Commit Graph

4338 Commits

Author SHA1 Message Date
emily 20d16381f8 Add TexMan.SetCameraTextureAspectRatio
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke 4e8d59951b Added `A_SetViewPos(Vector3 Offset, int Flags = -1)`
- Offset: The offset from the actor's view to move the camera about.
 - Flags: (Default is -1, which means don't change flags)
  - VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
  - VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!

Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.

**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron bfb79e5b32 Merge branch 'master' into feature_weaponscale 2022-01-23 20:01:59 -06:00
Xaser Acheron e9c86017e4 apply WeaponScaleX/Y to all PSprites on a weapon 2022-01-23 19:59:06 -06:00
nashmuhandes db92e63e22 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-22 18:06:05 +08:00
Rachael Alexanderson 2ab4539d40 - fix logic error with shader compatibility layer 2022-01-21 16:40:04 -05:00
nashmuhandes f79bbed130 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-20 14:19:45 +08:00
Xaser Acheron 0d8d4a2ad7 fix mbf21 A_FindTracer fov cone being twice as big as intended 2022-01-18 08:06:29 +01:00
Xaser Acheron efbb31fa39 add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy 2022-01-18 08:06:29 +01:00
Xaser Acheron 40a5c4c1c5 fix mbf21 A_SeekTracer not working (arg type shenanigans) 2022-01-18 08:06:29 +01:00
Xaser Acheron a4b124bff8 fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set 2022-01-18 08:06:29 +01:00
Xaser Acheron cf04ebb774 fix MBF21 A_WeaponProjectile spawn position 2022-01-18 08:06:29 +01:00
Christoph Oelckers 84458ddb9f - redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes 57112742fe Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
# Conflicts:
#	src/common/rendering/gl/gl_shader.cpp
#	src/common/rendering/hwrenderer/data/buffers.h
#	src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers be103bd9dc - fixed: the powerup item for respawn invulnerability was never given to the player. 2022-01-07 00:39:22 +01:00
Christoph Oelckers 32de663210 - fixed MBF21's A_SeekTracer.
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Rachael Alexanderson e6403197eb - drop yet another option from the simple mouse menu 2022-01-05 12:17:28 -05:00
Rachael Alexanderson 68d4c3f19c - drop more options from the simple mouse menu 2022-01-05 12:13:48 -05:00
Rachael Alexanderson ea9d945ff3 - create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning 2022-01-05 11:10:28 -05:00
drfrag 2945e10a0e - More wrong tracer flags in ActorMover. 2021-12-24 16:37:58 +01:00
drfrag 395b5695ad - Fixed: ActorMover was not changing its tracer's flags. 2021-12-23 21:28:27 +01:00
Player701 2ce5b49cab - Exported the "paused" global variable to ZScript 2021-12-06 16:26:34 +01:00
Rachael Alexanderson 4db7a20f7a - apply clearscope to `ApplyDamageFactor` as well 2021-11-18 21:29:08 -05:00
Xaser Acheron 0b93aef776 add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites 2021-11-14 23:21:07 -06:00
nashmuhandes 879c514120 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-14 22:01:03 +08:00
Rachael Alexanderson 01b825b181 - apply clearscope for ApplyDamageFactor - https://forum.zdoom.org/viewtopic.php?f=15&t=73830 2021-11-13 11:07:42 -05:00
nashmuhandes 9b853dd275 - Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes 1b95f2515b Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
nashmuhandes c2b3600981 Add a render style parameter to Screen.Dim 2021-10-29 21:08:32 +02:00
nashmuhandes 5c20a5918e Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2 2021-10-20 21:59:37 +08:00
Marisa Kirisame 58e66f4805 ReadThisMenu / MenuDelegate overriding. 2021-10-19 11:43:27 +02:00
Christoph Oelckers 8149c3e936 - text update. 2021-10-16 21:52:36 +02:00
nashmuhandes 12c509cc46 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-17 03:42:15 +08:00
Marisa Kirisame 95b8629fe0 Allow customization of pause screen. 2021-10-16 11:33:30 +02:00
Marisa Kirisame d5ad8b28ec PreTravelled virtual for player and inventory. 2021-10-15 17:37:19 +02:00
Marisa Kirisame bc75dc056e Compat patch for misplaced items in Hexen MAP08. 2021-10-14 21:35:32 +02:00
nashmuhandes 96383792fa Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-14 12:20:42 +08:00
Hugo Locurcio d0975467f5 Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.

Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Marisa Kirisame 7c591cd0e9 Allow map markers to scale relative to automap zoom. 2021-10-08 16:03:51 +02:00
nashmuhandes 82a3036429 Set the ZDRay-specific things to not spawn in the MAPINFO 2021-10-05 18:17:28 +08:00
nashmuhandes 52004f36b4 Add sunlight actor for ZDRay 2021-10-05 18:09:00 +08:00
nashmuhandes d35cd9549f Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-05 12:53:05 +08:00
Christoph Oelckers 3c961a2aa2 - avoid multiple Dehacked mappings to the same function.
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers 6e9e75c02c - disallow changing the line spacing for option menus.
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Marisa Kirisame 457f7c31c3 Allow WorldUnloaded events to know the next map name (if any). 2021-10-01 20:18:36 +02:00
Blue Shadow f517d33ecf - fixed A_Punch having a short attack range (take 2).
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
nashmuhandes 70b72a2157 - Recognize the new lightmap UDMF keywords
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes ae50fcdf8b Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map. 2021-09-29 17:00:10 +08:00
nashmuhandes ff3cdb7e56 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-09-27 07:32:30 +08:00
nashmuhandes e74b338b79 - Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes b3a2b9b2a5 Adjust the light probe assets to better aid debugging 2021-09-26 01:20:10 +08:00
nashmuhandes d2b8f1aaff Add light probe actor 2021-09-25 12:00:25 +08:00
Magnus Norddahl 604c4ff8e0 Fix vertex layout locations and add lightmap to vulkan shader 2021-09-24 16:21:23 +02:00
Blue Shadow 3b31dda6b8 - resolved a VM abort upon morphing while the tome of power is active 2021-09-24 13:34:35 +02:00
nashmuhandes 2f8cff90b6 - Add lightmaps to the main shader (currently only OpenGL)
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers 7ce5bb4861 - re-enable light attenuation. 2021-09-22 12:14:29 +02:00
Christoph Oelckers 0db7a6206b - fixed shader compilation. 2021-09-21 21:07:46 +02:00
Christoph Oelckers 6c12a8de12 - properly track whether some action in the current frame may have triggered a dynamic light activation. 2021-09-21 20:31:43 +02:00
Christoph Oelckers da806b354d - cleanup of the revised y-clamping feature.
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger 76875f0a3c Fix spot lights for GLES 2021-09-20 18:12:20 -04:00
Emile Belanger c20cb92961 Removed unused GLES shader files 2021-09-20 18:12:20 -04:00
Christoph Oelckers 2fd8113576 - text update. 2021-09-19 16:12:40 +02:00
Christoph Oelckers fc2818b195 - menu system update from Raze for better control of animated menus. 2021-09-18 12:19:35 +02:00
Christoph Oelckers a6819bfe62 - use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
A new command, "screensize", has been added to allow setting it explicitly, and this has been used for all the stock animations.
2021-09-18 09:19:34 +02:00
Christoph Oelckers 914b54ffd5 - fix compatibility handler for KDiZD's Z1M3.
The sector needs both tags - the original 83 for the deep water effect, plus 82 for the fade, to render and act correctly.
2021-09-17 23:35:03 +02:00
Christoph Oelckers 08baad6e21 - fixed melee attack disance being off after adding MBF21 support. 2021-09-17 22:59:30 +02:00
Christoph Oelckers 67958833b7 Merge branch 'gles2_merge' 2021-09-17 21:22:41 +02:00
Christoph Oelckers 918e9e9b0d - fixed texture clamping for elements that are partially behind a slope.
This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers fdf879167c - fixed bad parameter order in MinoraurSlam. 2021-09-16 07:45:09 +02:00
Christoph Oelckers b8d61a38a9 - partial text update. 2021-09-15 18:48:03 +02:00
Christoph Oelckers 17638426b9 - removed the redundant gl_render_precise CVAR.
The menu now uses gl_seamless directly without the redirection.
2021-09-14 19:49:42 +02:00
Christoph Oelckers c7db3875e1 - fixed: colors from brightmaps and glowmaps need to be desaturated. 2021-09-14 19:49:41 +02:00
Christoph Oelckers e1a5f61f8c - fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap.
These are undefined for such fragments.
2021-09-14 19:49:41 +02:00
Christoph Oelckers 9aeb78ae97 - marked several invisible controller things to not show on the automap with the scanner powerup.
am_cheat will still show them.
2021-09-12 13:18:40 +02:00
Christoph Oelckers 78566c0d52 - replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions. 2021-09-09 14:00:00 +02:00
Alexander Kromm 3102640210 fix options search when menus are defined recursively 2021-09-03 19:40:55 +02:00
Rachael Alexanderson 2096fefcee Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-18 12:31:47 -04:00
nashmuhandes d64dd1f631 Add FOV slider to the display options menu 2021-08-14 09:04:02 +02:00
Rachael Alexanderson 92a3731f20 Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-13 08:11:58 -04:00
Christoph Oelckers 73f73cdf7c - added a null check to CheckWeaponChange. 2021-08-12 20:28:04 +02:00
Christoph Oelckers f9f48c4a95 - replaced the alt HUD's index font with a sheet based variant.
Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +02:00
Christoph Oelckers 99c66071fb - use original menu spacing for skill and episode menus if all elements are patches. 2021-08-10 21:08:26 +02:00
Christoph Oelckers 55520ed7d0 - fixed exploding barrel animation duration. 2021-08-10 18:57:31 +02:00
Christoph Oelckers 8747145c97 - dim depleted inventory items in all games, not just Strife. 2021-08-10 18:46:23 +02:00
Christoph Oelckers 39513cf7ae Revert "- eliminate an unexpected slow path in the fragment shader."
This reverts commit cd5aa65fda.

