Christoph Oelckers
0ff65bb430
- fixed: AActor::Massacre must return true only when it actually kills a monster.
2014-10-31 21:08:13 +01:00
Christoph Oelckers
0124d41931
Merge branch 'Bloodtype' of https://github.com/Edward850/zdoom
2014-10-25 15:07:06 +02:00
Christoph Oelckers
d4c50b1662
- fixed: AActor::IsTeammate must consider monsters friendly to a specific player as members of the same team as the owning player. Such monsters cannot be made members of a designated team, though, because their association needs to change if the player changes teams.
2014-10-25 14:59:30 +02:00
Edward Richardson
9435cdc5c9
Fixed NULL refrence in P_SpawnBlood
2014-10-26 01:09:19 +13:00
Christoph Oelckers
ad2e16576c
- fixed_ P_ExplodeMissile skipped most of its logic when the missile got destroyed by having no death state.
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Apparently a band-aid fix was applied to this function because AActor::Destroy could not be called on an already destroyed actor again which could happen here due to incorrect ordering of actions.
Moving the state change to a later point in this function - after hitting a sky has been checked and decals have been spawned - returns everything to a safe state and ensures that nothing gets skipped.
2014-10-25 13:10:38 +02:00
ChillyDoom
db323643f8
- Renamed FBot to DBot and made it inherit from DThinker.
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- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
2014-10-14 19:57:11 +01:00
ChillyDoom
83d84eaae9
- Moved bot related variables from player_t into a new FBot class.
2014-10-13 18:40:25 +01:00
Christoph Oelckers
952d03da7c
Merge branch 'multi' of https://github.com/Edward850/zdoom
2014-10-13 10:37:51 +02:00
ChillyDoom
5de6b535ae
- Removed unnecessary 'id' variable from AActor.
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- Removed unused 'backpack' variable from player_t.
- Removed duplicate code from b_move.cpp.
- General cleanup.
2014-10-13 08:45:36 +01:00
Edward Richardson
3e4446e46b
Moved prediction lerp reset to cover all cases.
2014-10-13 16:49:53 +13:00
Christoph Oelckers
864adde92e
- typo for savegame versioning of AActor::weaponspecial: it was introduced in savegame version 4512, not 4511.
2014-09-16 08:42:27 +02:00
Christoph Oelckers
ee6e87d94b
- use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors.
2014-09-13 12:38:16 +02:00
Christoph Oelckers
6d4eb7f62d
- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
2014-07-27 10:07:37 +02:00
Edward Richardson
e1130b860e
Serialize FriendPlayer
2014-07-13 14:44:22 +12:00
Christoph Oelckers
388f09f786
- fixed: In Heretic corpses do not get crunched to gibs, they just get their size reduced to 0. Handled by a new gameinfo flag. This also gets set for Chex quest which has the gib sprite replaced by something different. Using a Crush state will override this global flag.
2014-05-14 12:54:03 +02:00
Christoph Oelckers
63a0e01c6a
Merge branch 'interpview_optin'
2014-05-08 09:17:00 +02:00
Christoph Oelckers
67ebbe3ed4
made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic.
2014-05-08 09:15:56 +02:00
Christoph Oelckers
890e9ecddd
- typo in resurrection code.
2014-05-07 17:18:44 +02:00
Christoph Oelckers
93aa1ea2c4
fixed some issues with reviving monsters
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- fixed: Thing_Raise didn't properly set the spawn health.
- fixed: Thing_Raise did not the CanRaise state flag.
- fixed: Reviving a monster must also reset the damage type.
- fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing.
- consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
2014-05-05 11:24:20 +02:00
Christoph Oelckers
7cb828d763
Merge branch 'slowstate' of https://github.com/Gaerzi/zdoom
2014-04-18 09:46:23 +02:00
Gaerzi
83182b703d
Added slow monsters, the inverse of fast monsters
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This is a skill setting only, no "always slow" or "never slow" actor
flags, and no DM flags.
2014-04-15 21:01:49 +02:00
Gaerzi
e5578934ad
Init new non-0 fields for non-UDMF maps.
2014-04-15 17:16:33 +02:00
Gaerzi
4cac599b88
Less flags, more generic properties
2014-04-11 00:58:59 +02:00
Gaerzi
580094a792
More editing flags
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PSX-inspired flags to change the render styles of monsters (and other
things).
2014-04-10 12:32:23 +02:00
Randy Heit
940794929c
Remove more VC++ warnings
2014-04-03 17:51:15 -05:00
Edward Richardson
016cc7ba96
Missed space in flags7 line.
2014-03-31 23:57:43 +13:00
Edward Richardson
79f6e77e2b
Remove garbage characters from info CCMD
2014-03-31 23:51:18 +13:00
Christoph Oelckers
f44dc926e6
- fixed uniqueTid logic - patch by Edward-San.
2014-03-09 10:02:07 +01:00
Edward Richardson
0db82f02cf
P_HitWater ignore extra floors below real floor
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P_HitWater incorrectly assumed extra floors were always above the real
floor.
