Commit graph

705 commits

Author SHA1 Message Date
MajorCooke
7725e9d641 New line. 2015-11-25 23:17:13 -06:00
MajorCooke
a1e3112850 Removed FVF_RESETPITCH. 2015-11-25 23:15:59 -06:00
MajorCooke
ab5b1f479a Updated A_FaceVelocity.
- Now includes anglelimit and pitchlimit.
- Anglelimit and pitchlimit only allows the actor to turn this much, similar to A_FaceTarget's limit. FVF_RESETPITCH also respects the pitch limit.
- (offset, anglelimit, pitchlimit, flags, ptr)
2015-11-25 21:49:25 -06:00
coelckers
da39c86967 Merge pull request #401 from MajorCooke/RadiusGiveMinRange
A_RadiusGive Mindist Parameter + RGF_OBJECTS Fix
2015-11-25 12:27:54 +01:00
MajorCooke
75855dc64a A_FaceVelocity(offset, flags, ptr)
- Changes the caller's angle and pitch according to the direction of velocity they're travelling.
- FVF_NOPITCH and FVF_NOANGLE disable changing of pitch/angle respectively and should be counted as mutually exclusive, or the function does nothing.
- FVF_INTERPOLATE - Interpolate's the angle and pitch changes.
- FVF_RESETPITCH will, if there's no z velocity, reset the pitch to 0. Otherwise, the pitch remains unchanged.
2015-11-25 01:44:19 -06:00
Braden Obrzut
a8ac748123 Merge commit 'e2d874e343da34df6edfad0bb47370cbe10f4bae' 2015-10-25 15:00:43 -04:00
Edoardo Prezioso
4cd793ca2f - Fixed broken projectile firing projectiles code.
This went unnoticed since ZDoom 2.0.90, which introduced the bug. Discovered with the recent TFlags improvements.
2015-10-13 09:13:37 +02:00
Edoardo Prezioso
6678c3550e - Improve the TFlags code and fix the new errors.
The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
2015-10-13 00:30:06 +02:00
coelckers
72445667e3 Merge pull request #412 from MajorCooke/Iceshatter
ICESHATTER Flag
2015-10-11 19:45:01 +02:00
MajorCooke
380b5c1eb7 - Added ICESHATTER flag.
- Any inflictor with this flag can break ice corpses
2015-10-11 09:10:33 -05:00
coelckers
c1496ea1bf Merge pull request #390 from MajorCooke/SetPainThreshold
- Added A_SetPainThreshold for the calling actor('s pointer).
2015-10-11 15:55:32 +02:00
MajorCooke
21dc45bdec This did not save out properly... 2015-10-10 15:30:18 -05:00
MajorCooke
455b70630d - Added A_JumpIfCloser NoZ boolean. Disables Z distance checking if true. 2015-10-10 10:11:59 -05:00
MajorCooke
2f3b69e770 Optimize a little more... 2015-10-04 16:12:35 -05:00
MajorCooke
154e023800 - Added A_CheckBlock(state block, int flags, int ptr).
- Performs a jump if an actor or a line is in the way.
- Can be used without a jump state if the desire is only to have a pointer change.
- CBF_NOLINES disables jumping if a line is involved.
- CBF_SET* flags set the target, master or tracer to whoever is blocking, for the actor calling the function.
- CBF_SETONPTR causes the pointer changing flags to apply to the pointed actor instead of itself.
2015-10-04 16:00:40 -05:00
MajorCooke
af9478f818 - Added Warp properties RadiusOffset and Pitch.
- RadiusOffset is a multiplier of the target actor's radius added onto the offsets x and y.
- Pitch is added to the warping actor's current pitch, provided WARPF_USEPITCH is supplied.
- Fixed WARPF_TOFLOOR not working as intended.
2015-10-03 17:28:54 -05:00
MajorCooke
28622cecaf - Added mindist parameter to A_RadiusGive.
- Actors must be this far away to receive items. Mindist must be less than distance.
- Fixed RGF_OBJECTS not discriminating players and monsters from shootable or vulnerable actors.
2015-09-29 11:40:44 -05:00
MajorCooke
6730525855 - Added A_SetPainThreshold for the calling actor('s pointer). 2015-09-17 09:07:13 -05:00
