Merge commit 'fb9231a38db2025eb77bfd246f36d985cbbccd2e' into scripting

Conflicts:
	src/info.cpp
	src/thingdef/thingdef_expression.cpp
	wadsrc/static/actors/constants.txt

(Scripting branch update part 2)
This commit is contained in:
Christoph Oelckers 2015-04-28 09:57:01 +02:00
commit d6e3fc0567
76 changed files with 567 additions and 317 deletions

View file

@ -355,6 +355,7 @@ enum
MF7_HITTARGET = 0x00004000, // The actor the projectile dies on is set to target, provided it's targetable anyway.
MF7_HITMASTER = 0x00008000, // Same as HITTARGET, except it's master instead of target.
MF7_HITTRACER = 0x00010000, // Same as HITTARGET, but for tracer.
MF7_FLYCHEAT = 0x00020000, // must be part of the actor so that it can be tracked properly

View file

@ -1234,7 +1234,7 @@ void AM_initVariables ()
for (pnum=0;pnum<MAXPLAYERS;pnum++)
if (playeringame[pnum])
break;
assert(pnum >= 0 && pnum < MAXPLAYERS);
m_x = (players[pnum].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - m_h/2;
AM_changeWindowLoc();

View file

@ -513,7 +513,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
bglobal.SetBodyAt (enemy->x + FixedMul(enemy->velx, (m+2*FRACUNIT)),
enemy->y + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
//try the predicted location
if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
{

View file

@ -1026,7 +1026,6 @@ CCMD(nextsecret)
TEXTCOLOR_NORMAL " is for single-player only.\n");
return;
}
char *next = NULL;
if (level.NextSecretMap.Len() > 0 && level.NextSecretMap.Compare("enDSeQ", 6))
{

View file

@ -856,11 +856,10 @@ void C_DrawConsole (bool hw2d)
}
else if (ConBottom)
{
int visheight, realheight;
int visheight;
FTexture *conpic = TexMan[conback];
visheight = ConBottom;
realheight = (visheight * conpic->GetHeight()) / SCREENHEIGHT;
screen->DrawTexture (conpic, 0, visheight - screen->GetHeight(),
DTA_DestWidth, screen->GetWidth(),

View file

@ -475,38 +475,31 @@ UCVarValue FBaseCVar::FromString (const char *value, ECVarType type)
// 0 1 2 3
ret.pGUID = NULL;
for (i = 0; i < 38; ++i)
{
if (value[i] == 0)
if (value == NULL)
{
break;
}
bool goodv = true;
for (i = 0; value[i] != 0 && i < 38; i++)
{
switch (i)
{
case 0:
if (value[i] != '{')
goodv = false;
break;
case 9:
case 14:
case 19:
case 24:
if (value[i] != '-')
goodv = false;
break;
case 37:
if (value[i] != '}')
goodv = false;
break;
default:
if (value[i] < '0' ||
(value[i] > '9' && value[i] < 'A') ||
(value[i] > 'F' && value[i] < 'a') ||
value[i] > 'f')
{
goodv = false;
}
break;
}
}
@ -1673,9 +1666,6 @@ void FBaseCVar::ListVars (const char *filter, bool plain)
if (CheckWildcards (filter, var->GetName()))
{
DWORD flags = var->GetFlags();
UCVarValue val;
val = var->GetGenericRep (CVAR_String);
if (plain)
{ // plain formatting does not include user-defined cvars
if (!(flags & CVAR_UNSETTABLE))
@ -1698,7 +1688,7 @@ void FBaseCVar::ListVars (const char *filter, bool plain)
flags & CVAR_MOD ? 'M' : ' ',
flags & CVAR_IGNORE ? 'X' : ' ',
var->GetName(),
var->GetGenericRep (CVAR_String).String);
var->GetGenericRep(CVAR_String).String);
}
}
var = var->m_Next;

View file

@ -1336,7 +1336,7 @@ CCMD (alias)
}
else
{
alias = new FConsoleAlias (argv[1], argv[2], ParsingKeyConf);
new FConsoleAlias (argv[1], argv[2], ParsingKeyConf);
}
}
}

View file

@ -109,6 +109,7 @@ static FCompatOption Options[] =
{ "rebuildnodes", BCOMPATF_REBUILDNODES, SLOT_BCOMPAT },
{ "linkfrozenprops", BCOMPATF_LINKFROZENPROPS, SLOT_BCOMPAT },
{ "disablepushwindowcheck", BCOMPATF_NOWINDOWCHECK, SLOT_BCOMPAT },
{ "floatbob", BCOMPATF_FLOATBOB, SLOT_BCOMPAT },
// list copied from g_mapinfo.cpp
{ "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT },
@ -434,6 +435,11 @@ void CheckCompatibility(MapData *map)
// Reset i_compatflags
compatflags.Callback();
compatflags2.Callback();
// Set floatbob compatibility for all maps with an original Hexen MAPINFO.
if (level.flags2 & LEVEL2_HEXENHACK)
{
ib_compatflags |= BCOMPATF_FLOATBOB;
}
}
//==========================================================================
@ -448,7 +454,7 @@ void SetCompatibilityParams()
{
unsigned i = ii_compatparams;
while (CompatParams[i] != CP_END && i < CompatParams.Size())
while (i < CompatParams.Size() && CompatParams[i] != CP_END)
{
switch (CompatParams[i])
{

View file

@ -836,7 +836,7 @@ const char *FConfigFile::GenerateEndTag(const char *value)
for (int i = 0; i < 5; ++i)
{
DWORD three_bytes = (rand_bytes[i*3] << 16) | (rand_bytes[i*3+1] << 8) | (rand_bytes[i*3+2]);
//DWORD three_bytes = (rand_bytes[i*3] << 16) | (rand_bytes[i*3+1] << 8) | (rand_bytes[i*3+2]); // ???
EndTag[4+i*4 ] = Base64Table[rand_bytes[i*3] >> 2];
EndTag[4+i*4+1] = Base64Table[((rand_bytes[i*3] & 3) << 4) | (rand_bytes[i*3+1] >> 4)];
EndTag[4+i*4+2] = Base64Table[((rand_bytes[i*3+1] & 15) << 2) | (rand_bytes[i*3+2] >> 6)];

View file

@ -2244,23 +2244,24 @@ static int PatchText (int oldSize)
}
}
if (!good)
{
// Search through most other texts
const char *str;
str = EnglishStrings->MatchString (oldStr);
do
{
str = EnglishStrings->MatchString(oldStr);
if (str != NULL)
{
GStrings.SetString (str, newStr);
GStrings.SetString(str, newStr);
EnglishStrings->SetString(str, "~~"); // set to something invalid so that it won't get found again by the next iteration or by another replacement later
good = true;
}
}
while (str != NULL); // repeat search until the text can no longer be found
if (!good)
{
DPrintf (" (Unmatched)\n");
}
}
donewithtext:
if (newStr)

View file

@ -107,7 +107,7 @@ int resendcount[MAXNETNODES];
unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
unsigned int currrecvtime[MAXPLAYERS];
unsigned int lastglobalrecvtime; // Identify the last time a packet was recieved.
unsigned int lastglobalrecvtime; // Identify the last time a packet was received.
bool hadlate;
int netdelay[MAXNETNODES][BACKUPTICS]; // Used for storing network delay times.
int lastaverage;
@ -1861,7 +1861,7 @@ void TryRunTics (void)
if (counts == 0 && !doWait)
{
// Check possible stall conditions
Net_CheckLastRecieved(counts);
Net_CheckLastReceived(counts);
if (realtics >= 1)
{
C_Ticker();
@ -1897,7 +1897,7 @@ void TryRunTics (void)
I_Error ("TryRunTics: lowtic < gametic");
// Check possible stall conditions
Net_CheckLastRecieved (counts);
Net_CheckLastReceived (counts);
// don't stay in here forever -- give the menu a chance to work
if (I_GetTime (false) - entertic >= 1)
@ -1945,9 +1945,9 @@ void TryRunTics (void)
}
}
void Net_CheckLastRecieved (int counts)
void Net_CheckLastReceived (int counts)
{
// [Ed850] Check to see the last time a packet was recieved.
// [Ed850] Check to see the last time a packet was received.
// If it's longer then 3 seconds, a node has likely stalled.
if (I_GetTime(false) - lastglobalrecvtime >= TICRATE * 3)
{
@ -1974,11 +1974,11 @@ void Net_CheckLastRecieved (int counts)
}
else
{ //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
if (debugfile && !players[playerfornode[Net_Arbitrator]].waiting)
if (debugfile && !players[Net_Arbitrator].waiting)
fprintf(debugfile, "Arbitrator is slow (%i to %i)\n",
nettics[Net_Arbitrator], gametic + counts);
nettics[nodeforplayer[Net_Arbitrator]], gametic + counts);
//Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
remoteresend[Net_Arbitrator] = players[playerfornode[Net_Arbitrator]].waiting = hadlate = true;
remoteresend[nodeforplayer[Net_Arbitrator]] = players[Net_Arbitrator].waiting = hadlate = true;
}
}
}
@ -2048,14 +2048,14 @@ void FDynamicBuffer::SetData (const BYTE *data, int len)
m_BufferLen = (len + 255) & ~255;
m_Data = (BYTE *)M_Realloc (m_Data, m_BufferLen);
}
if (data)
if (data != NULL)
{
m_Len = len;
memcpy (m_Data, data, len);
}
else
{
len = 0;
m_Len = 0;
}
}
@ -2668,7 +2668,9 @@ void Net_SkipCommand (int type, BYTE **stream)
case DEM_SUMMONFOE2:
skip = strlen ((char *)(*stream)) + 26;
break;
case DEM_CHANGEMAP2:
skip = strlen((char *)(*stream + 1)) + 2;
break;
case DEM_MUSICCHANGE:
case DEM_PRINT:
case DEM_CENTERPRINT:

View file

@ -115,7 +115,7 @@ void D_QuitNetGame (void);
void TryRunTics (void);
//Use for checking to see if the netgame has stalled
void Net_CheckLastRecieved(int);
void Net_CheckLastReceived(int);
// [RH] Functions for making and using special "ticcmds"
void Net_NewMakeTic ();

View file

@ -500,5 +500,5 @@ void SkipChunk (BYTE **stream)
int len;
len = ReadLong (stream);
stream += len + (len & 1);
*stream += len + (len & 1);
}

View file

@ -443,7 +443,6 @@ void FDecalLib::ParseDecal (FScanner &sc)
FString decalName;
WORD decalNum;
FDecalTemplate newdecal;
int code;
FTextureID picnum;
int lumpnum;
@ -467,7 +466,7 @@ void FDecalLib::ParseDecal (FScanner &sc)
AddDecal (decalName, decalNum, newdecal);
break;
}
switch ((code = sc.MustMatchString (DecalKeywords)))
switch (sc.MustMatchString (DecalKeywords))
{
case DECAL_XSCALE:
newdecal.ScaleX = ReadScale (sc);
@ -763,8 +762,7 @@ void FDecalLib::ParseSlider (FScanner &sc)
}
else if (sc.Compare ("DistX"))
{
sc.MustGetFloat ();
distX = (fixed_t)(sc.Float * FRACUNIT);
sc.MustGetFloat (); // must remain to avoid breaking definitions that accidentally used DistX
Printf ("DistX in slider decal %s is unsupported\n", sliderName.GetChars());
}
else if (sc.Compare ("DistY"))

View file

@ -354,6 +354,7 @@ enum
BCOMPATF_REBUILDNODES = 1 << 5, // Force node rebuild
BCOMPATF_LINKFROZENPROPS = 1 << 6, // Clearing PROP_TOTALLYFROZEN or PROP_FROZEN also clears the other
BCOMPATF_NOWINDOWCHECK = 1 << 7, // Disable the window check in CheckForPushSpecial()
BCOMPATF_FLOATBOB = 1 << 8, // Use Hexen's original method of preventing floatbobbing items from falling down
};
// phares 3/20/98:

View file

@ -53,7 +53,7 @@
//==========================================================================
FileReader::FileReader ()
: File(NULL), Length(0), StartPos(0), CloseOnDestruct(false)
: File(NULL), Length(0), StartPos(0), FilePos(0), CloseOnDestruct(false)
{
}

View file

@ -2592,6 +2592,12 @@ bool G_ProcessIFFDemo (FString &mapname)
demo_p = nextchunk;
}
if (!headerHit)
{
Printf ("Demo has no header!\n");
return true;
}
if (!numPlayers)
{
Printf ("Demo has no players!\n");

View file

@ -50,6 +50,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
PARAM_ACTION_PROLOGUE;
self->z += 32*FRACUNIT;
self->PrevZ = self->z; // no interpolation!
self->RenderStyle = STYLE_Add;
self->alpha = FRACUNIT;
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);

View file

@ -367,7 +367,6 @@ static void InitPlayerClasses ()
void G_InitNew (const char *mapname, bool bTitleLevel)
{
EGameSpeed oldSpeed;
bool wantFast;
int i;
@ -454,7 +453,6 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
I_Error ("Could not find map %s\n", mapname);
}
oldSpeed = GameSpeed;
wantFast = !!G_SkillProperty(SKILLP_FastMonsters);
GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
@ -1237,15 +1235,6 @@ void G_FinishTravel ()
pawn->AddToHash ();
pawn->SetState(pawn->SpawnState);
pawn->player->SendPitchLimits();
// Sync the FLY flags.
if (pawn->flags2 & MF2_FLY)
{
pawn->player->cheats |= CF_FLY;
}
else
{
pawn->player->cheats &= ~CF_FLY;
}
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
{

View file

@ -705,8 +705,6 @@ void FMapInfoParser::ParseCluster()
}
else if (sc.Compare("music"))
{
int order = 0;
ParseAssign();
ParseMusic(clusterinfo->MessageMusic, clusterinfo->musicorder);
}

View file

@ -997,7 +997,8 @@ void APowerFlight::EndEffect ()
{
return;
}
if (!(Owner->player->cheats & CF_FLY))
if (!(Owner->flags7 & MF7_FLYCHEAT))
{
if (Owner->z != Owner->floorz)
{

View file

@ -33,8 +33,8 @@ DEarthquake::DEarthquake()
//
//==========================================================================
DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
int damrad, int tremrad, FSoundID quakesound)
DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags)
: DThinker(STAT_EARTHQUAKE)
{
m_QuakeSFX = quakesound;
@ -42,8 +42,12 @@ DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
// Radii are specified in tile units (64 pixels)
m_DamageRadius = damrad << (FRACBITS);
m_TremorRadius = tremrad << (FRACBITS);
m_Intensity = intensity;
m_IntensityX = intensityX;
m_IntensityY = intensityY;
m_IntensityZ = intensityZ;
m_CountdownStart = (double)duration;
m_Countdown = duration;
m_Flags = flags;
}
//==========================================================================
@ -55,9 +59,27 @@ DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
void DEarthquake::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Spot << m_Intensity << m_Countdown
arc << m_Spot << m_IntensityX << m_Countdown
<< m_TremorRadius << m_DamageRadius
<< m_QuakeSFX;
if (SaveVersion < 4519)
{
m_IntensityY = m_IntensityX;
m_IntensityZ = 0;
m_Flags = 0;
}
else
{
arc << m_IntensityY << m_IntensityZ << m_Flags;
}
if (SaveVersion < 4520)
{
m_CountdownStart = 0;
}
else
{
arc << m_CountdownStart;
}
}
//==========================================================================
@ -102,11 +124,23 @@ void DEarthquake::Tick ()
}
// Thrust player around
angle_t an = victim->angle + ANGLE_1*pr_quake();
P_ThrustMobj (victim, an, m_Intensity << (FRACBITS-1));
if (m_IntensityX == m_IntensityY)
{ // Thrust in a circle
P_ThrustMobj (victim, an, m_IntensityX << (FRACBITS-1));
}
else
{ // Thrust in an ellipse
an >>= ANGLETOFINESHIFT;
// So this is actually completely wrong, but it ought to be good
// enough. Otherwise, I'd have to use tangents and square roots.
victim->velx += FixedMul(m_IntensityX << (FRACBITS-1), finecosine[an]);
victim->vely += FixedMul(m_IntensityY << (FRACBITS-1), finesine[an]);
}
}
}
}
}
if (--m_Countdown == 0)
{
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
@ -126,16 +160,18 @@ void DEarthquake::Tick ()
//
//==========================================================================
int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
int DEarthquake::StaticGetQuakeIntensities(AActor *victim, quakeInfo &qprop)
{
int intensity = 0;
TThinkerIterator<DEarthquake> iterator (STAT_EARTHQUAKE);
DEarthquake *quake;
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
{
return 0;
}
qprop.isScalingDown = qprop.isScalingUp = qprop.preferMaximum = qprop.fullIntensity = false;
qprop.intensityX = qprop.intensityY = qprop.intensityZ = qprop.relIntensityX = qprop.relIntensityY = qprop.relIntensityZ = 0;
TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
DEarthquake *quake;
int count = 0;
while ( (quake = iterator.Next()) != NULL)
{
@ -145,12 +181,36 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
victim->y - quake->m_Spot->y);
if (dist < quake->m_TremorRadius)
{
if (intensity < quake->m_Intensity)
intensity = quake->m_Intensity;
++count;
if (quake->m_Flags & QF_RELATIVE)
{
qprop.relIntensityX = MAX(qprop.relIntensityX, quake->m_IntensityX);
qprop.relIntensityY = MAX(qprop.relIntensityY, quake->m_IntensityY);
qprop.relIntensityZ = MAX(qprop.relIntensityZ, quake->m_IntensityZ);
}
else
{
qprop.intensityX = MAX(qprop.intensityX, quake->m_IntensityX);
qprop.intensityY = MAX(qprop.intensityY, quake->m_IntensityY);
qprop.intensityZ = MAX(qprop.intensityZ, quake->m_IntensityZ);
}
if (quake->m_Flags)
{
qprop.scaleDownStart = quake->m_CountdownStart;
qprop.scaleDown = quake->m_Countdown;
qprop.isScalingDown = (quake->m_Flags & QF_SCALEDOWN) ? true : false;
qprop.isScalingUp = (quake->m_Flags & QF_SCALEUP) ? true : false;
qprop.preferMaximum = (quake->m_Flags & QF_MAX) ? true : false;
qprop.fullIntensity = (quake->m_Flags & QF_FULLINTENSITY) ? true : false;
}
else
{
qprop.scaleDownStart = qprop.scaleDown = 0.0;
}
}
}
return intensity;
}
return count;
}
//==========================================================================
@ -159,18 +219,20 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
//
//==========================================================================
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags)
{
AActor *center;
bool res = false;
intensity = clamp (intensity, 1, 9);
if (intensityX) intensityX = clamp(intensityX, 1, 9);
if (intensityY) intensityY = clamp(intensityY, 1, 9);
if (intensityZ) intensityZ = clamp(intensityZ, 1, 9);
if (tid == 0)
{
if (activator != NULL)
{
new DEarthquake(activator, intensity, duration, damrad, tremrad, quakesfx);
new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags);
return true;
}
}
@ -180,9 +242,14 @@ bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int
while ( (center = iterator.Next ()) )
{
res = true;
new DEarthquake (center, intensity, duration, damrad, tremrad, quakesfx);
new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags);
}
}
return res;
}
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
{ //Maintains original behavior by passing 0 to intensityZ, and flags.
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0);
}