2014-02-12 20:30:37 +13:00
Braden Obrzut
efa9e0c3ee
Merge branch 'maint'
2014-01-18 18:10:48 -05:00
Braden Obrzut
27f6b3c9f3
Merge branch 'maint' of github.com:rheit/zdoom into maint
2014-01-18 16:23:06 -05:00
Braden Obrzut
e5d7077d74
- Fixed: Shareware games couldn't bother with the actor has no frames errors since we don't load mods.
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- Fixed: Heretic shareware used a different border for the statusbar.
2014-01-18 15:09:12 -05:00
Christoph Oelckers
af3e619232
Merge branch 'uniquetid_overflow_fix' of https://github.com/edward-san/zdoom
2014-01-16 11:38:53 +01:00
Edoardo Prezioso
2501dc6df6
Fixed signed overflow issue, which caused a non-intended aggressive optimization by GCC 4.8. Also, negative values of the 'limit' parameter in both ACS UniqueTID() and in 'utid' CCMD are ignored and replaced by 0.
2014-01-13 01:48:31 +01:00
Edward Richardson
662bc7a3ac
cl_bloodtype could break playsim sync
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Corrected entries were blood would spawn inconsistently because of
cl_bloodtype. Blood now always spawns but is marked invisible according
to cl_bloodtype.
2013-12-01 22:06:48 +13:00
Randy Heit
1f723c10ae
Add CF_INTERPVIEW for players.
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- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
similar ACS APROPs set this when changing an angle. This forces the
renderer to interpolate the view angles instead of updating with the
latest mouse positions. The effect lasts one tick.
2013-10-09 21:50:24 -05:00
Randy Heit
e021fba5e1
Improve NoDelay reliability.
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- Instead of tying NoDelay behavior to OF_JustSpawned, use a new actor
flag, MF7_HANDLENODELAY. This only gets cleared once it has actually
been checked by Tick(). This is necessary because freeze mode delays the
initial run of Tick() past the initial spawn, so OF_JustSpawned will no
longer be set when it does the initial tick.
- Delay NoDelay processing if an actor is spawned dormant. Actors spawned
dormant have Deactivate() called before they tick, so MF7_HANDLENODELAY
will remain set as long as an actor is dormant. This allows the NoDelay
handling to occur as expected once it is activated.
2013-09-17 20:44:13 -05:00
Christoph Oelckers
9c2454eacc
Merge branch 'maint'
2013-08-28 11:20:53 +02:00
Christoph Oelckers
f8899f98fc
- fixed: The secret counter was not incremented for items that had the UDMF COUNTSECRET flag set.
2013-08-28 11:14:48 +02:00
Christoph Oelckers
e14590d8ce
- moved NOTELESTOMP to flags7. When committing I was accidentally on maint instead of master and in master flags6 was already full.
2013-08-12 20:41:33 +02:00
Christoph Oelckers
f2c250d35d
- flags7 variable added to AActor.
2013-08-12 20:09:21 +02:00
Christoph Oelckers
0a258f95ea
- added gravity property to UDMF things. Positive values are multiplied with the class's gravity property, negative values are used as their absolute.
2013-08-09 16:25:16 +02:00
Christoph Oelckers
7e6a5c1448
- added damage type specific extreme death and extreme crash states. Order of labels is 'Death.extreme.damagetype' ('XDeath.damagetype') and 'Crash.extreme.damagetype'.
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- fixed: Damage of type 'extreme' did not get recorded as an extreme death for the mugshot code.
- changed: extreme deaths now only get recorded when an extreme death state was actually used, to ensure that the crash state being used is the correct one associated with the death state.
2013-07-01 11:02:35 +02:00
Christoph Oelckers
9f253ccae3
- fixed: Application of inflictor's death damage type was done too late and missed a few spots where it needed.
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- fixed: DamageTypeReceived was not serialized.
- fixed: The check for unhandled damage type was rendered ineffective by the old code handling the DeathType.
2013-06-24 15:40:17 +02:00
Christoph Oelckers
d40d7f2e77
- fixed signed-ness issue with FloatBobPhase.
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SVN r4310 (trunk)
2013-06-01 12:03:15 +00:00
Christoph Oelckers
0bca41c202
- replaced unused RNGs with pr_damagemobj for consistency checksum.
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SVN r4297 (trunk)
2013-05-30 10:18:46 +00:00
Christoph Oelckers
a7c2346b32
- added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
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SVN r4296 (trunk)
2013-05-30 08:52:29 +00:00
Braden Obrzut
dabd48ab81
- Fixed: 4, 2, and 1 bit grayscale images weren't properly supported.
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- Fixed: Valgrind uninitialized memory error and a signed/unsigned warning.
SVN r4288 (trunk)
2013-05-26 04:03:47 +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
e130150af0
- Fixed possible NULL pointer deref in AActor::Grind().
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SVN r4254 (trunk)
2013-05-12 18:29:28 +00:00