Xaser Acheron
5afbe8ca00 Fixed compiler warning for FPF_NOAUTOAIM flag check 2015-09-09 18:54:49 -05:00
Xaser Acheron
8948f5dc2b Added FPF_NOAUTOAIM to A_FireCustomMissile 2015-09-08 10:40:21 -05:00
MajorCooke
143a4c78a9 - Added A_SetFloatSpeed.
- Sets the FloatSpeed of the actor/pointer.
2015-09-06 19:57:43 -05:00
Christoph Oelckers
0a8255f34b Merge branch 'master' of https://github.com/rheit/zdoom 2015-08-27 12:49:23 +02:00
Christoph Oelckers
d87b6d6337 Merge branch 'WarpHeightOffset' of https://github.com/MajorCooke/zdoom 2015-08-26 08:46:20 +02:00
MajorCooke
2731643200 Removed stricmp checks, as they're not needed. 2015-08-25 08:15:23 -05:00
MajorCooke
f9e70a82c6 - Added A_SetSpecies(<species>,<pointer>). 2015-08-24 12:45:10 -05:00
Christoph Oelckers
2d58a28cc3 - fixed: In Heretic an active Tome of Power should not freeze a teleporting player.
This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
2015-08-16 08:50:22 +02:00
Christoph Oelckers
b06770cb92 - fixed: A_Respawn did not reset the actor's radius. 2015-08-11 17:12:16 +02:00
MajorCooke
ad14caa800 - Added A_Warp heightoffset property. Only has an effect by two flags.
- WARPF_ADDHEIGHT adds the pointed actor's height to heightoffset, and adds to the pointed actor's z position.
- WARPF_MULHEIGHT multiplies the pointed actor's height by heightoffset, and adds to the pointed actor's z position. Overridden by ADDHEIGHT.
2015-08-10 11:19:54 -05:00
MajorCooke
fcf1d56b1a - Added SXF_IS<TARGET/MASTER/TRACER>.
- The spawned actor becomes the calling actor's specified pointers respectively.
2015-08-09 14:06:22 -05:00
Christoph Oelckers
58870d4871 - fixed: SingleActorFromTid wasn't declared in thingdef_codeptr.cpp 2015-08-01 23:17:06 +02:00
Benjamin Moir
efce2a200c Added WARPF_USETID to A_Warp 2015-07-31 22:24:01 +09:30
Christoph Oelckers
701fc374f7 - consolidated A_Warp and ACS Warp code into a subfunction. 2015-07-31 08:40:33 +02:00
MajorCooke
9319854590 Small bugfixes
- Fixed a couple tiny bugs with A_ScaleVelocity and A_ChangeVelocity using self instead of ref.
2015-07-27 12:20:32 -05:00
MajorCooke
ce1037af95 - Missing check for RGF_PLAYERS/VOODOO. 2015-07-24 13:48:46 -05:00
MajorCooke
41b4df71c2 Use IsKindOf instead of MF_SPECIAL to check for an inventory item. 2015-07-22 17:12:42 -05:00
MajorCooke
b4f05ee89b - Significant A_RadiusGive update.
- Added filter and species parameter.
- Added new flags: RGF_INCLUSIVE, RGF_ITEMS, RGF_KILLED, RGF_EXFILTER, RGF_EXSPECIES, and RGF_EITHER.
- RGF_ITEMS: Items can receive inventory.
- RGF_KILLED: Actors who are truly dead might not be corpses, and vice versa.
- RGF_EXFILTER: Blacklists the specified actor filter. All but the filtered actor can receive the item.
- RGF_EXSPECIES: Blacklists the specified species. All but the filtered species can receive the item.
- RGF_EITHER: The actor can receive the item if it satisfies either the filter or the species. Only useful when both are used.
- RGF_INCLUSIVE: An actor marked as more than one pointer to the calling actor can ignore the exclusion pointers, but only if at least one is missing. I.e. an actor who is a target and tracer of the calling actor can still receive the item, if the calling actor doesn't pass RGF_NOTARGET and NOTRACER at the same time. RGF_INCLUSIVE only works with the pointer filtering flags. By default, if not specified, the actor will not be loopholed the item if they are under any one of the three filters.
- Fixed discrepancies and dependencies upon several flags and actor conditions which caused the function to fail.