View file

@ -131,23 +131,40 @@ protected:
DFlashFader ();
};
enum
{
QF_RELATIVE = 1,
QF_SCALEDOWN = 1 << 1,
QF_SCALEUP = 1 << 2,
QF_MAX = 1 << 3,
QF_FULLINTENSITY = 1 << 4,
};
struct quakeInfo
{
int intensityX, intensityY, intensityZ, relIntensityX, relIntensityY, relIntensityZ;
double scaleDown, scaleDownStart;
bool isScalingDown, isScalingUp, preferMaximum, fullIntensity;
};
class DEarthquake : public DThinker
{
DECLARE_CLASS (DEarthquake, DThinker)
HAS_OBJECT_POINTERS
public:
DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags);
void Serialize (FArchive &arc);
void Tick ();
TObjPtr<AActor> m_Spot;
fixed_t m_TremorRadius, m_DamageRadius;
int m_Intensity;
int m_Countdown;
double m_CountdownStart;
FSoundID m_QuakeSFX;
int m_Flags;
int m_IntensityX, m_IntensityY, m_IntensityZ;
static int StaticGetQuakeIntensity (AActor *viewer);
static int StaticGetQuakeIntensities(AActor *viewer, quakeInfo &qprop);
private:
DEarthquake ();

View file

@ -73,6 +73,7 @@ CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected
CVAR (Int , hud_showammo, 2, CVAR_ARCHIVE); // Show ammo collected
CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference)
@ -546,15 +547,28 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
orderedammos.Clear();
if (0 == hud_showammo)
{
// Show ammo for current weapon if any
if (wi) AddAmmoToList(wi);
}
else
{
// Order ammo by use of weapons in the weapon slots
// Do not check for actual presence in the inventory!
// We want to show all ammo types that can be used by
// the weapons in the weapon slots.
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
{
const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
if (weap)
{
// Show ammo for available weapons if hud_showammo CVAR is 1
// or show ammo for all weapons if hud_showammo is greater than 1
if (hud_showammo > 1 || CPlayer->mo->FindInventory(weap))
{
AddAmmoToList((AWeapon*)GetDefaultByType(weap));
}
}
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
@ -565,6 +579,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
AddAmmoToList((AWeapon*)inv);
}
}
}
// ok, we got all ammo types. Now draw the list back to front (bottom to top)

View file

@ -800,7 +800,6 @@ bool Guest_WaitForOthers (void *userdata)
{
int node;
packet.NumNodes = packet.NumNodes;
doomcom.numnodes = packet.NumNodes + 2;
sendplayer[0] = packet.ConsoleNum; // My player number
doomcom.consoleplayer = packet.ConsoleNum;

View file

@ -350,7 +350,6 @@ void PClassActor::InitializeNativeDefaults()
void PClassActor::RegisterIDs()
{
PClassActor *cls = PClass::FindActor(TypeName);
bool set = false;
if (cls == NULL)
{
@ -723,17 +722,17 @@ CCMD (summonfoe)
TMap<FName, DamageTypeDefinition> GlobalDamageDefinitions;
void DamageTypeDefinition::Apply(FName const type)
void DamageTypeDefinition::Apply(FName type)
{
GlobalDamageDefinitions[type] = *this;
}
DamageTypeDefinition *DamageTypeDefinition::Get(FName const type)
DamageTypeDefinition *DamageTypeDefinition::Get(FName type)
{
return GlobalDamageDefinitions.CheckKey(type);
}
bool DamageTypeDefinition::IgnoreArmor(FName const type)
bool DamageTypeDefinition::IgnoreArmor(FName type)
{
DamageTypeDefinition *dtd = Get(type);
if (dtd) return dtd->NoArmor;
@ -755,7 +754,7 @@ bool DamageTypeDefinition::IgnoreArmor(FName const type)
//
//==========================================================================
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors)
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors)
{
if (factors)
{

View file

@ -171,7 +171,7 @@ public:
bool ReplaceFactor;
bool NoArmor;
void Apply(FName const type);
void Apply(FName type);
void Clear()
{
DefaultFactor = FRACUNIT;
@ -179,9 +179,9 @@ public:
NoArmor = false;
}
static DamageTypeDefinition *Get(FName const type);
static bool IgnoreArmor(FName const type);
static int ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors);
static DamageTypeDefinition *Get(FName type);
static bool IgnoreArmor(FName type);
static int ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors);
};
class DDropItem;

View file

@ -56,9 +56,8 @@ DArgs::DArgs()
//===========================================================================
DArgs::DArgs(const DArgs &other)
: DObject()
: DObject(), Argv(other.Argv)
{
Argv = other.Argv;
}
//===========================================================================
@ -263,7 +262,6 @@ void DArgs::RemoveArgs(const char *check)
const char *DArgs::GetArg(int arg) const
{
return ((unsigned)arg < Argv.Size()) ? Argv[arg].GetChars() : NULL;
return Argv[arg];
}
//===========================================================================
@ -351,7 +349,6 @@ void DArgs::RemoveArg(int argindex)
void DArgs::CollectFiles(const char *param, const char *extension)
{
TArray<FString> work;
DArgs *out = new DArgs;
unsigned int i;
size_t extlen = extension == NULL ? 0 : strlen(extension);

View file

@ -149,8 +149,7 @@ void cht_DoCheat (player_t *player, int cheat)
case CHT_FLY:
if (player->mo != NULL)
{
player->cheats ^= CF_FLY;
if (player->cheats & CF_FLY)
if ((player->mo->flags7 ^= MF7_FLYCHEAT) != 0)
{
player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_FLY;

View file

@ -1023,7 +1023,6 @@ bool M_SaveBitmap(const BYTE *from, ESSType color_type, int width, int height, i
}
}
y = sizeof(buffer) - stream.avail_out;
deflateEnd (&stream);
if (err != Z_STREAM_END)

