Randy Heit
0ef00cdf6e
- Fixed: Missiles with STEPMISSILE set should probably be able to bounce off the floor they step up onto.
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SVN r4261 (trunk)
2013-05-12 19:02:15 +00:00
Randy Heit
363ca592b0
- Fixed possible memory leak in the non-Windows version of CreatePath().
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SVN r4258 (trunk)
2013-05-12 18:37:31 +00:00
Randy Heit
e8d8e67b56
- Fixed possible NULL pointer deref in P_SpawnPlayerMissile().
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SVN r4257 (trunk)
2013-05-12 18:36:03 +00:00
Randy Heit
e935cf9e62
- Fixed possible NULL pointer deref in PrintDLS().
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SVN r4256 (trunk)
2013-05-12 18:34:01 +00:00
Randy Heit
c63273348a
- Fixed possible NULL pointer deref in A_CustomPunch
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SVN r4255 (trunk)
2013-05-12 18:31:36 +00:00
Randy Heit
e130150af0
- Fixed possible NULL pointer deref in AActor::Grind().
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SVN r4254 (trunk)
2013-05-12 18:29:28 +00:00
Randy Heit
2668988870
- Switched to a genericly extensible representation for userinfo.
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- Fixed: The playerinfo CCMD did not range check the player number.
SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
9072c25e65
- Added a big-endian fix for actor flag fields that aren't four bytes wide.
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SVN r4251 (trunk)
2013-05-05 00:01:51 +00:00
Randy Heit
40f7abb8e9
- Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
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DECORATE). Then you can use:
* Bounce
* Bounce.Floor
* Bounce.Ceiling
* Bounce.Wall
* Bounce.Actor
* Bounce.Actor.Creature
Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
not cause it to change state.
SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Randy Heit
a5b5172449
- Remove now-unused dropammofactor variable from AWeaponGiver::TryPickup().
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SVN r4248 (trunk)
2013-05-04 19:24:24 +00:00
Randy Heit
63704a8b69
- Fixed: r4225 accidentally removed the sky texture check for markceiling disabling.
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SVN r4247 (trunk)
2013-05-04 19:08:17 +00:00
Randy Heit
d86b16d540
- Added a DropAmmoFactor field to WeaponGiver so that ModifyDropAmount() can record the drop
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amount modifier into it without fiddling with the actual AmmoGiveX fields.
SVN r4246 (trunk)
2013-05-02 00:24:53 +00:00
Randy Heit
163d8ba3e6
- Fixed crash when an actor's spawn state ends by destroying the actor and the first state has
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NoDelay set and it only consists of 0-tic states.
SVN r4245 (trunk)
2013-05-02 00:07:56 +00:00
Randy Heit
6d6fcbe246
- For the sake of better testing, use 2D sprite sorting unconditionally and not just when a
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voxel is in view. Hopefully I'm just being paranoid, but I don't trust it to go well with
clipping sprites to walls.
SVN r4244 (trunk)
2013-05-01 02:27:07 +00:00
Randy Heit
cadc16293e
- Fixed: r4234 moved tic decrementing to the wrong spot.
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SVN r4243 (trunk)
2013-05-01 02:21:43 +00:00
Christoph Oelckers
bed47c6eff
- A_KIllSiblings and A_DamageSiblings didn't check for a valid master.
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SVN r4242 (trunk)
2013-04-30 06:48:53 +00:00
Randy Heit
0e19a0e330
- Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label.
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When set, the actor will run this state during its first tick. This means Spawn
states may now run an action function if you set this flag. Note that this action function
is executed during the actor's first tick, which is not the same as when it is spawned.
SVN r4240 (trunk)
2013-04-30 04:20:09 +00:00
Randy Heit
cc5110575f
- Fixed: The constructor for single-lump fonts did not initialize the Cursor field.
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SVN r4239 (trunk)
2013-04-30 03:14:49 +00:00
Randy Heit
ecdde24bda
- Fixed: WeaponGiver did not give half ammo when dropped.
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SVN r4238 (trunk)
2013-04-30 03:07:39 +00:00
Randy Heit
5dc034c2ed
- Fixed: A_RemoveSiblings and A_KillSiblings did not check that the caller had a master to deduce siblings from.
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SVN r4237 (trunk)
2013-04-30 02:46:47 +00:00
Randy Heit
f7aa019f85
- Stylistic changes.
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SVN r4236 (trunk)
2013-04-30 02:45:15 +00:00
Randy Heit
e92560b4da
- Be consistent with whitespace tabs.
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SVN r4235 (trunk)
2013-04-30 02:41:59 +00:00
Braden Obrzut
10934f4d70
- Lets try fixing the extra tic issue by evaluating the zero delay states at PostBeginPlay. This requires delaying the state cycling until the next tick.
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SVN r4234 (trunk)
2013-04-29 21:12:57 +00:00
Braden Obrzut
90b4480bcd
- Try that last fix again. This time check to see if we enter an infinite duration state and break out of the loop.
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SVN r4233 (trunk)
2013-04-28 18:55:55 +00:00
Braden Obrzut
81487f4a69
- Fixed: noextratic fix skipped over infinite duration states.
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SVN r4232 (trunk)
2013-04-28 18:00:41 +00:00
Randy Heit
4bc60ec900
- Added Blzut3's noextratic fix.
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SVN r4231 (trunk)
2013-04-28 03:55:31 +00:00
Randy Heit
d2ef6d81da
- P_RailAttack() now checks the puff's MF3_FOILINVUL flag.
