Commit graph

164 commits

Author SHA1 Message Date
Randy Heit
32a55c9229 Revert "- Fixed: A_Die didn't consider missiles for the function."
This reverts commit 5977cb04d9.

- It breaks at least one mod (Complex Doom) and who knows how many others.
  Considering how long A_Die has been around, a random "fix" like this is
  probably not a good idea. [P.S. Missiles have health and can be damaged
  by P_DamageMob, so it's not like it never did anything on missiles.]
2015-03-26 20:57:12 -05:00
Randy Heit
d84c85d40f Remove warnings warned by Clang 2015-03-08 17:21:15 -05:00
Christoph Oelckers
45117b2603 Merge branch 'codesanity' of https://github.com/ZzZombo/zdoom
Conflicts:
	src/info.h
2015-02-08 11:47:49 +01:00
ZzZombo
c4b742ebf0 - Part 2 of the sanity crusade. 2015-02-08 17:03:49 +08:00
Christoph Oelckers
0688247ee1 Merge branch 'NewChaseDir-opt' of https://github.com/Edward850/zdoom 2015-02-08 09:06:53 +01:00
MajorCooke
b37a98689a - Added SXF_TRANSFERSPRITEFRAME. Now it's possible to make starting frames that start with "####" "#" 0 in Spawn.
- Fixed a compile warning with FAF_NODISTFACTOR.
2015-02-07 10:04:33 -06:00
MajorCooke
53fd57d6b7 - Added ang_offset and pitch_offset to A_Face, along with 4 new flags:
- ang_offset: the extra angle to apply to the actor after calculating the maximum turn.
- pitch_offset: Just like ang_offset, with pitch instead.
- FAF_BOTTOM: Aim straight for the actor's z coordinate, not with +32 units.
- FAF_MIDDLE: Aims for the direct middle of the actor.
- FAF_TOP: Aims for the very top of the actor.
- FAF_NODISTFACTOR: Use the raw pitch offset without calculating it into the distance of the aimed actor.
2015-01-30 16:48:24 -06:00
Edward Richardson
455e6cd214 Improved NewChaseDir performance by cutting repeats 2015-01-19 23:57:15 +13:00
MajorCooke
5977cb04d9 - Fixed: A_Die didn't consider missiles for the function. 2014-10-29 12:33:25 -05:00
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
Christoph Oelckers
6f7b83faa1 - fixed: EV_DoFloor was a bit too selective about which movement types were allowed to crush. Changed so that the crush parameter is always used. Also changed all non-crushing calls to explicitly pass -1 as crush damage instead of relying on EV_DoFloor to ignore the passed value. 2014-10-24 23:12:38 +02:00
Christoph Oelckers
f0e9fde336 - fixed: In Raven games, don't chase after monsters in the titlemap or when actor has a goal. 2014-09-13 10:40:56 +02:00
Christoph Oelckers
fcbb72a4d4 - removed redundant variable. 2014-05-06 09:59:56 +02:00
Christoph Oelckers
93aa1ea2c4 fixed some issues with reviving monsters
- 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
584dd78ba9 Merge branch 'master' of https://github.com/Edward850/zdoom 2014-04-16 16:42:43 +02:00
Edward Richardson
897d87a6a3 Invisibility would could P_LookForPlayers early 2014-04-17 01:13:18 +12:00
Edward Richardson
d855bd66b3 Fixed P_LookForPlayers scanning redundancies
- Players could be scanned multiple times, repeating expensive tests
- Players could be skipped completely and become invisible as a result
2014-04-17 00:46:33 +12:00
Christoph Oelckers
4e683d360d Merge branch 'master' of https://github.com/Edward850/zdoom 2014-04-15 09:22:50 +02:00
Edward Richardson
4270838613 CANRAISE state definition
CANRAISE state for allowing a monster to be resurrected without an
infinite frame
2014-04-12 22:02:19 +12:00
Gaerzi
4cac599b88 Less flags, more generic properties 2014-04-11 00:58:59 +02:00
Randy Heit
fc843c28ba Merge branch 'maint' 2013-09-18 22:06:31 -05:00
Randy Heit
ad7aefff20 - Fixed: Do not apply AVOIDMELEE logic when moving toward a goal 2013-09-18 21:52:29 -05:00
Christoph Oelckers
116defbb35 - fixed: LookForEnemiesInBlock needs to check for MF7_NEVERTARGET. 2013-08-18 09:11:40 +02:00
Christoph Oelckers
aa03609b69 - added IF_TOSSED inventory flag. 2013-08-12 21:00:23 +02:00
Christoph Oelckers
f2c250d35d - flags7 variable added to AActor. 2013-08-12 20:09:21 +02:00
Randy Heit
5b74e1acba - Fixed: A_Face() should use other instead of self->target when calculating pitch.
SVN r4267 (trunk)
2013-05-17 00:49:45 +00:00
Randy Heit
d86b16d540 - Added a DropAmmoFactor field to WeaponGiver so that ModifyDropAmount() can record the drop
amount modifier into it without fiddling with the actual AmmoGiveX fields.