View file

@ -98,8 +98,7 @@ Bit16s envelope_calcsin0(Bit16u phase, Bit16u envelope) {
phase &= 0x3ff;
Bit16u out = 0;
Bit16u neg = 0;
if (phase & 0x200 && (phase & 0x1ff)) {
phase--;
if (phase & 0x200) {
neg = ~0;
}
if (phase & 0x100) {
@ -154,8 +153,7 @@ Bit16s envelope_calcsin4(Bit16u phase, Bit16u envelope) {
phase &= 0x3ff;
Bit16u out = 0;
Bit16u neg = 0;
if ((phase & 0x300) == 0x100 && (phase & 0xff)) {
phase--;
if ((phase & 0x300) == 0x100) {
neg = ~0;
}
if (phase & 0x200) {
@ -188,8 +186,7 @@ Bit16s envelope_calcsin5(Bit16u phase, Bit16u envelope) {
Bit16s envelope_calcsin6(Bit16u phase, Bit16u envelope) {
phase &= 0x3ff;
Bit16u neg = 0;
if (phase & 0x200 && (phase & 0x1ff)) {
phase--;
if (phase & 0x200) {
neg = ~0;
}
return envelope_calcexp(envelope << 3) ^ neg;
@ -199,8 +196,7 @@ Bit16s envelope_calcsin7(Bit16u phase, Bit16u envelope) {
phase &= 0x3ff;
Bit16u out = 0;
Bit16u neg = 0;
if (phase & 0x200 && (phase & 0x1ff)) {
phase--;
if (phase & 0x200) {
neg = ~0;
phase = (phase & 0x1ff) ^ 0x1ff;
}

View file

@ -488,7 +488,7 @@ void P_Recalculate3DFloors(sector_t * sector)
// by the clipping code below.
ffloors.Push(pick);
}
else if (pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) && pick->flags&FF_EXISTS)
else if ((pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) || (!(pick->flags&(FF_ALLSIDES|FF_BOTHPLANES)))) && pick->flags&FF_EXISTS)
{
// We must check if this nonsolid segment gets clipped from the top by another 3D floor
if (solid != NULL && solid_bottom < height)

View file

@ -223,11 +223,12 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
FTexture * tex= TexMan(texnum);
if (!tex) return false;
fixed_t totalscale = FixedMul(side->GetTextureYScale(side_t::mid), tex->yScale);
fixed_t y_offset = side->GetTextureYOffset(side_t::mid);
fixed_t textureheight = tex->GetScaledHeight() << FRACBITS;
if (tex->yScale != FRACUNIT && !tex->bWorldPanning)
fixed_t textureheight = tex->GetScaledHeight(totalscale) << FRACBITS;
if (totalscale != FRACUNIT && !tex->bWorldPanning)
{
y_offset = FixedDiv(y_offset, tex->yScale);
y_offset = FixedDiv(y_offset, totalscale);
}
if(line->flags & ML_DONTPEGBOTTOM)

View file

@ -217,7 +217,7 @@ FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
//
// When the string table needs to grow to hold more strings, a garbage
// collection is first attempted to see if more room can be made to store
// strings without growing. A string is concidered in use if any value
// strings without growing. A string is considered in use if any value
// in any of these variable blocks contains a valid ID in the global string
// table:
// * The active area of the ACS stack
@ -226,7 +226,7 @@ FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
// * All world variables
// * All global variables
// It's not important whether or not they are really used as strings, only
// that they might be. A string is also concidered in use if its lock count
// that they might be. A string is also considered in use if its lock count
// is non-zero, even if none of the above variable blocks referenced it.
//
// To keep track of local and map variables for nonresident maps in a hub,
@ -1065,16 +1065,9 @@ static void DoGiveInv (AActor *actor, PClassActor *info, int amount)
// This shouldn't count for the item statistics!
item->ClearCounters();
if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
{
if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
{
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
}
else
{
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
}
}
else if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
{
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
@ -2052,7 +2045,6 @@ FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
}
}
}
i += 4+ArrayStore[arraynum].ArraySize;
}
}
@ -5838,13 +5830,13 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
}
FActorIterator iterator(args[0]);
bool canraiseall = false;
bool canraiseall = true;
while ((actor = iterator.Next()))
{
canraiseall = !P_Thing_CanRaise(actor) | canraiseall;
canraiseall = P_Thing_CanRaise(actor) & canraiseall;
}
return !canraiseall;
return canraiseall;
}
break;

View file

@ -670,52 +670,59 @@ bool P_TryWalk (AActor *actor)
void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
{
dirtype_t d[3];
dirtype_t d[2];
int tdir;
dirtype_t olddir, turnaround;
bool attempts[NUMDIRS-1]; // We don't need to attempt DI_NODIR.
memset(&attempts, false, sizeof(attempts));
olddir = (dirtype_t)actor->movedir;
turnaround = opposite[olddir];
if (deltax>10*FRACUNIT)
d[1]= DI_EAST;
d[0]= DI_EAST;
else if (deltax<-10*FRACUNIT)
d[1]= DI_WEST;
d[0]= DI_WEST;
else
d[0]=DI_NODIR;
if (deltay<-10*FRACUNIT)
d[1]= DI_SOUTH;
else if (deltay>10*FRACUNIT)
d[1]= DI_NORTH;
else
d[1]=DI_NODIR;
if (deltay<-10*FRACUNIT)
d[2]= DI_SOUTH;
else if (deltay>10*FRACUNIT)
d[2]= DI_NORTH;
else
d[2]=DI_NODIR;
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
if (d[0] != DI_NODIR && d[1] != DI_NODIR)
{
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
if (actor->movedir != turnaround && P_TryWalk(actor))
if (actor->movedir != turnaround)
{
attempts[actor->movedir] = true;
if (P_TryWalk(actor))
return;
}
}
// try other directions
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
{
if ((pr_newchasedir() > 200 || abs(deltay) > abs(deltax)))
{
swapvalues (d[1], d[2]);
swapvalues (d[0], d[1]);
}
if (d[0] == turnaround)
d[0] = DI_NODIR;
if (d[1] == turnaround)
d[1] = DI_NODIR;
if (d[2] == turnaround)
d[2] = DI_NODIR;
}
if (d[1] != DI_NODIR)
if (d[0] != DI_NODIR && attempts[d[0]] == false)
{
actor->movedir = d[1];
actor->movedir = d[0];
attempts[d[0]] = true;
if (P_TryWalk (actor))
{
// either moved forward or attacked
@ -723,9 +730,10 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
}
}
if (d[2] != DI_NODIR)
if (d[1] != DI_NODIR && attempts[d[1]] == false)
{
actor->movedir = d[2];
actor->movedir = d[1];
attempts[d[1]] = true;
if (P_TryWalk (actor))
return;
}
@ -733,9 +741,10 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
if (!(actor->flags5 & MF5_AVOIDINGDROPOFF))
{
// there is no direct path to the player, so pick another direction.
if (olddir != DI_NODIR)
if (olddir != DI_NODIR && attempts[olddir] == false)
{
actor->movedir = olddir;
attempts[olddir] = true;
if (P_TryWalk (actor))
return;
}
@ -746,9 +755,10 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
{
for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
{
if (tdir != turnaround)
if (tdir != turnaround && attempts[tdir] == false)
{
actor->movedir = tdir;
attempts[tdir] = true;
if ( P_TryWalk(actor) )
return;
}
@ -758,16 +768,17 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
{
for (tdir = DI_SOUTHEAST; tdir != (DI_EAST-1); tdir--)
{
if (tdir != turnaround)
if (tdir != turnaround && attempts[tdir] == false)
{
actor->movedir = tdir;
attempts[tdir] = true;
if ( P_TryWalk(actor) )
return;
}
}
}
if (turnaround != DI_NODIR)
if (turnaround != DI_NODIR && attempts[turnaround] == false)
{
actor->movedir =turnaround;
if ( P_TryWalk(actor) )
@ -2545,8 +2556,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
// use the current actor's radius instead of the Arch Vile's default.
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
maxdist = corpsehit->GetDefault()->radius + self->radius;
if (abs(corpsehit->x - viletryx) > maxdist ||
abs(corpsehit->y - viletryy) > maxdist)
continue; // not actually touching
@ -2824,7 +2833,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
target_z = other->z + (other->height / 2) + other->GetBobOffset();
if (flags & FAF_TOP)
target_z = other->z + (other->height) + other->GetBobOffset();
if (!flags & FAF_NODISTFACTOR)
if (!(flags & FAF_NODISTFACTOR))
target_z += pitch_offset;
double dist_z = target_z - source_z;

View file

@ -361,7 +361,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
if (debugfile && this->player)
{
static int dieticks[MAXPLAYERS];
static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
int pnum = int(this->player-players);
dieticks[pnum] = gametic;
fprintf (debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
@ -1711,14 +1711,12 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
bool playPainSound)
{
AActor *target;
AActor *inflictor;
if (player == NULL)
{
return;
}
target = player->mo;
inflictor = source;
if (target->health <= 0)
{
return;