This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00
Christoph Oelckers cd5aa65fda - eliminate an unexpected slow path in the fragment shader.
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time.
Changed to check the actual lightmode value, which re-enables the fast path again.
2021-08-09 19:50:45 +02:00
Christoph Oelckers 28f2d36732 - removed declaration for Screen.GetTextScreenSize.
This function does not exist in GZDoom.
2021-08-04 08:00:49 +02:00
Christoph Oelckers 441cd0796f - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
Christoph Oelckers c1a8776a15 - updated common code from screenjob branch.
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Major Cooke e91485c50c Added GetString/Int/Double/Object(UI) functions to Service.
- These functions serve to deprecate (UI)Get and allow for reducing string translations, as well as passing in objects for maximum flexibility.
2021-07-27 16:26:39 +03:00
Rachael Alexanderson a4c8fbcc50 - language update 2021-07-25 07:49:24 -04:00
alexey.lysiuk 411b4976c0
- fixed EBlastFlags enum definition 2021-07-21 15:44:07 +03:00
Kaelan 65d9d83ddd Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.
2021-07-21 06:48:50 -04:00
Rachael Alexanderson 250fac5b7e - add player setup to simple options menu 2021-07-09 07:50:26 -04:00
alexey.lysiuk ddd6970549
- fixed dehacked codepointer aliases
https://forum.zdoom.org/viewtopic.php?t=72747
2021-07-09 12:45:58 +03:00
Christoph Oelckers 15a0baadd6 - fixed ZScript compilation. 2021-07-08 10:04:47 +02:00
Christoph Oelckers fbf5b9f2d7 - MBF21: fix for missile flag checks. 2021-07-06 10:35:44 +02:00
Christoph Oelckers 92a92b1303 - fixed: MBF21' scrollers need to divide the offsets by 8. 2021-07-04 11:33:34 +02:00
Christoph Oelckers 2d63974d3a - fixed: splashes need the MOVEWITHSECTOR flag. 2021-07-02 08:16:29 +02:00
Christoph Oelckers ff129b26d1 - MBF21: added the code generator for the new functions. 2021-07-01 17:42:24 +02:00
Christoph Oelckers 483c1f6dcf - MBF21: added the weapon functions. 2021-07-01 17:42:24 +02:00
Christoph Oelckers c700682a36 - MBF21: ported the code pointers to ZScript.
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers 1a0398ae59 - MBF21: new weapon flags.
Except for NOAUTOSWITCHTO all remappings to existing features.
2021-06-30 17:19:38 +02:00
Christoph Oelckers b043a5a5de - add melee range support to A_Saw and A_Punch.
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
2021-06-30 14:48:13 +02:00
Christoph Oelckers 9b3782ea0f - MBF21: remaining actor properties. 2021-06-29 22:32:38 +02:00
Christoph Oelckers e2e8ec8b3e - MBF21: implemented thing flags. 2021-06-29 21:08:58 +02:00
Christoph Oelckers bca8d01ab3 - MBF21: infighting groups. 2021-06-29 01:34:14 +02:00
Christoph Oelckers 3bef08b1aa - MBF21: implemented the new line scroller types.
These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
2021-06-28 22:06:07 +02:00
Christoph Oelckers c4ed0cefde - MBF21: implemented new line flags.
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers 057cc0678b - MBF21: handling of new flags in sector special. 2021-06-28 16:20:35 +02:00
Rachael Alexanderson e8f007c6ce - fix missing border flat on heretic shareware 2021-06-11 09:17:49 -04:00
Player701 adad028b33 - Fixed impassable exit line in 007ltsd.wad E4M7 2021-06-08 14:56:44 +03:00
Christoph Oelckers dc7ba3778d - fixed explosive damage radius for clericflame.
This was fixed before but must have gotten lost somehow...
2021-06-07 07:46:13 +02:00
nashmuhandes 75e18cca3c Fixed wrong parameter type passed into TryMove here 2021-05-28 09:10:43 +02:00
Chronos Ouroboros f19f825ccb - fix DaggerAlert using FindState incorrectly. 2021-05-28 00:34:04 -03:00
Rachael Alexanderson 2ca2076a3f - add missing break statement 2021-05-25 23:02:16 -04:00
Christoph Oelckers dfe6a09b8c - fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2." 2021-05-25 10:12:51 +02:00
Dasperal 8c75c23822 - Fixed bug with BishopPuff moving in wrong direction 2021-05-23 19:42:38 +02:00
Christoph Oelckers c7b0f37787 - language update 2021-05-22 12:48:14 -04:00
nashmuhandes aeaa7f21c7 Add some new optional parameters to A_SprayDecal:
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.

Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Alexander Kromm 7b31ba7cc8 move Service to engine directory 2021-05-22 16:11:35 +02:00
Alexander Kromm 120c8b77d1 allow partial match for finding services by name 2021-05-22 16:11:35 +02:00
Alexander Kromm 988f83a73f remove duplicate entry for dictionary in zscript.txt 2021-05-22 16:11:35 +02:00
Alexander Kromm 7d01d0450f add proper scoping to server interface functions 2021-05-22 16:11:35 +02:00
Alexander Kromm c7658b691c add service interface 2021-05-22 16:11:35 +02:00
Rachael Alexanderson f01b901a04 - fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332 2021-05-21 10:27:44 -04:00
Cacodemon345 9a860ae445 Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
alexey.lysiuk 98a9729da2 - fixed return type of Actor.GetCVarString()
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00
Christoph Oelckers a3da915812 - gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior. 2021-05-19 19:46:04 +02:00
Christoph Oelckers 8bb36bd479 - do not use M_EPI1 and M_EPI2 in any Doom 2 context.
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers 28dab3889b - moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
This got changed because switching weapons in EndPowerup is not safe - this can be called from weapon states where the player can end up with a different weapon being active than the one running the state.
The actual weapon switch has to be delayed until the state processing has ended.
2021-05-19 17:59:44 +02:00
Christoph Oelckers 8a4fa8b65f - backend update from Raze. 2021-05-17 20:44:19 +02:00
Christoph Oelckers 97b8c0ccfb Revert "- fixed some uses of postincre,ment/decrements on narrow types."
This reverts commit 668f8f2cf6.

Revert "- added a proper error message when '--' or '++' gets used on 8 or 16 bit values."

This reverts commit a94f5dd1b3.

None of this was necessary - the triggered assert was bogus and had to be removed.
2021-05-17 18:13:30 +02:00
Christoph Oelckers 6ebe30ce44 - fixed time positioning on stat screen.
This was still a hard coded offset, but with a two-line time display it needs to be dynamic in case the font is too tall.
2021-05-17 12:21:38 +02:00
Christoph Oelckers 6071cf66cc - added proper string labels for Doom 2 episodes. 2021-05-17 13:02:01 +02:00
Christoph Oelckers 668f8f2cf6 - fixed some uses of postincre,ment/decrements on narrow types.
THe VM has no opcode for this, all these places produced code with undefined behavior.
2021-05-17 12:42:22 +02:00
Christoph Oelckers a94f5dd1b3 - added a proper error message when '--' or '++' gets used on 8 or 16 bit values. 2021-05-17 12:27:27 +02:00
Christoph Oelckers f4143f7624 - added a few missing statusbar constants- 2021-05-17 12:07:10 +02:00
Christoph Oelckers 161f3a3c07 - don't display keys on the HUD in deathmatch. 2021-05-17 12:06:44 +02:00
Christoph Oelckers ebbc94280e - fixed: The PrisonPass's TryPickup method did not properly report successful pickup. 2021-05-17 11:51:06 +02:00
Christoph Oelckers cf3c573222 - give the first 16 DEHEXTRA states proper content.
No idea where this BLD2 stuff came from...
2021-05-07 23:03:46 +02:00
Rachael Alexanderson bb58dedff2 this fix was requested here: https://forum.zdoom.org/viewtopic.php?p=1188347#p1188347 2021-05-04 07:59:13 +02:00
Christoph Oelckers 52554dc32c - Backend update fron Raze, mainly new script exports and extensions. 2021-05-03 14:13:03 +02:00
nashmuhandes afd7b2e954 Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString 2021-04-26 23:04:39 +02:00
nashmuhandes c12a671b3e Made OptionMenuSliderBase::IsGrayed virtual 2021-04-26 23:02:35 +02:00
nashmuhandes 57e6d84d46 Expose sprite shadow options to the Display menu 2021-04-24 22:40:54 -04:00
Marisa Kirisame a172513535 Expose level_info_t to scripting + helper functions. 2021-04-24 22:37:50 -04:00
Blue Shadow 55ce0510c2 - added a A_SetFriendly function 2021-04-04 08:57:56 +02:00
sgrunt 0c776e3acd Move the modified behaviour to a new "resetvel" parameter 2021-03-19 20:12:20 +01:00
Blue Shadow acd553aa6f - account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level 2021-03-19 20:10:25 +01:00