SVN r4246 (trunk)
2013-05-02 00:24:53 +00:00
Randy Heit
ecdde24bda - Fixed: WeaponGiver did not give half ammo when dropped.
SVN r4238 (trunk)
2013-04-30 03:07:39 +00:00
Randy Heit
cbe11657f0 - Fixed: A_Face should take into account the target's height when aiming pitch.
SVN r4214 (trunk)
2013-04-10 00:13:55 +00:00
Randy Heit
4fe9b6112a - Fixed: The change in r3951 knew nothing about 3D floors.
SVN r4152 (trunk)
2013-02-20 02:26:36 +00:00
Randy Heit
11862ac06b - Sync A_LookEx with A_Look, with regards to COMPATF_SOUNDTARGET.
SVN r4036 (trunk)
2013-01-23 04:04:21 +00:00
Braden Obrzut
3e1aa40461 - Fixed: If AInventory::SpecialDropAction returns true the item should be destroyed.
- Fixed: Building with SSE disabled triggered an error.

SVN r4028 (trunk)
2013-01-17 19:42:52 +00:00
Randy Heit
4f811b89e5 - Remove testing bit inadvertently left in for r3951.
SVN r3953 (trunk)
2012-11-09 17:18:47 +00:00
Randy Heit
181cfd80b2 - Fixed: Monsters stepping down in A_Chase() should trigger SECSPAC_HitFloor actions.
SVN r3951 (trunk)
2012-11-09 05:14:47 +00:00
Randy Heit
6a91335841 - Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE
and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
  them telling P_RadiusAttack() that the target is the source.

SVN r3860 (trunk)
2012-08-30 04:01:50 +00:00
Randy Heit
23c950ba98 - Fix typo: MF6_SEEINVISIBLE is in flags6, not flags.
SVN r3777 (trunk)
2012-07-21 02:33:08 +00:00
Christoph Oelckers
6d993b8c04 - re-fix of r3655: 180° in angle_t needs to be specified as ANGLE_180.
SVN r3656 (trunk)
2012-05-15 22:33:08 +00:00
Randy Heit
0fae305224 - Fixed: A_LookEx did not default to a 180 degree cone.
SVN r3655 (trunk)
2012-05-15 22:05:14 +00:00
Randy Heit
393b2177a9 - Fixed: When P_ZMovement() handled MF_FLOAT, it reset the actor's z velocity to 0. I'd like to
know why that was in there, but I have no idea. It was like this for the entire life of the
  repository, so I can't find anything from that. And since MF_FLOAT is typically also applied to
  monsters with MF_NOGRAVITY, the z velocity should already be 0, so it's a change that makes
  little sense.

SVN r3645 (trunk)
2012-05-13 00:27:51 +00:00
Christoph Oelckers
40c906f10d - fixed new A_Facetarget pitch code which made some incorrect assumptions about variables' signedness.
- fixed a few compiler warnings.


SVN r3535 (trunk)
2012-04-07 20:44:28 +00:00
Christoph Oelckers
3aa759714a - added DavidPH's A_FaceTarget with pitch submission.
SVN r3528 (trunk)
2012-04-07 12:48:56 +00:00
Randy Heit
49aaf9b451 - Added A_ClearLastHeard action function.
SVN r3464 (trunk)
2012-03-22 21:40:26 +00:00
Christoph Oelckers
6ba0689b8d - added DavidPH's A_AlertMonsters range submission.
SVN r3233 (trunk)
2011-06-13 10:30:30 +00:00
Christoph Oelckers
3277b508cd - added SEEINVISIBLE submission.
SVN r3215 (trunk)
2011-05-26 23:25:02 +00:00
Christoph Oelckers
b8f4592ad5 - added A_FaceTracer/A_FaceMaster submission.
SVN r3161 (trunk)
2011-03-06 14:21:44 +00:00
Christoph Oelckers
1ea5cc8bd8 - added a function to execute action specials and changed all calls to use this function. This was done to make it easier to check such calls.
SVN r3152 (trunk)
2011-02-13 10:18:28 +00:00
Christoph Oelckers
fae8ed444c - merged 3dfloors2 branch into trunk.
SVN r3124 (trunk)
2011-01-29 11:09:38 +00:00
Christoph Oelckers
c22ce824a5 - fixed some incorrect P_CHeckSight flag use in p_enemy.cpp.
SVN r3115 (trunk)
2011-01-23 00:22:08 +00:00
Braden Obrzut
d9d94d04ba - Added DesingatedTeam property from Skulltag. Allows friendly fire calculations to be applied to monsters/objects and allows the friendly AI to be aware of teams.
SVN r3113 (trunk)
2011-01-22 03:35:33 +00:00
Christoph Oelckers
74525ab1d6 - moved some info into the GAMEINFO section:
* the sprite used for 'pause'.
 * the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
 * the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.


SVN r2834 (trunk)
2010-09-19 10:39:34 +00:00