View file

@ -2800,7 +2800,7 @@ FUNC(LS_SetPlayerProperty)
mask = CF_INSTANTWEAPSWITCH;
break;
case PROP_FLY:
mask = CF_FLY;
//mask = CF_FLY;
break;
case PROP_TOTALLYFROZEN:
mask = CF_TOTALLYFROZEN;
@ -2814,6 +2814,7 @@ FUNC(LS_SetPlayerProperty)
it->player->cheats |= mask;
if (arg2 == PROP_FLY)
{
it->flags7 |= MF7_FLYCHEAT;
it->flags2 |= MF2_FLY;
it->flags |= MF_NOGRAVITY;
}
@ -2823,6 +2824,7 @@ FUNC(LS_SetPlayerProperty)
it->player->cheats &= ~mask;
if (arg2 == PROP_FLY)
{
it->flags7 &= ~MF7_FLYCHEAT;
it->flags2 &= ~MF2_FLY;
it->flags &= ~MF_NOGRAVITY;
}

View file

@ -755,12 +755,14 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
if (!(tm.thing->flags & MF_DROPOFF) &&
!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
{
secplane_t frontplane = ld->frontsector->floorplane;
secplane_t backplane = ld->backsector->floorplane;
secplane_t frontplane, backplane;
#ifdef _3DFLOORS
// Check 3D floors as well
frontplane = P_FindFloorPlane(ld->frontsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
backplane = P_FindFloorPlane(ld->backsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
#else
frontplane = ld->frontsector->floorplane;
backplane = ld->backsector->floorplane;
#endif
if (frontplane.c < STEEPSLOPE || backplane.c < STEEPSLOPE)
{
@ -2964,7 +2966,6 @@ bool FSlide::BounceWall(AActor *mo)
deltaangle = (2 * lineangle) - moveangle;
mo->angle = deltaangle;
lineangle >>= ANGLETOFINESHIFT;
deltaangle >>= ANGLETOFINESHIFT;
movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely));
@ -3151,9 +3152,6 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
fixed_t trY = trace.y + FixedMul(trace.dy, in->frac);
fixed_t dist = FixedMul(attackrange, in->frac);
int dir = aimpitch < 0 ? 1 : aimpitch > 0 ? -1 : 0;
frontflag = P_PointOnLineSide(shootthing->x, shootthing->y, li);
// 3D floor check. This is not 100% accurate but normally sufficient when

View file

@ -2072,13 +2072,9 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
{
bool tg = (mo->target != NULL);
bool blockingtg = (BlockingMobj->target != NULL);
if (BlockingMobj->flags7 & MF7_AIMREFLECT && (tg || blockingtg))
if ((BlockingMobj->flags7 & MF7_AIMREFLECT) && (tg | blockingtg))
{
AActor *origin;
if (tg)
origin = mo->target;
else if (blockingtg)
origin = BlockingMobj->target;
AActor *origin = tg ? mo->target : BlockingMobj->target;
float speed = (float)(mo->Speed);
//dest->x - source->x
@ -2090,7 +2086,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
}
else
{
if (BlockingMobj->flags7 & MF7_MIRRORREFLECT && (tg || blockingtg))
if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg))
{
mo->angle += ANGLE_180;
mo->velx = -mo->velx / 2;
@ -2413,6 +2409,16 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
}
}
// Hexen compatibility handling for floatbobbing. Ugh...
// Hexen yanked all items to the floor, except those being spawned at map start in the air.
// Those were kept at their original height.
// Do this only if the item was actually spawned by the map above ground to avoid problems.
if (mo->special1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mo->z = mo->floorz + mo->special1;
}
//
// adjust height
//
@ -2715,8 +2721,6 @@ void P_NightmareRespawn (AActor *mobj)
z = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
z = FLOATRANDZ;
else if (info->flags2 & MF2_FLOATBOB)
z = mobj->SpawnPoint[2];
else
z = ONFLOORZ;
@ -3604,11 +3608,13 @@ void AActor::Tick ()
velz <= 0 &&
floorz == z)
{
secplane_t floorplane = floorsector->floorplane;
secplane_t floorplane;
#ifdef _3DFLOORS
// Check 3D floors as well
floorplane = P_FindFloorPlane(floorsector, x, y, floorz);
#else
floorplane = floorsector->floorplane;
#endif
if (floorplane.c < STEEPSLOPE &&
@ -4587,7 +4593,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
p->mo->ResetAirSupply(false);
p->Uncrouch();
p->MinPitch = p->MaxPitch = 0; // will be filled in by PostBeginPlay()/netcode
p->cheats &= ~CF_FLY;
p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0.
@ -4981,7 +4987,13 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
mobj = AActor::StaticSpawn (i, x, y, z, NO_REPLACE, true);
if (z == ONFLOORZ)
{
mobj->z += mthing->z;
if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mobj->special1 = mthing->z;
}
}
else if (z == ONCEILINGZ)
mobj->z -= mthing->z;
@ -4994,7 +5006,11 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
else mobj->flags &= ~MF_NOGRAVITY;
// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
if (mobj->special1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(ib_compatflags & BCOMPATF_FLOATBOB))
{
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
}
if (!(mobj->flags2 & MF2_ARGSDEFINED))
{
@ -5743,18 +5759,31 @@ static fixed_t GetDefaultSpeed(PClassActor *type)
AActor *P_SpawnMissile (AActor *source, AActor *dest, PClassActor *type, AActor *owner)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT + source->GetBobOffset(),
source, dest, type, true, owner);
}
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileXYZ (source->x, source->y, z, source, dest, type);
}
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
{
if (source == NULL)
{
return NULL;
}
if (dest == NULL)
{
Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
@ -5824,6 +5853,10 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
angle_t an;
fixed_t dist;
AActor *th = Spawn (type, source->x, source->y, source->z + 4*8*FRACUNIT, ALLOW_REPLACE);
@ -5865,6 +5898,10 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type,
angle_t angle, fixed_t velz)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
type, angle, velz, GetDefaultSpeed (type));
}
@ -5878,6 +5915,10 @@ AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
angle_t an;
fixed_t dist;
fixed_t speed;
@ -5908,6 +5949,10 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassAct
AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type,
angle_t angle, fixed_t velz, fixed_t speed)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
type, angle, velz, speed);
}
@ -5915,9 +5960,13 @@ AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type,
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
PClassActor *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner, bool checkspawn)
{
if (source == NULL)
{
return NULL;
}
AActor *mo;
if (z != ONFLOORZ && z != ONCEILINGZ && source != NULL)
if (z != ONFLOORZ && z != ONCEILINGZ)
{
z -= source->floorclip;
}
@ -5952,6 +6001,10 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->angle);
}

View file

@ -1362,7 +1362,7 @@ void P_LoadSegs (MapData * map)
}
}
}
catch (badseg bad)
catch (const badseg &bad) // the preferred way is to catch by (const) reference.
{
switch (bad.badtype)
{
@ -1467,7 +1467,6 @@ void P_LoadSubsectors (MapData * map)
void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
{
char fname[9];
int i;
char *msp;
mapsector_t *ms;
@ -1486,7 +1485,6 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
defSeqType = -1;
fogMap = normMap = NULL;
fname[8] = 0;
msp = new char[lumplen];
map->Read(ML_SECTORS, msp);
@ -3041,15 +3039,12 @@ void P_LoadBlockMap (MapData * map)
blockmap = blockmaplump+4;
}
//
// P_GroupLines
// Builds sector line lists and subsector sector numbers.
// Finds block bounding boxes for sectors.
// [RH] Handles extra lights
//
struct linf { short tag; WORD count; };
line_t** linebuffer;
static void P_GroupLines (bool buildmap)
@ -3059,7 +3054,6 @@ static void P_GroupLines (bool buildmap)
int i;
int j;
int total;
int totallights;
line_t* li;
sector_t* sector;
FBoundingBox bbox;
@ -3092,7 +3086,6 @@ static void P_GroupLines (bool buildmap)
// count number of lines in each sector
times[1].Clock();
total = 0;
totallights = 0;
for (i = 0, li = lines; i < numlines; i++, li++)
{
if (li->frontsector == NULL)

View file

@ -529,11 +529,9 @@ static void P_AlignPlane (sector_t *sec, line_t *line, int which)
FVector3 p, v1, v2, cross;
const secplane_t *refplane;
secplane_t *srcplane;
fixed_t srcheight, destheight;
refplane = (which == 0) ? &refsec->floorplane : &refsec->ceilingplane;
srcplane = (which == 0) ? &sec->floorplane : &sec->ceilingplane;
srcheight = (which == 0) ? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling);
destheight = (which == 0) ? refsec->GetPlaneTexZ(sector_t::floor) : refsec->GetPlaneTexZ(sector_t::ceiling);