2015-07-22 16:46:14 -05:00
Edward Richardson
2a69ae2a43 Change all float calcs in rails to doubles 2015-06-25 13:57:36 +12:00
MajorCooke
22570e079e * Added LAXTELEFRAGDMG. This flag forces all damage to be factored, regardless being above or below the telefrag threshold.
- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
2015-06-02 12:10:45 -05:00
Edoardo Prezioso
4546df7dc3 - Fixed SetActorPitch and ChangeActorPitch issue.
The code did not take into account the player's limited pitch.
2015-05-28 00:41:07 +02:00
MajorCooke
6639f871c6 - Fixed A_SetRipMin/Max not working properly. 2015-05-03 17:55:01 -05:00
MajorCooke
dc00d61f4d - Added TF_OVERRIDE to A_Teleport.
- Overrides the NOTELEPORT flag so actors with velocity don't need to disable it in order to perform A_Teleport, which could be screwed up by a teleporting line or sudden ACS interference.
- Ensure that the result is set to false if it fails prematurely. Wasn't sure if this was needed, but with the upcoming if/else statements, better safe than sorry.
2015-05-01 08:32:07 -05:00
MajorCooke
1ecc048441 - Change the pointer to be at the end instead of the start. 2015-04-30 08:28:41 -05:00
MajorCooke
492ef1b716 - Added A_JumpIfHigherOrLower.
- (int ptr = AAPTR_TARGET, state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true)
- Jumps if the pointer of the calling actor is higher or lower than itself, adding offsethigh or offsetlow depending on the circumstance.
- includeHeight works twofold.
- Includes the height of the calling actor if the pointer is higher to truly determine if they are completely above them or not.
- Includes the height of the pointer if the pointer is lower.
- Disable it to only check z differences without adding height.
2015-04-30 08:15:48 -05:00
Christoph Oelckers
50a3f8a3d2 - fixed copy/paste error. 2015-04-30 12:31:47 +02:00
Christoph Oelckers
84351419a3 Merge branch 'master' of https://github.com/crimsondusk/zdoom
Conflicts:
	src/actor.h
2015-04-30 10:03:50 +02:00
Christoph Oelckers
405fc31e81 Merge branch 'master' of https://github.com/DaZombieKiller/zdoom
Conflicts:
	src/actor.h
2015-04-30 09:14:31 +02:00
coelckers
691855e19b Merge pull request #304 from MajorCooke/morphundoalways
- Added MORPH_UNDOALWAYS for morph powerups.
2015-04-30 09:05:41 +02:00
coelckers
c2e91293d2 Merge pull request #310 from MajorCooke/telefogfix
- Allow teleport fogs to set the teleporting actors as their targets, so...
2015-04-30 09:02:10 +02:00
Christoph Oelckers
f087903fca - remove some redundancy from TeleportFog code. 2015-04-28 22:11:43 +02:00
Edoardo Prezioso
b51fac344d Little TakeInventory refactoring.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
2015-04-28 15:45:11 +02:00
Chronos Ouroboros
6a6836b1e7 Added SpiralOffset to railgun functions. 2015-04-23 15:11:54 -03:00
Christoph Oelckers
db61c1cb57 - allow multiple line IDs as well using the same method as for sector tags. 2015-04-19 17:51:34 +02:00
Christoph Oelckers
203f88ce6e - some sanitizing of sector tag/line id management:
* make setting the line ID with P_TranslateLineDef explicit because there's one FraggleScript function that needs to work around the changes caused by this. There's also some functions setting only a temporary linedef. These would inevitably cause problems if the underlying data gets changed.
* remove FS function 'ChangeTag'. Fortunately this was just some long forgotten test stuff that can be removed without affecting any maps, but the feature would cause some serious problems in a more complex system.

