Commit graph

6424 commits

Author SHA1 Message Date
alexey.lysiuk
6166520b33 Do not respawn on damaging floors when sv_samespawnspot is enabled
See http://forum.zdoom.org/viewtopic.php?t=47191
2016-01-30 12:50:19 +02:00
Christoph Oelckers
1285dde615 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-30 11:34:13 +01:00
Christoph Oelckers
b84207a089 - use scaling, render style and alpha when drawing the cast call. 2016-01-30 11:33:55 +01:00
Edward Richardson
40d90ba325 Game still needs to abort if no starts exist at all 2016-01-30 22:26:47 +13:00
Edward Richardson
fe52f98459 Clamped r_maxparticles to the internal limit 2016-01-30 22:04:09 +13:00
Edward Richardson
c1e362ee83 Added level transition spawning for missing starts
- Additional player bodies are spawned for any absent starts in co-op.
- Removed now-redundant bot start limitation
2016-01-30 22:02:27 +13:00
Braden Obrzut
5317a92d11 Merge branch 'RadiusGiveExp2' 2016-01-30 00:27:44 -05:00
Braden Obrzut
5d6e8a7338 - Fixed: Possible timer overflow in PowerTimeFreezer. 2016-01-30 00:18:38 -05:00
Braden Obrzut
a34a7ace18 - Some resolutions between 320x200 and 640x400 had non-square clean scaling factors. Maybe there was a reason for this in the past, but I can't think of a case where it'd actually look better to have 1:2 scaling in the menus and someone reported it. 2016-01-29 23:37:38 -05:00
Braden Obrzut
1fcb9fcf06 - Fixed: Crash when automatically switching sound backends due to failure. 2016-01-29 23:10:10 -05:00
Christoph Oelckers
409525cde6 - removed some overlooked 'player5start' entries in GAMEINFO sections.
This property no longer exists, these are now being set in the 'doomednums' block.
2016-01-29 22:09:16 +01:00
MajorCooke
eeca536d9a Clean up a few things. 2016-01-29 10:41:05 -06:00
Christoph Oelckers
a41dc24086 - fixed: 3D lights should override the sidedef's regular light completely, that includes relative light added by UDMF's 'light' property.
- Renamed the 'noabsolute' parameter in side_t::GetLightLevel to 'is3dlight', what it actually is, to avoid the confusion that caused the abovementioned error.
- fixed: The Down2Up render path for sides of 3D floors had the 'is3dlight' check inverted.
2016-01-29 14:55:31 +01:00
Christoph Oelckers
c6c15fe83c - fixed: AActor::SpawnPoint[2] must store the actor's height above the sector's floor, not above floorz. floorz will represent the current floor the actor is standing on, which may be a 3D floor or a 3D midtexture, but both respawn functions which use this value work from the actual sector floor. 2016-01-29 13:40:37 +01:00
Christoph Oelckers
08e5e1c145 - restored the velocity threshold checks in A_MaceBallImpact2 and A_DeathBallImpact to their original Heretic form, minus the check for floorz, to account for potential positioning issues with slopes.
These checks had some major issues:

 * they calculated incorrect positive values for hitting a ceiling
 * the way they used the plane equations made some incorrect assumptions.
 * velz has the velocity reduction from bouncing already factored in from the calling code so doing it here again is not necessary.
2016-01-29 12:44:38 +01:00
Christoph Oelckers
fe271b4e78 - fixed: A_MaceBallImpact2 was missing a check for hitting some liquid terrain. 2016-01-29 12:21:35 +01:00
Christoph Oelckers
7b1fbe0a02 - fixed: P_TeleportMove was missing checks for THRUACTORS and THRUSPECIES flags. 2016-01-29 11:29:47 +01:00
Christoph Oelckers
f8d5430c06 - fixed: When changing 'noclip2' some minor lateral velocity should be set to ensure that all internal variables contain proper values. 2016-01-29 11:11:10 +01:00
Christoph Oelckers
94611588d5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-29 10:55:04 +01:00
Christoph Oelckers
674b81a6b1 - fixed: The 3D floor light list should use the last light starting above the ceiling, not the first one.
- fixed: ExtraFloor_LightOnly type 2 was behaving like type 0. Instead anything interrupting it should reset to the sector's own light level.
2016-01-29 10:54:44 +01:00
Randy Heit
87dee5c611 Fixed: Co-op players could spawn at (0,0) if no start spots for them
- Check if a co-op start exists. If not, pick one at random.
- Don't telefrag other players when spawning in co-op games, since
  you're allowed to move out of other players now.
2016-01-28 20:08:09 -06:00
Christoph Oelckers
058bfdea26 - forgot to commit this with the source changes for A_Face*. 2016-01-29 00:58:18 +01:00
Christoph Oelckers
c5161ee748 - fixed: A_Face* mixed angle and distance values in the same parameter. Fixed by separating these into two.
- removed the intermediate A_Face* functions, except a bare-bones A_FaceTarget as needed by the monster AI code.
2016-01-28 20:44:10 +01:00
coelckers
6eb83e99be Merge pull request #516 from MajorCooke/LOFpitchfix
A_CheckLOF Fix
2016-01-28 19:29:11 +01:00
MajorCooke
772f086a5e Fixed broken aiming with A_CheckLOF. 2016-01-28 12:24:40 -06:00
Christoph Oelckers
6715a97d6e - removed debug output from previous commit. 2016-01-28 12:04:47 +01:00
Christoph Oelckers
dfcee625db - fixed: The ACS String garbage collector only looked at the active script's stack but never considered a recursive call from another script.
Fixing this required adding an external list of active stack objects that the garbage collector can access.
A nice side effect: It's no longer necessary to pass around the stack info to various functions that might end up triggering a garbage collection.
2016-01-28 11:56:47 +01:00
Christoph Oelckers
1a4b3bbe11 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-28 09:20:55 +01:00
Christoph Oelckers
724e625f16 - fixed: Loading an old savegame from before the sector damage refactoring cleared the extended Boom sector flags before processing them. 2016-01-28 09:20:27 +01:00
MajorCooke
2da868656e Finalize loop and prioritize missile searching. 2016-01-27 15:22:05 -06:00
MajorCooke
846f14c03d Remove the loop. 2016-01-27 14:56:06 -06:00
MajorCooke
79177cf98e Set up the subfunction. 2016-01-27 14:54:46 -06:00
rheit
f36bdc474d Merge pull request #421 from alexey-lysiuk/video_mode_menu
Fixed selection of empty items in Video Mode menu
2016-01-27 13:30:05 -06:00
Randy Heit
2d40874cfa Make finishgame CCMD net-aware 2016-01-27 13:19:15 -06:00
MajorCooke
9a422245f3 - Fixed a couple issues with calling P_NewChaseDir from wrongful P_Move priority. 2016-01-27 13:11:22 -06:00
Randy Heit
b22a909829 Add nodelay handling to FastProjectile 2016-01-27 13:08:23 -06:00
MajorCooke
f6b3b269a7 Fixed missing movecount decrement with blocked actors. 2016-01-27 10:51:51 -06:00
MajorCooke
7798eadb8b Moved the P_Move back inside to where it was beforehand. 2016-01-27 10:47:36 -06:00
coelckers
2dbee6fab1 Merge pull request #513 from MajorCooke/A_FaceMovementDirection
A_FaceMovementDirection
2016-01-27 17:37:54 +01:00
MajorCooke
275cdcd958 Renamed A_FaceVelocity to A_FaceMovementDirection. 2016-01-27 10:12:13 -06:00
coelckers
c5379c749e Merge pull request #428 from MajorCooke/A_CheckSPecies
Added A_CheckSpecies(state jump, name species, ptr = AAPTR_DEFAULT)
2016-01-27 16:45:16 +01:00
MajorCooke
6dcbc930d6 NoRandomTurn, not NoDirectionTurn, inside the macro. 2016-01-27 09:39:46 -06:00
MajorCooke
ece6fa776c - Renamed CHF_DONTANGLE to CHF_NODIRECTIONTURN.
- A_Wander now shares CHF_NODIRECTIONTURN and CHF_NORANDOMTURN instead of having its own flags.
2016-01-27 09:35:19 -06:00
Christoph Oelckers
7c6e070244 - fixed: line spacing was taken from a different variable in conversation display and mouse coordinate code. 2016-01-27 11:19:30 +01:00
Christoph Oelckers
4eb38f0381 - fixed: plane heighr calculations for Floor_Lower/RaiseByValue should be done at a point that's actually near the affected sector, not at (0,0), otherwise there's a risk of fixed point overflow. 2016-01-27 11:01:38 +01:00
Christoph Oelckers
c3047f448e - fixed: When MIDI->Open returns failure, the MIDI device needs to be deleted. Otherwise the dead device object can trigger an assert later. 2016-01-27 10:39:21 +01:00
Christoph Oelckers
f2666f70dd - removed unneeded check for 'listenactor' in S_UpdateSounds. 2016-01-27 09:56:40 +01:00
Christoph Oelckers
d2beec4585 - ensure that AInventory::Touch attributes everything to the correct player, even if the touching action results in a morph. 2016-01-27 00:56:40 +01:00
Christoph Oelckers
8993f84087 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-26 22:27:42 +01:00
Christoph Oelckers
2a1fa60aa6 Merge branch 'CheckProxExpPruned' of https://github.com/MajorCooke/zdoom 2016-01-26 18:49:03 +01:00