View file

@ -929,6 +929,7 @@ void P_DoDeferedScripts (void);
//
// [RH] p_quake.c
//
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags);
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
#endif

View file

@ -187,8 +187,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
// Spawn teleport fog at source and destination
if (sourceFog && !predicting)
{
fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
P_SpawnTeleportFog(thing, oldx, oldy, oldz, true, true); //Passes the actor through which then pulls the TeleFog metadate types based on properties.
P_SpawnTeleportFog(thing, oldx, oldy, oldz, true, true); //Passes the actor through which then pulls the TeleFog metadata types based on properties.
}
if (useFog)
{

View file

@ -131,7 +131,6 @@ class USDFParser : public UDMFParserBase
while (!sc.CheckToken('}'))
{
bool block = false;
int costs = 0;
FName key = ParseKey(true, &block);
if (!block)
{

View file

@ -1095,7 +1095,7 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
item->IsKindOf(RUNTIME_CLASS(AArmor)))
{
if (defitem != NULL)
if (defitem == NULL)
{
item->Destroy();
}

View file

@ -679,10 +679,6 @@ void DPolyDoor::Tick ()
if (m_Dist <= 0 || poly->RotatePolyobj (m_Speed))
{
absSpeed = abs (m_Speed);
if (m_Dist == -1)
{ // perpetual polyobj
return;
}
m_Dist -= absSpeed;
if (m_Dist <= 0)
{

View file

@ -438,7 +438,6 @@ void R_MapTiltedPlane (int y, int x1)
}
startu = endu;
startv = endv;
startz = endz;
width -= SPANSIZE;
}
if (width > 0)

View file

@ -764,6 +764,52 @@ bool R_GetViewInterpolationStatus()
return NoInterpolateView;
}
//==========================================================================
//
// QuakePower
//
//==========================================================================
static fixed_t QuakePower(double factor, int intensity, quakeInfo quake)
{
double scaleDownStart = quake.scaleDownStart;
double scaleDown = quake.scaleDown;
if (intensity == 0)
{
return 0;
}
else
{
double ss = (double)((pr_torchflicker() % (intensity << 2)) - (intensity << 1));
double mtp = (quake.fullIntensity) ? 2.0 : 1.0;
if (quake.isScalingDown || quake.isScalingUp)
{
fixed_t result;
if (scaleDownStart == 0) scaleDownStart = 1;
if (quake.isScalingDown && quake.isScalingUp)
{
if (quake.preferMaximum)
result = FLOAT2FIXED((factor * ss) * MAX(((scaleDown*mtp) / scaleDownStart), ((scaleDownStart - scaleDown)*mtp) / scaleDownStart));
else
result = FLOAT2FIXED((factor * ss) * MIN(((scaleDown*mtp) / scaleDownStart), ((scaleDownStart - scaleDown)*mtp) / scaleDownStart));
}
else if (quake.isScalingDown)
result = FLOAT2FIXED((factor * ss) * (scaleDown / scaleDownStart));
else if (quake.isScalingUp)
result = FLOAT2FIXED((factor * ss) * ((scaleDownStart - scaleDown) / scaleDownStart));
else
result = FLOAT2FIXED(factor * ss);
return result;
}
else
{
return FLOAT2FIXED(factor * ss);
}
}
}
//==========================================================================
//
@ -875,13 +921,39 @@ void R_SetupFrame (AActor *actor)
if (!paused)
{
int intensity = DEarthquake::StaticGetQuakeIntensity (camera);
if (intensity != 0)
quakeInfo quake;
if (DEarthquake::StaticGetQuakeIntensities(camera, quake) > 0)
{
fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
double quakefactor = r_quakeintensity;
viewx += quakefactor * ((pr_torchflicker() % (intensity<<2)) - (intensity<<1));
viewy += quakefactor * ((pr_torchflicker() % (intensity<<2)) - (intensity<<1));
if (quake.relIntensityX != 0)
{
int ang = (camera->angle) >> ANGLETOFINESHIFT;
fixed_t power = QuakePower(quakefactor, quake.relIntensityX, quake);
viewx += FixedMul(finecosine[ang], power);
viewy += FixedMul(finesine[ang], power);
}
if (quake.relIntensityY != 0)
{
int ang = (camera->angle + ANG90) >> ANGLETOFINESHIFT;
fixed_t power = QuakePower(quakefactor, quake.relIntensityY, quake);
viewx += FixedMul(finecosine[ang], power);
viewy += FixedMul(finesine[ang], power);
}
if (quake.intensityX != 0)
{
viewx += QuakePower(quakefactor, quake.intensityX, quake);
}
if (quake.intensityY != 0)
{
viewy += QuakePower(quakefactor, quake.intensityY, quake);
}
// FIXME: Relative Z is not relative
quake.intensityZ = MAX(quake.intensityZ, quake.relIntensityZ);
if (quake.intensityZ != 0)
{
viewz += QuakePower(quakefactor, quake.intensityZ, quake);
}
}
}

View file

@ -2993,3 +2993,23 @@ CCMD (cachesound)
}
}
}
CCMD(listsoundchannels)
{
FSoundChan *chan;
int count = 0;
for (chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (!(chan->ChanFlags & CHAN_EVICTED))
{
FVector3 chanorigin;
CalcPosVel(chan, &chanorigin, NULL);
Printf("%s at (%1.5f, %1.5f, %1.5f)\n", (const char*)chan->SoundID, chanorigin.X, chanorigin.Y, chanorigin.Z);
count++;
}
}
Printf("%d sounds playing\n", count);
}

View file

@ -233,6 +233,7 @@ public:
int GetScaledWidth () { int foo = (Width << 17) / xScale; return (foo >> 1) + (foo & 1); }
int GetScaledHeight () { int foo = (Height << 17) / yScale; return (foo >> 1) + (foo & 1); }
int GetScaledHeight(fixed_t scale) { int foo = (Height << 17) / scale; return (foo >> 1) + (foo & 1); }
double GetScaledWidthDouble () { return (Width * 65536.) / xScale; }
double GetScaledHeightDouble () { return (Height * 65536.) / yScale; }

View file

@ -2090,30 +2090,32 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION = 1 << 0,
SIXF_ABSOLUTEPOSITION = 1 << 1,
SIXF_ABSOLUTEANGLE = 1 << 2,
SIXF_ABSOLUTEVELOCITY = 1 << 3,
SIXF_SETMASTER = 1 << 4,
SIXF_NOCHECKPOSITION = 1 << 5,
SIXF_TELEFRAG = 1 << 6,
SIXF_CLIENTSIDE = 1 << 7, // only used by Skulldronum
SIXF_TRANSFERAMBUSHFLAG = 1 << 8,
SIXF_TRANSFERPITCH = 1 << 9,
SIXF_TRANSFERPOINTERS = 1 << 10,
SIXF_USEBLOODCOLOR = 1 << 11,
SIXF_CLEARCALLERTID = 1 << 12,
SIXF_MULTIPLYSPEED = 1 << 13,
SIXF_TRANSFERSCALE = 1 << 14,
SIXF_TRANSFERSPECIAL = 1 << 15,
SIXF_CLEARCALLERSPECIAL = 1 << 16,
SIXF_TRANSFERSTENCILCOL = 1 << 17,
SIXF_TRANSFERALPHA = 1 << 18,
SIXF_TRANSFERRENDERSTYLE = 1 << 19,
SIXF_SETTARGET = 1 << 20,
SIXF_SETTRACER = 1 << 21,
SIXF_NOPOINTERS = 1 << 22,
SIXF_ORIGINATOR = 1 << 23,
SIXF_TRANSFERTRANSLATION = 0x00000001,
SIXF_ABSOLUTEPOSITION = 0x00000002,
SIXF_ABSOLUTEANGLE = 0x00000004,
SIXF_ABSOLUTEVELOCITY = 0x00000008,
SIXF_SETMASTER = 0x00000010,
SIXF_NOCHECKPOSITION = 0x00000020,
SIXF_TELEFRAG = 0x00000040,
SIXF_CLIENTSIDE = 0x00000080, // only used by Skulldronum
SIXF_TRANSFERAMBUSHFLAG = 0x00000100,
SIXF_TRANSFERPITCH = 0x00000200,
SIXF_TRANSFERPOINTERS = 0x00000400,
SIXF_USEBLOODCOLOR = 0x00000800,
SIXF_CLEARCALLERTID = 0x00001000,
SIXF_MULTIPLYSPEED = 0x00002000,
SIXF_TRANSFERSCALE = 0x00004000,
SIXF_TRANSFERSPECIAL = 0x00008000,
SIXF_CLEARCALLERSPECIAL = 0x00010000,
SIXF_TRANSFERSTENCILCOL = 0x00020000,
SIXF_TRANSFERALPHA = 0x00040000,
SIXF_TRANSFERRENDERSTYLE = 0x00080000,
SIXF_SETTARGET = 0x00100000,
SIXF_SETTRACER = 0x00200000,
SIXF_NOPOINTERS = 0x00400000,
SIXF_ORIGINATOR = 0x00800000,
SIXF_TRANSFERSPRITEFRAME = 0x01000000,
SIXF_TRANSFERROLL = 0x02000000,
};
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
@ -2260,6 +2262,17 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
mo->RenderStyle = self->RenderStyle;
}
if (flags & SIXF_TRANSFERSPRITEFRAME)
{
mo->sprite = self->sprite;
mo->frame = self->frame;
}
if (flags & SIXF_TRANSFERROLL)
{
mo->roll = self->roll;
}
return true;
}
@ -4745,6 +4758,29 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
return 0;
}
//===========================================================================
//
// A_QuakeEx
//
// Extended version of A_Quake. Takes individual axis into account and can
// take a flag.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(intensityX);
PARAM_INT(intensityY);
PARAM_INT(intensityZ);
PARAM_INT(duration);
PARAM_INT(damrad);
PARAM_INT(tremrad);
PARAM_SOUND_OPT (sound) { sound = "world/quake"; }
PARAM_INT_OPT(flags) { flags = 0; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags);
return 0;
}
//===========================================================================
//
// A_Weave