With these changes it is guaranteed that after map setup the tag/ids won't change anymore.
2015-04-15 20:10:27 +02:00
arezey
e40f3c7350 Merge branch 'master' of https://github.com/crimsondusk/zdoom 2015-04-12 02:16:34 +03:00
MajorCooke
1799ae91c9 - Allow teleport fogs to set the teleporting actors as their targets, so modders can create interactions between the two.
- Fixed: P_MoveThing had source and destination fog spawning backwards.
- Fixed a case where the NOTELEPORT flag would be ignored on A_Teleport.
- Added pointer selection to A_Teleport. Defaults to AAPTR_DEFAULT (calling actor). State jumps will only be done by the calling actor.
2015-04-07 11:14:02 -05:00
Christoph Oelckers
b6a4511dd1 - move conversation ID definition to MAPINFO as well. Uses the newly added filter feature to handle the teaser differences. 2015-04-05 00:31:15 +02:00
Teemu Piippo
ca012bc9be - adapted AActor to use TFlags 2015-04-04 19:40:43 +03:00
Christoph Oelckers
2ec8e2c2ac - moved spawn ID definitions to MAPINFO as well and removed all 'Game' directives from DECORATE because editor and spawn numbers are the only thing that required them. 2015-04-04 00:39:09 +02:00
MajorCooke
087d564343 - Added MORPH_UNDOALWAYS for morph powerups. 2015-04-03 12:16:27 -05:00
Christoph Oelckers
4d59190446 - redit commit 5f56fb5a16 without altering the line endings throughout thingdef_codeptr.cpp.
* Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-31 09:24:16 +02:00
Braden Obrzut
5f56fb5a16 Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-30 21:54:58 -04:00
Christoph Oelckers
164d523eca - fixed incorrect flags word access. 2015-03-27 16:58:21 +01:00
Christoph Oelckers
19cea0f626 - fixed: DoCheckSpecies got an actor's species by directly reading the 'species' variable, bypassing initialization in GetSpecies.
- cleaned up DoCheckSpecies and DoCheckFilter which both contained several redundant checks and renamed DoCheckFilter to DoCheckClass.
2015-03-27 09:57:33 +01:00
Christoph Oelckers
602f541e31 - use '|', not '+' to combine flags.
There's probably going to be more of these coming...
2015-03-27 09:40:47 +01:00
Christoph Oelckers
16ad440adb - fixed: The distance check in A_RadiusGive could overflow for large distances. 2015-03-15 09:51:57 +01:00
Kyle Evans
bc206f21af A_FireCustomMissile's useammo parameter should NOT use ammo if not called from a weapon 2015-03-11 14:24:31 -05:00
Randy Heit
156d1e61fd Use sub-tic accuracy for smooth sine quakes
- Converting the wave speed back to floats, since I'm using sin() instead
  of the finesine table now.
- Pre-shift the quake intensities to avoid extra shifting in GetModIntensity.
- Loading old saves will shift the intensities to fixed point but will not
  convert the fixed wave speeds to floats. The chances of this
  being in a savegame where the speeds are non-zero is pretty much nil,
  and int and floating point 0 are bitwise identical (not counting -0.0).
2015-03-02 19:23:24 -06:00
Randy Heit
dca5f0e908 Added QF_SINE
- Squashed commit of the following:

