MajorCooke
b6c5cfb9ef
- Fixed: The new HIT* flags were checking the wrong actor.
2014-12-15 10:26:22 -06:00
Christoph Oelckers
6afe9cc048
Merge branch 'hitpointer2' of https://github.com/MajorCooke/zdoom
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Conflicts:
src/actor.h
src/thingdef/thingdef_data.cpp
2014-12-10 11:48:32 +01:00
MajorCooke
533ae95933
- Added three missile impact pointer changing flags.
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- HITTARGET, HITMASTER, and HITTRACER.
- A missile that dies hitting an actor will set this impacted actor as the new target/master/tracer, depending on specifications.
2014-12-09 12:30:14 -06:00
MajorCooke
e5340ad637
- Splitting the pull request in half.
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- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work.
- THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags.
- MIRRORREFLECT causes missiles to perform a direct 180 turn-around.
- AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
2014-12-09 12:09:36 -06:00
Christoph Oelckers
eaa82492e6
Merge branch 'bug-46152' of https://github.com/kevans91/zdoom
2014-12-04 09:37:47 +01:00
Kyle Evans
fcc491f735
Make the respawn invulnerability APowerInvulnerable persist through a ClearInventory by making it undroppable
2014-12-03 17:04:47 -05:00
Kyle Evans
c631ffc5fd
Fixed SV_SAMESPAWNSPOT behavior -- When enabled, use the p->mo->z. Otherwise, rely on ONCEILINGZ/FLOATRANDZ/ONFLOORZ w/ or w/o UsePlayerStartZ as previously done
2014-12-03 00:50:05 -06:00
ChillyDoom
e7da849f77
- Moved bot specific functions into DBot.
2014-11-29 17:03:58 +00:00
Christoph Oelckers
64d88166cc
Merge branch 'APROP_DamageMultiply' of https://github.com/Edward850/zdoom
2014-11-25 16:28:36 +01:00
Edward Richardson
99b2cfa147
Added APROP_DamageMultiply
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- Used with Set/GetActorProperty, adds a generic multiplier for damage a
source deals.
2014-11-20 18:57:40 +13:00
ChillyDoom
e38aee070c
- Changed TThinkerIterator loops back to MAXPLAYERS loops.
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- Added STAT_BOT.
2014-11-15 08:58:29 +00:00
ChillyDoom
ee977f94d7
- Moved bot thinking logic into DBot.
2014-11-14 16:54:56 +00:00
ChillyDoom
a613da43dd
- Bot movement is now calculated locally.
2014-11-08 17:38:09 +00:00
MajorCooke
2e085b2318
- Added ALLOWPAIN flag.
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Monsters with this flag can enter pain states, regardless of
invulnerability or damage absorption.
- Fixed: god2 cheat wasn't being considered for drowning and thrusting.
2014-11-01 00:00:29 -05:00
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