Commit graph

1524 commits

Author SHA1 Message Date
alexey.lysiuk
c20a7f53c9 - do not report missing camera target if its TID is zero
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS

https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-27 11:57:25 +03:00
Nash Muhandes
09a7a0d944
Allow conversation menu cursor graphic replacement. (#1134)
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
2020-08-25 11:55:43 -04:00
Sterling Parker
d2a9de0012
Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Kevin Caccamo
b6f0c4071d
Fix the health bar on Strife status bar (#1080)
* Fix the health bar on Strife status bar

Now, if the player's health is above 100, the green health bar won't be shortened any more.

* Fix the bar properly

Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 01:26:59 -04:00
Blue Shadow
7179eaacda - fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
2020-07-28 12:25:35 +02:00
Rachael Alexanderson
383f3e5fd6 - change recent /0 fix to conform to UDMF specs 2020-06-25 09:30:52 -04:00
Christoph Oelckers
486e07300c - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-16 01:11:08 +02:00
Christoph Oelckers
90befff479 - moved out the Doom specific parts from menu.cpp and messagebox.cpp. 2020-06-13 22:43:35 +02:00
Christoph Oelckers
d739587f6b - let blastradius work without an effect actor. 2020-06-12 23:14:58 +02:00
Christoph Oelckers
3a23cc69d6 - since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
This also necessitated localization support for CVAR descriptions because menu content is multi-language.
2020-06-08 23:37:22 +02:00
Kevin Caccamo
79426c028b Fix Bag of Holding not increasing Firemace ammo capacity 2020-06-08 15:07:31 +03:00
alexey.lysiuk
f58027311e - fixed incomplete disabling of number field menu option
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:50:10 +03:00
Alexander Kromm
928c738e19 make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers
903ca15af2 - manually merged PR for kill count in Requiem MAP23. 2020-06-06 16:25:51 +02:00
Christoph Oelckers
1d1331289a - there is no mace ammo in the bag of holding. 2020-06-06 16:19:11 +02:00
Christoph Oelckers
9f6d244016 - advanced coordinate control for overlays over DTA_Fullscreen images. 2020-06-06 12:51:03 +02:00
Christoph Oelckers
09d163cb2f - fixed: the last frame of the intermission screen wasn't rendered. 2020-06-06 10:38:35 +02:00
Christoph Oelckers
794a53f0c9 - fixed font selection on intermission screen. 2020-06-06 09:39:14 +02:00
Christoph Oelckers
5151dff03c - added a compatibility option for a bad teleporter in the final Strife map. 2020-06-04 14:30:56 +02:00
Christoph Oelckers
328d9c75c4 - redid mouse control for the conversation menu.
Since the page operates on different coordinate systems, the only working way to check the mouse is to store the real coordinates when drawing and check the mouse position against those.
2020-06-04 14:11:36 +02:00
Hugo Locurcio
80c5b4d37b Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
6444a7535c - fixed use of Powerup.Strength in PowerInvisibility.
An integer division made the feature useless.
2020-05-25 16:43:01 +02:00
alexey.lysiuk
1fd2ea46d2 - fixed aiming camera that didn't follow target
https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:00:48 +03:00
alexey.lysiuk
0631670a66 - restored warning about missing aiming camera target 2020-05-18 13:58:22 +03:00
Major Cooke
079e7ee4e9 Enforce the reflective flag as well. 2020-05-10 10:48:32 +02:00
Major Cooke
b70bc2b152 Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring. 2020-05-10 10:48:32 +02:00
Mekboss
4807f4240b Fix MSVS compile bug and add offset parameter for SprayDecal 2020-05-07 09:35:48 +02:00
Mekboss
0e9ca3c850 Replace function variables to DVector3 2020-05-07 09:35:48 +02:00
Mekboss
ba43244764 Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart 2020-05-07 09:35:48 +02:00
alexey.lysiuk
331f3d85d6 - fixed secondary ammo display in strife status bar
https://forum.zdoom.org/viewtopic.php?t=68315
2020-04-30 16:26:12 +03:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
nashmuhandes
d563b0339c Apply alpha to the background texture in DrawBar 2020-04-29 21:01:13 -03:00
nashmuhandes
f65a97322e Add an alpha parameter to StatusBar.DrawBar 2020-04-29 21:01:13 -03:00
Skepticist
3377486b8e Added a number of maps that can make use of the MTF_NOCOUNT flag
All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-27 20:30:37 +02:00
PaulyB
573b2958c6 Added MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
alexey.lysiuk
62d4bbbe65 - restored Wads.GetNumLumps() scripted function
https://forum.zdoom.org/viewtopic.php?t=68300
2020-04-21 10:07:24 +03:00
Christoph Oelckers
4fb6b7c7d4 - block off the Substitute function by making it private to the 3 classes that really need it. 2020-04-19 21:08:24 +02:00
Christoph Oelckers
e63871d6f5 - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special. 2020-04-19 13:40:21 +02:00
Major Cooke
a56177f178 Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
Christoph Oelckers
3454314bb1 - separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks. 2020-04-11 20:20:55 +02:00
Christoph Oelckers
32300f7d26 - use translation slot 0 for reserved content, like font translations. 2020-04-11 20:20:39 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Erick Tenorio
b2a17dfdc2
- REQUIEM.WAD fixes (#1050)
Fixes for various maps in the Requiem megawad.

Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-02 05:35:51 -04:00
nashmuhandes
cb6514cc05 Added Actor.CopyBloodColor to copy another existing actor's blood color. 2020-03-23 21:04:59 +01:00
Christoph Oelckers
828cba13a1 - changed translation management so that the fonts also use translation IDs. 2020-03-16 17:23:30 +01:00
Christoph Oelckers
a50a5101bc - fixed another typo. 2020-03-15 15:56:35 +01:00
Christoph Oelckers
0c04cddd28 - allow specifying full palettes in translation definitions. 2020-03-15 10:22:42 +01:00
nashmuhandes
7a141f3aa3 Add help messages for most of the deprecated stuff in ZScript. 2020-03-14 12:56:03 +02:00
alexey.lysiuk
f46e80e2b4 - fixed FLineTraceData scripting definition
https://forum.zdoom.org/viewtopic.php?t=67795
2020-03-14 12:51:06 +02:00
Christoph Oelckers
4201c4fbb5 - fixed A_FireCGun. 2020-03-11 19:47:23 +01:00