43:00 +02:00
MajorCooke
376c9b0306
- Optimized handling of puffs in the event they're null.
...
- Only spawn the puff as needed again if the projectile actually spawns.
2016-07-16 17:41:28 +02:00
MajorCooke
02064437c5
Fixed wrong angle/slopes being used and one too many &s for NOINTERACT.
2016-07-16 17:34:17 +02:00
MajorCooke
10fabc3ab7
Cleaned up code. Puffs no longer need ALWAYSPUFF.
...
- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
2016-07-16 17:34:17 +02:00
MajorCooke
4750dfd8b6
Added ability to set the puffs directly as the spawned projectile's target, master, and/or tracer.
2016-07-16 17:34:16 +02:00
MajorCooke
cc8e7f8de6
Cleaning finished.
2016-07-16 17:34:16 +02:00
MajorCooke
791852a6bd
Cleaned up.
2016-07-16 17:34:15 +02:00
MajorCooke
3c7e1e0528
- Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
...
The projectiles spawning conditions rely upon the puff successfully spawning.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
alexey.lysiuk
ee72760f3a
libc++ is now used by the linker too (when applicable)
2016-07-16 17:04:38 +02:00
alexey.lysiuk
58fb993402
Added ability to select ammo image and text display order in alternative HUD
...
Controlled via hud_ammo_order CVAR:
* 0 (default): image and text
* any other value: text and image
2016-07-16 16:15:59 +02:00
alexey.lysiuk
74fc45d7b7
Fixed instant boss brain spawning
...
There was a possibility of division by zero which led to nonsensical spawn time
http://forum.zdoom.org/viewtopic.php?t=52760
2016-07-16 15:39:57 +03:00
MajorCooke
b121284fc0
Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead.
2016-07-14 17:14:17 +02:00
MajorCooke
09175a6a7a
This wasn't supposed to be committed...
2016-07-14 09:55:13 -05:00
MajorCooke
59593e57c6
- Fixed: RGF_ITEMS wasn't considered a part of the RGF_MASK flag.
2016-07-14 09:27:29 -05:00
Leonard2
5c182c7fd7
Fixed a crash with heretic's ChickenPlayer class
2016-07-13 13:01:32 +02:00
Leonard2
05d1df3571
Fixed crashes with the A_CrispyPlayer and A_HandLower action functions
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Simply using FindPSprite in those functions wouldn't be enough because if a mod is using the firehands layer when they are called this would go very wrong
2016-07-13 13:01:32 +02:00
Leonard2
3ea70980f9
Fixed: the strife firehands were interpolated if a mod used the layer before them
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The flags were also already reset, no need to do it twice
2016-07-13 13:01:32 +02:00
Leonard2
b8e1bead0a
Removed unneeded checks
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GetPSprite cannot return a null pointer and calling setstate with a null pointer destroys it
2016-07-13 13:01:32 +02:00
Leonard2
da6e12d5bc
Fixed: the weapon layer offsets were interpolated even after the player switched his weapon
2016-07-13 13:01:32 +02:00
Leonard2
75cb8c00a6
Fixed: the flags weren't properly reset if a mod used the old layers before the code used them
2016-07-13 13:01:32 +02:00
MajorCooke
7ded355d5d
Added rollcenter compatibility.
2016-07-13 09:29:36 +02:00
Christoph Oelckers
79264cb8cd
- fixed missing QuakeEx parameter conversion.
2016-07-12 19:57:32 +02:00
Leonard2
bdeb233849
Fixed: conditionals didn't properly compile to vm code
2016-07-12 19:50:37 +02:00
Leonard2
bbdc64a955
Fixed bad serialization of float types
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The value was written twice if it couldn't be reduced to a single precision value
2016-07-12 19:37:00 +02:00
Leonard2
af53f5a825
Properly use the boolean type in function declarations
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This will get rid of useless casts like 'if (isPointerEqual(x))'
It will also allow for proper casting in parameters like using a state as a boolean which is allowed in if statements for example
2016-07-12 19:36:59 +02:00
Leonard2
371896b2cc
Properly use the boolean type in expressions
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This fixes things like 'if (GetCVar(x))' not working
2016-07-12 19:36:59 +02:00
subenji
7d1dc46665
Implemented fix discussed in http://forum.zdoom.org/viewtopic.php?f=2&t=52428 rearding UserVar corruption in savegames
2016-07-12 19:36:59 +02:00
Blue-Shadow
1f2c8181bb
Added IfWaterLevel SBARINFO command
2016-07-12 19:36:58 +02:00
Braden Obrzut
e401588f40
- Set -stdlib=libc++ and disable inconsistent-missing-override warning with OS X Clang (the latter may be useful for recent versions of Clang in general, but I can't tell at the moment.)
2016-07-11 01:22:37 -04:00
Christoph Oelckers
b2a88c1abd
- fixed: mapthinghexen_t::flags needs to be unsigned.
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This is necessary so that an incorrectly set 0x8000 bit won't enable all high flags.
2016-07-05 01:17:12 +02:00
Christoph Oelckers
b81876698f
- changed P_ChangeSector so that for bridges it only keeps the floorz and ceilingz of the spawn position.
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This is necessary to prevent moving sectors from altering the bridge's z-position. The bridge should remain at its current z, even if the sector change would cause floorz or ceilingz to be changed in a way that would make P_ZMovement adjust the bridge.
2016-07-04 22:36:27 +02:00
Christoph Oelckers
0b93e9b897
Merge branch 'roll' of https://github.com/MajorCooke/zdoom
2016-07-04 00:43:16 +02:00
Christoph Oelckers
d87665bfe0
- fixed: A_CheckTerrain must add to the actor's current velocity, not set it.
2016-07-04 00:39:35 +02:00
Christoph Oelckers
d6d9057f1f
- removed the old way to stop the AnimatedDoor interpolation, now that the parent class can be told that we do not want one. This old code was no longer functionsl.
2016-07-03 13:42:54 +02:00
Christoph Oelckers
1b6a850bf6
- fixed: DAnimatedDoor's main constructor did not disable ceiling interpolation.
2016-07-03 13:39:33 +02:00
Christoph Oelckers
7bdb98cc0b
- removed debug stuff.
2016-06-30 11:31:00 +02:00
Christoph Oelckers
fc3682006a
- fixed PointOnSide functions to consider 'on the line' as 'in front of'.
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The bad code was taken from the 2005 floating point rewrite that, by comparing the value with '> -EQUAL_EPSILON', returned 1 for any value close to 0 (as 'on the line') so it was mistakenly reported as 'behind the line'.
2016-06-30 11:30:32 +02:00