A_FadeTo(float target, float amount = 0.10, bool remove = false)
Alters transparency towards target by amount. If remove is true, the actor is destroyed if it reaches target.
SVN r2305 (trunk)
is not necessarily "self". The only visible change from this should be that inventory items
now set their own variables and not their owners'.
SVN r2235 (trunk)
player does not immediately activate switches. oldbuttons was not usable
for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
what precisely they hit because MF_CORPSE is only valid for monsters.
A new flag, MF6_KILLED that gets set for all objects that die, was added
for this case.
- Added a generic A_Weave function that exposes all possible options of
A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
no longer needed from DECORATE and therefore deprecated.
SVN r2045 (trunk)
But that's insufficient because it doesn't factor in any subsequent velocity
change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.
SVN r2026 (trunk)
use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
this is non-NULL, then all actors between the shooter and the target will
be ignored.
SVN r1941 (trunk)
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
have been added to access elements in user-defined arrays.
SVN r1933 (trunk)
but should use the camera position instead to get the correct position for
the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
SVN r1926 (trunk)
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
SVN r1921 (trunk)
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.
SVN r1823 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)
- Added MF6_NOFEAR flag.
- Added A_MonsterRefire(probability, jumptarget).
- Added A_JumpIfTargetInSight(state) action function.
- Changed: Puffs set their angle to face the originator of the attack.
- Strife's burning hands originally make the level view fullbright.
changed in ZDoom to do partial brightening.
SVN r1642 (trunk)
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
by setting the level's air supply to 0.
SVN r1619 (trunk)
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
SVN r1599 (trunk)