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SVN r4230 (trunk)
2013-04-28 03:45:19 +00:00
Randy Heit
2dfb1dd92f
- Added an alternate 2D sprite sorting comparison function which seems to work better with
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large voxels than the standard 1D sprite sort.
SVN r4229 (trunk)
2013-04-28 03:31:13 +00:00
Randy Heit
b845fdb5d5
- Fixed: There's more than one place where the CROUCHABLEMORPH flag needs to be checked.
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SVN r4228 (trunk)
2013-04-28 02:31:34 +00:00
Randy Heit
3bbd255b73
- Fixed: A_MinotaurChase should switch to the Idle state, not the Spawn state.
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SVN r4227 (trunk)
2013-04-28 02:04:53 +00:00
Randy Heit
6921a3edc2
- Fixed: r4220 broke 3D floor rendering, because 3D floors have the floor and ceiling orientations
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reversed compared to normal conventions.
SVN r4225 (trunk)
2013-04-23 03:51:51 +00:00
Randy Heit
92d54ca0fc
- Instead of setting the default skybox in every sector without an explicit skybox set, set it
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once in the level struct and then use that for sectors with a NULL skybox. This fixes zpack's
E2M3 so that when it removes its sector stacks, you will get the default skybox in their
place, since stacked sectors and skyboxes use the same pointers in a sector.
SVN r4224 (trunk)
2013-04-21 02:22:37 +00:00
Christoph Oelckers
9f71c7cb4e
- added Xaser's reactiontime for ACS and DECORATE expression patch.
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SVN r4222 (trunk)
2013-04-20 21:32:03 +00:00
Randy Heit
cb64014494
- Added CROUCHABLEMORPH flag for the PlayerPawn class. Use this to indicate that a morphed
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player class can crouch. (Regular players can always crouch, hence the name CROUCHABLEMORPH
and not CANMORPH or ALLOWMORPH.)
SVN r4221 (trunk)
2013-04-19 02:24:20 +00:00
Randy Heit
a50e670c0c
- Use tests less prone to overflow on very steep slopes when detecting which side of a plane
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the camera is on. Mostly, this means testing the distance of the camera to the plane rather
than computing the plane's Z at the camera and comparing that with the camera's Z.
SVN r4220 (trunk)
2013-04-17 01:32:40 +00:00
Randy Heit
c069295f19
- Fixed: When trying to unmorph a monster, make sure the morphed version doesn't have the
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TOUCHY flag set, or checking the position of the unmorphed version will kill the morphed
version, since they will both exist in the same place at the same time, and TOUCHY is
really touchy about that.
SVN r4219 (trunk)
2013-04-16 20:39:54 +00:00
Randy Heit
865a535af2
- Force all voxel mip levels so use the same pivot point as the first level.
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SVN r4217 (trunk)
2013-04-16 20:22:01 +00:00
Randy Heit
6dc21f9a8b
- Fixed: Voxel rendering completely fell apart when a mirror came into view.
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SVN r4216 (trunk)
2013-04-16 20:17:34 +00:00
Randy Heit
a5d770b433
- Dropped items with the DONTGIB flag set will no longer be destroyed by crushers.
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SVN r4215 (trunk)
2013-04-16 17:55:17 +00:00
Randy Heit
cbe11657f0
- Fixed: A_Face should take into account the target's height when aiming pitch.
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SVN r4214 (trunk)
2013-04-10 00:13:55 +00:00
Randy Heit
2fb64108a7
- Fixed: Monsters with STAYMORPHED set would still unmorph.
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SVN r4213 (trunk)
2013-04-09 22:45:20 +00:00
Randy Heit
f7c55c0936
- Do copy a monster's special to its morphed version so that it can be properly restored when
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it unmorphs.
SVN r4212 (trunk)
2013-04-09 22:40:27 +00:00
Randy Heit
85d4350190
- Fixed: AInventory::Touch() should check for a local player view before trying the pickup,
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because if it's a morph powerup, after being picked up, the toucher this function received will
no longer be the active player.
SVN r4211 (trunk)
2013-04-09 22:24:18 +00:00
Randy Heit
ec6d522a29
- Remove the requirement that only action function default parameters can accept a constant
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expression that evaluates to the class 'None'. (I don't know why that was there to begin with.)
SVN r4210 (trunk)
2013-04-09 22:15:41 +00:00
Randy Heit
0a9a54fca8
- Multiply the resulting velocity by the player's speed when "jumping" underwater.
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SVN r4209 (trunk)
2013-04-09 21:57:48 +00:00
Randy Heit
147da94e2f
- Added FDARI's CLOFF_JUMP_ON_MISS and CLOFF_AIM_VERT_NOOFFSET flags.
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SVN r4207 (trunk)
2013-03-28 01:29:23 +00:00
Randy Heit
4cf3a4a1cf
- Always spawn RocketSmokeTrail and GrenadeSmokeTrail actors, and make them invisible for players
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who don't want to see them. This is needed for multiplayer sync between players with different
settings for cl_rockettrails.
SVN r4206 (trunk)
2013-03-28 01:01:19 +00:00
Braden Obrzut
316faf59b4
- Fixed: Skin mugshots didn't load. (This adds a texture usetype for skin graphics.)
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SVN r4205 (trunk)
2013-03-25 18:20:39 +00:00
Randy Heit
332b1091b4
- Make FName::NameManager::Inited a static member variable.
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SVN r4204 (trunk)
2013-03-24 02:35:29 +00:00
Randy Heit
324b13c89b
- Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
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even if they have enough ammo to be used.
SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00