Commit Graph

1961 Commits

Author SHA1 Message Date
Rachael Alexanderson 978152f483 Merge https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/compatibility.txt
2016-12-19 08:16:41 -05:00
alexey.lysiuk f6b0f2648c Cleared staircase to secret area in Ultimate Doom E4M3
Only the final room with goodies is marked as secret
2016-12-19 12:18:43 +01:00
alexey.lysiuk 28a23d4ff3 Removed unreachable secrets from Doom IWADs
See https://forum.zdoom.org/viewtopic.php?t=54632
2016-12-19 12:18:43 +01:00
Rachael Alexanderson bedf4bccea Merge commit '1fa37aaeb79d3ab1e5d4aa2b4376130e9f4826fb' 2016-12-18 20:55:45 -05:00
Major Cooke 1bcebb091a Added option to check the location for resizing, changing the return into a bool. 2016-12-18 11:59:24 +01:00
Major Cooke 3023af8223 - Added A_SetSize(double newradius, double newheight = -1).
- Changes the calling actor's radius and height.
2016-12-18 11:59:24 +01:00
Rachael Alexanderson b50ff986a6 Merge https://github.com/rheit/zdoom 2016-12-12 08:26:19 -05:00
Christoph Oelckers f3762934e3 - fixed: A_AlertMonsters lost one 'self.' during conversion. 2016-12-12 12:50:17 +01:00
Rachael Alexanderson 1a111f48bc Merge https://github.com/rheit/zdoom 2016-12-11 16:46:08 -05:00
Christoph Oelckers 0f9758bb75 - fixed some conversion errors in A_StalkerLookInit. 2016-12-11 13:17:50 +01:00
Christoph Oelckers 40355f6298 - allow A_M_Refire to be called without state label because this seems to have been used in existing DECORATE mods. This way of calling it will revert to the old behavior of jumping one state forward instead of to a state label. 2016-12-11 13:07:25 +01:00
Christoph Oelckers 898e2900b3 - more fixes in blastradius.txt. 2016-12-11 12:42:55 +01:00
Christoph Oelckers 2b24fee53d - fixed: A_BlastRadius accessed the player's ReadyWeapon before ensuring it got called from a player. 2016-12-11 12:37:12 +01:00
Christoph Oelckers aa758159c9 - renamed Actor.NoiseAlert to Actor.SoundAlert to deconflict with the same-named action special. 2016-12-11 12:10:05 +01:00
Rachael Alexanderson 4eef1d99ee Merge https://github.com/rheit/zdoom 2016-12-10 15:46:35 -05:00
Christoph Oelckers 952e47cfe4 - renamed internal MELEERANGE constant to deconflict with Actor's MeleeRange member. 2016-12-10 16:36:19 +01:00
Rachael Alexanderson c109ebf7cb Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-09 03:00:02 -05:00
Christoph Oelckers 14400c41b6 Merge branch 'zmaster' 2016-12-08 17:53:41 +01:00
Christoph Oelckers a4d2468d34 - disable weapon interpolation for offset changes.
This has been causing far too many problems so now it will only be done if a A_Weaponoffset is either used with WOF_ADD or WOF_INTERPOLATE.
2016-12-08 17:52:59 +01:00
Rachael Alexanderson dc07c2075f Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-08 07:47:33 -05:00
alexey.lysiuk 3aac058022 Fixed loading of Hexen and Strife
Names in sprite offsets files for these IWADs contain '[' and '\' characters and such names need to be quoted
2016-12-08 12:07:12 +02:00
Rachael Alexanderson 40b68bfea0 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/CMakeLists.txt
2016-12-07 23:12:42 -05:00
Christoph Oelckers 1e950d75bd - made dynamic light attenuation completely opt-in. This can be done either by setting a MAPINFO option for lights that do not automatically specify it and with a light property. The light property will always take precedence, if set. 2016-12-07 23:17:18 +01:00
Rachael Alexanderson a78b713f4b Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/v_video.cpp
2016-12-06 18:19:08 -05:00
Christoph Oelckers e41e404143 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript 2016-12-06 12:33:52 +01:00
Christoph Oelckers b2d1b0d7a6 - fixed: FTranslatedLineTarget::angleFromSource returned the attack angle, not the angle between actors when returned from P_LineAttack.
For most attack functions this is wrong, it's only the Hexen fighter attack needing this particular value, so it has been split up into two return values now.
2016-12-06 11:04:54 +01:00
Christoph Oelckers 092461ed34 - make dynamic object casts a dedicated VM instruction instead of a builtin function.
This can see some heavy use in iterators where saving several hundreds of function calls can be achieved. In these cases, using a function to do the job will become a significant time waster.
2016-12-05 14:52:34 +01:00
Christoph Oelckers ebdc672985 - fixed: A_Saw was using the wrong angle for adjusting the facing direction at the end. 2016-12-04 10:45:20 +01:00