commit bc45fe3263d34ef5f746f524687999c19bf7b779
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:51:05 2015 -0600

    wave scale -> wave speed

commit ff96388b128c724c1198757bfa52f1935a263356
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:45:32 2015 -0600

    More sine quake fixes

commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6
Merge: 719dfbe 5456074
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:37:22 2015 -0600

    Added QF_WAVE to A_QuakeEx.
    - Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
    - Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
    - Intensity X/Y/Z property becomes the amplitude of the wave.
    - Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
    - Uses the youngest quake's time for positioning.

commit 54560741581e8d15cc7060e8e068cf85e9a4b432
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:21:19 2015 -0600

    Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!

commit 6f4473013411686d88fc185bdc1cc58b1035b0f1
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:52:57 2015 -0600

    Finish this revert.

commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:46:02 2015 -0600

    Reverted back to what was working.

commit da9de56a67efda08036e481fd5fccd5392ce6810
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:53:20 2015 -0600

    Forgot this bit, for testing.

commit c5093d9bb97caf8478cefc32abc56a036feeea58
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:52:46 2015 -0600

    Some more progress, but...
    - This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
    - Left in the commented code on purpose so Randi can test it.

commit 7e526405d2127cbb279f66008c8f8e55a5d497f3
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:50:42 2015 -0600

    - Use newest waveform timer, not oldest.

commit 1356443609dbc6c7f46e081d0846816dc0836124
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:32:09 2015 -0600

    - Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.

commit d95796c94c70cd0229d4a6d30f69e3a7568b9588
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 16:46:21 2015 -0600

    - Last hurdle. Now just need to figure out how to properly scale up and down.

commit 4bc3458e689155ce72c09776604d9eb4fa73d8be
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Tue Feb 24 23:18:03 2015 -0600

    - Fixed the quakes being unstackable.

commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Mon Feb 23 23:48:34 2015 -0600

    QF_WAVE renamed from SINE.
    - Lots of ground covered, but still more to go.
    - Still need to figure out how to make the camera properly shudder.

commit 427e4893193470bbf45415ffec70a0b69b8cccfd
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sun Feb 22 16:52:30 2015 -0600