View file

@ -191,6 +191,7 @@ class FxExpression
{
protected:
FxExpression(const FScriptPosition &pos)
: ScriptPosition(pos)
{
isresolved = false;
ScriptPosition = pos;

View file

@ -1918,6 +1918,7 @@ FxExpression *FxAbs::Resolve(FCompileContext &ctx)
case VAL_Float:
value.Float = fabs(value.Float);
break;
default:
// shouldn't happen

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4518
#define SAVEVER 4520
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -267,6 +267,7 @@ ACTOR Actor native //: Thinker
action native A_SetUserArray(name varname, int index, int value);
action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0);
action native A_SetTics(int tics);
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);

View file

@ -72,6 +72,8 @@ const int SXF_SETTARGET = 1 << 20;
const int SXF_SETTRACER = 1 << 21;
const int SXF_NOPOINTERS = 1 << 22;
const int SXF_ORIGINATOR = 1 << 23;
const int SXF_TRANSFERSPRITEFRAME = 1 << 24;
const int SXF_TRANSFERROLL = 1 << 25;
// Flags for A_Chase
const int CHF_FASTCHASE = 1;
@ -456,3 +458,13 @@ enum
FAF_NODISTFACTOR = 8,
};
// Flags for A_QuakeEx
enum
{
QF_RELATIVE = 1,
QF_SCALEDOWN = 1 << 1,
QF_SCALEUP = 1 << 2,
QF_MAX = 1 << 3,
QF_FULLINTENSITY = 1 << 4,
};

View file

@ -221,7 +221,6 @@ ACTOR BagOfHolding : BackpackItem 8
Inventory.PickupMessage "$TXT_ITEMBAGOFHOLDING"
+COUNTITEM
+FLOATBOB
+NOGRAVITY
States
{
Spawn:

View file

@ -6,7 +6,6 @@ Actor SilverShield : BasicArmorPickup 85
Game Heretic
SpawnID 68
+FLOATBOB
+NOGRAVITY
Inventory.Pickupmessage "$TXT_ITEMSHIELD1"
Inventory.Icon "SHLDA0"
Armor.Savepercent 50
@ -26,7 +25,6 @@ Actor EnchantedShield : BasicArmorPickup 31
Game Heretic
SpawnID 69
+FLOATBOB
+NOGRAVITY
Inventory.Pickupmessage "$TXT_ITEMSHIELD2"
Inventory.Icon "SHD2A0"
Armor.Savepercent 75

View file

@ -7,7 +7,6 @@ ACTOR SuperMap : MapRevealer 35
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
+NOGRAVITY
Inventory.MaxAmount 0
Inventory.PickupMessage "$TXT_ITEMSUPERMAP"
States
@ -27,7 +26,6 @@ ACTOR ArtiInvisibility : PowerupGiver 75
SpawnID 135
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
RenderStyle Translucent
Alpha 0.4
@ -53,7 +51,6 @@ ACTOR ArtiTomeOfPower : PowerupGiver 86 native
SpawnID 134
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
Inventory.Icon "ARTIPWBK"
Powerup.Type Weaponlevel2
@ -97,7 +94,6 @@ ACTOR ArtiTimeBomb : Inventory 34 native
SpawnID 72
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND

View file

@ -4,7 +4,6 @@ ACTOR ArtiBlastRadius : CustomInventory 10110
Game Hexen
SpawnID 74
+FLOATBOB
+NOGRAVITY
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
+INVBAR +FANCYPICKUPSOUND

View file

@ -7,7 +7,6 @@ ACTOR ArtiBoostArmor : Inventory 8041 native
SpawnID 22
+COUNTITEM
+FLOATBOB
+NOGRAVITY
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
+INVBAR +FANCYPICKUPSOUND

View file

@ -8,7 +8,6 @@ ACTOR ClericWeaponPiece : WeaponPiece
Inventory.ForbiddenTo FighterPlayer, MagePlayer
WeaponPiece.Weapon CWeapWraithverge
+FLOATBOB
+NOGRAVITY
}
// Cleric Weapon Piece 1 ----------------------------------------------------

View file

@ -8,7 +8,6 @@ ACTOR FighterWeaponPiece : WeaponPiece
Inventory.ForbiddenTo ClericPlayer, MagePlayer
WeaponPiece.Weapon FWeapQuietus
+FLOATBOB
+NOGRAVITY
}
// Fighter Weapon Piece 1 ---------------------------------------------------

View file

@ -99,7 +99,6 @@ ACTOR ArtiPoisonBag : Inventory 8000 native
Game Hexen
SpawnID 72
+FLOATBOB
+NOGRAVITY
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
+INVBAR +FANCYPICKUPSOUND

View file

@ -6,7 +6,6 @@ ACTOR ArtiHealingRadius : Inventory 10120 native
Game Hexen
+COUNTITEM
+FLOATBOB
+NOGRAVITY
Inventory.DefMaxAmount
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH

View file

@ -8,7 +8,6 @@ ACTOR MageWeaponPiece : WeaponPiece
Inventory.ForbiddenTo FighterPlayer, ClericPlayer
WeaponPiece.Weapon MWeapBloodscourge
+FLOATBOB
+NOGRAVITY
}
// Mage Weapon Piece 1 ------------------------------------------------------

View file

@ -11,7 +11,6 @@ ACTOR Mana1 : Ammo 122
Radius 8
Height 8
+FLOATBOB
+NOGRAVITY
Inventory.Icon "MAN1I0"
Inventory.PickupMessage "$TXT_MANA_1"
States
@ -35,7 +34,6 @@ ACTOR Mana2 : Ammo 124
Radius 8
Height 8
+FLOATBOB
+NOGRAVITY
Inventory.Icon "MAN2G0"
Inventory.PickupMessage "$TXT_MANA_2"
States
@ -55,7 +53,6 @@ ACTOR Mana3 : CustomInventory 8004
Radius 8
Height 8
+FLOATBOB
+NOGRAVITY
Inventory.PickupMessage "$TXT_MANA_BOTH"
States
{

View file

@ -5,7 +5,6 @@ ACTOR ArtiSpeedBoots : PowerupGiver 8002
Game Hexen
SpawnID 13
+FLOATBOB
+NOGRAVITY
+COUNTITEM
+INVENTORY.PICKUPFLASH
Inventory.Icon ARTISPED

View file

@ -7,7 +7,6 @@ ACTOR ArtiDarkServant : Inventory 86 native
SpawnID 16
+COUNTITEM
+FLOATBOB
+NOGRAVITY
Inventory.RespawnTics 4230
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"

View file

@ -7,7 +7,6 @@ ACTOR ArtiTeleportOther : Inventory 10040 native
SpawnID 17
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND

View file

@ -31,7 +31,6 @@ ACTOR ArtiEgg : CustomInventory 30
SpawnID 14
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
@ -86,7 +85,6 @@ ACTOR ArtiPork : CustomInventory 30
SpawnID 14
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND

View file

@ -7,7 +7,6 @@ ACTOR ArtiTeleport : Inventory 36 native
SpawnID 18
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND

View file

@ -8,7 +8,6 @@ ACTOR ArtiHealth : HealthPickup 82
Health 25
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon ARTIPTN2
@ -33,7 +32,6 @@ ACTOR ArtiSuperHealth : HealthPickup 32
Health 100
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon ARTISPHL
@ -57,7 +55,6 @@ ACTOR ArtiFly : PowerupGiver 83
SpawnID 15
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
+INVENTORY.INTERHUBSTRIP
Inventory.RespawnTics 4230
@ -81,7 +78,6 @@ ACTOR ArtiInvulnerability : PowerupGiver 84
SpawnID 133
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.Icon ARTIINVU
@ -105,7 +101,6 @@ ACTOR ArtiInvulnerability2 : PowerupGiver 84
SpawnID 133
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.Icon ARTIDEFN
@ -128,7 +123,6 @@ ACTOR ArtiTorch : PowerupGiver 33
SpawnID 73
+COUNTITEM
+FLOATBOB
+NOGRAVITY
+INVENTORY.PICKUPFLASH
Inventory.Icon ARTITRCH
Inventory.PickupMessage "$TXT_ARTITORCH"

View file

@ -3,7 +3,6 @@ ACTOR CrystalVial : Health 81
Game Raven
SpawnID 23
+FLOATBOB
+NOGRAVITY
Inventory.Amount 10
Inventory.PickupMessage "$TXT_ITEMHEALTH"
States

View file

@ -198,14 +198,6 @@ E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
clearlineflags 1069 0x200
}
CBDE77E3ACB4B166D53C1812E5C72F54 // Hexen IWAD map04
{
setthingz 49 0
setthingz 50 0
setthingz 51 0
setthingz 52 0
}
3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
{
clearlinespecial 66

View file

@ -795,6 +795,13 @@ OptionValue "AltHUDScale"
2, "Pixel double"
}
OptionValue "AltHUDAmmo"
{
0, "Current weapon"
1, "Available weapons"
2, "All weapons"
}
OptionValue "AltHUDTime"
{
0, "Off"
@ -828,6 +835,7 @@ OptionMenu "AltHUDOptions"
Option "Show stamina and accuracy", "hud_showstats", "OnOff"
Option "Show berserk", "hud_berserk_health", "OnOff"
Option "Show weapons", "hud_showweapons", "OnOff"
Option "Show ammo for", "hud_showammo", "AltHUDAmmo"
Option "Show time", "hud_showtime", "AltHUDTime"
Option "Time color", "hud_timecolor", "TextColors"
Option "Show network latency", "hud_showlag", "AltHUDLag"
@ -1268,42 +1276,60 @@ OptionMenu "CompatibilityOptions"
{
Title "COMPATIBILITY OPTIONS"
Option "Compatibility mode", "compatmode", "CompatModes", "", 1
StaticText " "
Option "Find shortest textures like Doom", "compat_SHORTTEX", "YesNo"
Option "Use buggier stair building", "compat_stairs", "YesNo"
Option "Find neighboring light like Doom", "compat_LIGHT", "YesNo"
Option "Limit Pain Elementals' Lost Souls", "compat_LIMITPAIN", "YesNo"
Option "Don't let others hear your pickups", "compat_SILENTPICKUP", "YesNo"
Option "Actors are infinitely tall", "compat_nopassover", "YesNo"
Option "Enable wall running", "compat_WALLRUN", "YesNo"
Option "Spawn item drops on the floor", "compat_NOTOSSDROPS", "YesNo"
Option "All special lines can block <use>", "compat_USEBLOCKING", "YesNo"
Option "Disable BOOM door light effect", "compat_NODOORLIGHT", "YesNo"
Option "Raven scrollers use original speed", "compat_RAVENSCROLL", "YesNo"
Option "Use original sound target handling", "compat_SOUNDTARGET", "YesNo"
Option "DEH health settings like Doom2.exe", "compat_DEHHEALTH", "YesNo"
Option "Self ref. sectors don't block shots", "compat_TRACE", "YesNo"
Option "Monsters get stuck over dropoffs", "compat_DROPOFF", "YesNo"
Option "Monsters cannot cross dropoffs", "compat_CROSSDROPOFF", "YesNo"
Option "Monsters see invisible players", "compat_INVISIBILITY", "YesNo"
Option "Boom scrollers are additive", "compat_BOOMSCROLL", "YesNo"
Option "Inst. moving floors are not silent", "compat_silentinstantfloors", "YesNo"
Option "Sector sounds use center as source", "compat_SECTORSOUNDS", "YesNo"
Option "Use Doom heights for missile clipping", "compat_MISSILECLIP", "YesNo"
Option "Allow any bossdeath for level special", "compat_ANYBOSSDEATH", "YesNo"
Option "No Minotaur floor flames in water", "compat_MINOTAUR", "YesNo"
Option "Original A_Mushroom speed in DEH mods", "compat_MUSHROOM", "YesNo"
Option "Monster movement is affected by effects", "compat_MBFMONSTERMOVE", "YesNo"
StaticText "Actor Behavior",1
Option "Crushed monsters can be resurrected", "compat_CORPSEGIBS", "YesNo"
Option "Friendly monsters aren't blocked", "compat_NOBLOCKFRIENDS", "YesNo"
Option "Invert sprite sorting", "compat_SPRITESORT", "YesNo"
Option "Limit Pain Elementals' Lost Souls", "compat_LIMITPAIN", "YesNo"
Option "Monster movement is affected by effects", "compat_MBFMONSTERMOVE", "YesNo"
Option "Monsters cannot cross dropoffs", "compat_CROSSDROPOFF", "YesNo"
Option "Monsters get stuck over dropoffs", "compat_DROPOFF", "YesNo"
Option "Monsters see invisible players", "compat_INVISIBILITY", "YesNo"
Option "No Minotaur floor flames in water", "compat_MINOTAUR", "YesNo"
Option "Spawn item drops on the floor", "compat_NOTOSSDROPS", "YesNo"
StaticText " "
StaticText "DehackEd Behavior",1
Option "DEH health settings like Doom2.exe", "compat_DEHHEALTH", "YesNo"
Option "Original A_Mushroom speed in DEH mods", "compat_MUSHROOM", "YesNo"
StaticText " "
StaticText "Map/Action Behavior",1
Option "All special lines can block <use>", "compat_USEBLOCKING", "YesNo"
Option "Allow any bossdeath for level special", "compat_ANYBOSSDEATH", "YesNo"
Option "Disable BOOM door light effect", "compat_NODOORLIGHT", "YesNo"
Option "Find neighboring light like Doom", "compat_LIGHT", "YesNo"
Option "Find shortest textures like Doom", "compat_SHORTTEX", "YesNo"
Option "Use buggier stair building", "compat_stairs", "YesNo"
Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
StaticText " "
StaticText "Physics Behavior",1
Option "Actors are infinitely tall", "compat_nopassover", "YesNo"
Option "Boom scrollers are additive", "compat_BOOMSCROLL", "YesNo"
Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
Option "Enable wall running", "compat_WALLRUN", "YesNo"
Option "Raven scrollers use original speed", "compat_RAVENSCROLL", "YesNo"
Option "Self ref. sectors don't block shots", "compat_TRACE", "YesNo"
Option "Use Doom code for hitscan checks", "compat_HITSCAN", "YesNo"
Option "Cripple sound for silent BFG trick", "compat_soundslots", "YesNo"
Option "Use Doom heights for missile clipping", "compat_MISSILECLIP", "YesNo"
StaticText " "
StaticText "Rendering Behavior",1
Option "Draw polyobjects like Hexen", "compat_POLYOBJ", "YesNo"
Option "Ignore Y offsets on masked midtextures", "compat_MASKEDMIDTEX", "YesNo"
Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
Option "Invert sprite sorting", "compat_SPRITESORT", "YesNo"
StaticText " "
StaticText "Sound Behavior",1
Option "Cripple sound for silent BFG trick", "compat_soundslots", "YesNo"
Option "Don't let others hear your pickups", "compat_SILENTPICKUP", "YesNo"
Option "Inst. moving floors are not silent", "compat_silentinstantfloors", "YesNo"
Option "Sector sounds use center as source", "compat_SECTORSOUNDS", "YesNo"
Option "Sounds stop when actor vanishes", "compat_soundcutoff", "YesNo"
Option "Use original sound target handling", "compat_SOUNDTARGET", "YesNo"
Class "CompatibilityMenu"
}