Christoph Oelckers 94287518e0 - added a virtual CanCollideWith script method that can be overridden to do class specific collision checks.
This will get called for both actors taking part in a collision, if one of the two calls returns false it will immediately abort PIT_CheckThing with no collision taking place at all.
2016-12-04 10:13:36 +01:00
Christoph Oelckers 834802def3 - sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones. 2016-12-03 19:49:32 +01:00
Rachael Alexanderson 244eaa99b3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-03 13:23:28 -05:00
Christoph Oelckers fbc8d0e83c Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
# Conflicts:
#	wadsrc/static/zscript.txt
2016-12-03 18:51:10 +01:00
Christoph Oelckers 6a4f867c91 Merge branch 'master' into zscript 2016-12-03 15:54:18 +01:00
Christoph Oelckers 5117b32431 - fixed: The math for emulating the old slop overflow was not correct and made the affected sectors in void.wad display incorrectly.
- set compat_polyobj for void.wad because its polyobjects glitch quite a bit with the normal setting.
2016-12-03 14:42:06 +01:00
Christoph Oelckers 0da233a664 changed ZScript include mechanism.
* It will now use #include, just like most other definition formats and can be mixed with regular definitions. However, due to how the Lemon-generated parser works this will not recursively pull in all files, but store them in a list and process them sequentially. Functionally this shouldn't make a difference, because ZScript is mostly order-independent - the only thing where order is important is native classes, but these are completely internal to zdoom.pk3 where proper order is observed.
2016-12-03 13:16:09 +01:00
Rachael Alexanderson c95372052c Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-02 16:39:50 -05:00
Christoph Oelckers 211d9d92a1 Merge branch 'master' into zscript 2016-12-02 21:14:56 +01:00
Christoph Oelckers 87d2991256 - removed all cluster music definitions so that the default from the gameinfo section can be used to change it. 2016-12-02 20:13:30 +01:00
Christoph Oelckers fbf8084999 - corrected the export signatures of several script exports to contain the correct classes, so that the fudging in FindFunction could be removed.
- fixed PARAM_ACTION_PROLOGUE to assign correct types to the implicit pointers. It gave the actual class to the wrong one, which until now did not matter because all functions were using 'Actor', regardless of actual class association.
- fixed the definition of IceChunk and removed some redundant code here. Since A_FreezeDeathChunks already calls SetState, which in turn calls the state's action function, there is no need to call it again explicitly.
2016-12-02 18:52:58 +01:00
Christoph Oelckers 82c2670617 - removed redundant DoDropItem function. A_DropItem already exists and can be used instead. 2016-12-02 11:42:33 +01:00
Christoph Oelckers 17d9a152e7 - added missing THINGSPEC constants 2016-12-02 00:31:52 +01:00
Christoph Oelckers cbd61d963f - removed test messages. 2016-12-02 00:29:32 +01:00
Christoph Oelckers 3f98ba9069 - fixed: The Raven ambient sounds lost their looping flag when they were rewritten to use A_PlaySound instead of A_PlaySoundEx. 2016-11-30 19:08:58 +01:00
Christoph Oelckers a350275bdf - re-added two lost parentheses in A_FireGoldWandPL1. 2016-11-30 19:03:46 +01:00
Christoph Oelckers c927aca2a0 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
# Conflicts:
#	wadsrc/static/zscript.txt
2016-11-30 18:46:23 +01:00
Christoph Oelckers 86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers 47884f8a71 - fixed a few bad declarations. 2016-11-30 16:19:13 +01:00
Christoph Oelckers 8a50004f55 - cleanup of the virtual function definitions for inventory items. Let's better use 'virtual' and 'override' everywhere to make sure that nothing gets overlooked.
- added call wrappers and script hooks for all relevant virtuals in AInventory.
- made GetSpeedFactor and GetNoTeleportFreeze entirely scripted because they are too trivial - also do them iteratively, just like HandlePickup, because it's just a better way to do this stuff.
2016-11-30 15:54:01 +01:00
Christoph Oelckers b0f3121bec - split up zscript/shared/inventory.txt.
- moved health items to their own file.
- scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method.
- fixed: bit fields in global variables were not correctly written.

This should conclude the inventory cleanup. It is now possible again to find things in there.
2016-11-30 13:36:13 +01:00
Christoph Oelckers 0cd6cec531 - scriptified the SectorFlagSetter. 2016-11-30 01:49:36 +01:00