    - Begin the groundworks for QF_SINE.
    - Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
2015-03-01 18:53:34 -06:00
Christoph Oelckers
8fd08c2acc - removed debug code 2015-02-26 15:46:01 +01:00
Randy Heit
5aba252b87 Simplify NoDelay implementation
- All NoDelay needs to do is call the current state's function. Calling
  SetState() is excessive.
2015-02-24 20:37:58 -06:00
Randy Heit
a64ebc720b Fix assert 2015-02-20 20:35:32 -06:00
Randy Heit
8e0151b4c1 Add FRandomPick
- This is RandomPick but for floats. Considering what RandomPick
  translates into in the scripting branch, I hope I don't regret not using
  type inference on RandomPick instead of creating a new keyword.
2015-02-20 17:52:52 -06:00
Randy Heit
173dbd6bce Add FxFloatCast
- The master branch really didn't have this already?
2015-02-20 17:48:48 -06:00
Randy Heit
2d4f02c560 Merge branch 'MajorCooke-quakeex' 2015-02-18 15:01:45 -06:00
MajorCooke
0f4bca8607 - Added SXF_TRANSFERROLL. 2015-02-14 16:51:05 -06:00
MajorCooke
7050d03222 Added A_QuakeEx(intensity x, y, z, duration, damrad, tremrad, sound, flags)
- 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.
2015-02-14 15:58:39 -06:00
Randy Heit
79791629ec Add missing break to FxGlobalVariable::Resolve()
- Not like it matters much when there are no global variables of types
  float, fixed, or angle.
2015-02-08 21:01:49 -06:00
Randy Heit
a063b48d7a Add a needed break in FxAbs::Resolve()
- Fixed: FxAbs could not resolve floating point constants because it fell
  through to the error case.
2015-02-08 20:56:30 -06:00
Randy Heit
fd7ed2bc25 Undo most of ZzZombo's changes
- "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.
2015-02-08 20:44:18 -06:00
Christoph Oelckers
7c567979d9 Merge branch 'transferspriteframe' of https://github.com/MajorCooke/zdoom 2015-02-07 17:13:21 +01:00
MajorCooke
b37a98689a - Added SXF_TRANSFERSPRITEFRAME. Now it's possible to make starting frames that start with "####" "#" 0 in Spawn.
- Fixed a compile warning with FAF_NODISTFACTOR.
2015-02-07 10:04:33 -06:00
Christoph Oelckers
4e2763e5fa Merge branch 'master' of https://github.com/ZzZombo/zdoom-modified 2015-02-07 16:45:44 +01:00
ZzZombo
322742d4b1 - Fixed various instances of unused variables, accessing arrays out of bounds, initialization of non-primitive members in constructor's body, dead code, passing parameters by value instead of reference, usage of uninitialized variables, as reported by cppcheck. 2015-02-07 23:35:23 +08:00
Edward Richardson
de4097cc7b Added INVENTORY.TRANSFER
- INVENTORY.TRANSFER allows transferring all owned inventory to a new
owner on pickup.
2015-02-05 14:52:52 +13:00
Randy Heit
b69edbbec1 Redo commit a4c07a9
- Line endings are inconsistant in this file, but at least the commit
  doesn't touch the whole file.
2015-01-29 19:50:52 -06:00
Randy Heit
d828173ce3 Revert "- fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch."
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.
2015-01-29 19:30:26 -06:00
Christoph Oelckers
a4c07a9ee3 - fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch. 2015-01-25 20:15:58 +01:00
Christoph Oelckers
d1cca79c31 - Use SpawnHealth() when calling A_ResetHealth. 2015-01-23 20:29:38 +01:00
MajorCooke
301c061ec3 - Added pointer for A_SetRoll. 2015-01-23 10:24:23 -06:00
MajorCooke
19b43d4752 - Added A_ResetHealth(ptr). Defaults to AAPTR_DEFAULT (the action caller).
- Added pointers to the following functions, all of them set to AAPTR_DEFAULT:
- A_SetAngle
- A_SetPitch
- A_SetScale
- A_SetSpeed
- A_ScaleVelocity
2015-01-23 09:26:34 -06:00
Christoph Oelckers
ae282eea53 Merge branch 'sethealthredux' of https://github.com/MajorCooke/zdoom 2015-01-22 13:59:59 +01:00
MajorCooke
4fd87a1ce9 - Redid A_SetHealth.
- This function will not take the actor's health below 1, and any attempts to do so will simply set it to 1 in its place.
2015-01-20 22:54:30 -06:00
Benjamin Moir
6dff8da503 Added +NODECAL and +FORCEDECAL actor flags
Added FHF_NOIMPACTDECAL for LineAttack
2015-01-20 12:05:00 +10:30
MajorCooke
105a62cc20 - Added pointer field to A_ChangeVelocity.
- Defaults to AAPTR_DEFAULT, otherwise known as the calling actor.
2015-01-19 14:54:20 -06:00
Randy Heit
b2abf224b5 Save function name for error message in ParseStates()
- 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.)
2015-01-06 19:31:00 -06:00
MajorCooke
643d37ab7c - Added A_SetFloatBobPhase(int). Takes a number between 0 and 63. If it's outside that range, it does nothing.
- 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.
2015-01-06 11:55:41 -06:00
nashmuhandes
2b12db153b New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
Blue-Shadow
ba3988290c Added an option to A_Check[SightOr]Range to be able to perform a 2D-based distance check. 2015-01-01 22:16:51 +03:00
Christoph Oelckers
c57cc91d7c - cleaned up the RipLevel logic a bit to be less confusing. 2014-12-31 10:13:15 +01:00
MajorCooke
4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- 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.
2014-12-30 19:59:31 -06:00