Commit graph

5704 commits

Author SHA1 Message Date
Randy Heit
09a17c2198 Quiet some narrowing conversion warnings from VS2015 2016-02-05 22:18:53 -06:00
Randy Heit
0892650465 Don't add /delayload for OpenAL stuff if OpenAL is disabled
- Also, I believe openal32.dll no longer needs a /delayload flag since
  it's dynamically loaded now.
2016-02-05 22:18:53 -06:00
Christoph Oelckers
d50e874d9b Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-06 05:16:53 +01:00
Christoph Oelckers
d76bcee393 - added some line portal restrictions:
* linked portals may never have a z-offset so the parameter for that needs to be ignored.
* for interactive portals, handling z-displacements when some distance calculation reaches through a portal is way too extensive and problematic to ever have a chance of really working. If such a portal gets defined it will be changed to a teleport-only portal and a message printed.
2016-02-06 05:16:35 +01:00
Braden Obrzut
dce3f0f757 - Bump CMake version requirement to 2.8.7. This means that generator expressions must be supported as well as empty else and endif expressions (like most sane languages). ZDoom probably didn't work with 2.4 anymore anyway. 2016-02-05 21:19:29 -05:00
Randy Heit
4fb65d74fd Fix address NO_SANITIZE macro for Clang
- Oops. In fixing it for GCC (since it doesn't like
  __has_feature(address_sanitizer), I broke it for Clang.
2016-02-05 18:06:45 -06:00
Christoph Oelckers
501af18168 - added missing include. 2016-02-06 01:04:15 +01:00
Christoph Oelckers
ed7b7fc0ba - fixed: The backlink portal for EE-style definition needs to be done along with the first portal because the code won't find the anchor line itself. 2016-02-06 00:21:44 +01:00
Christoph Oelckers
ee3c41bf7b - fixed: The minimum parameter count for an action function is 3, so the DEHSUPP parser needs to take this into account when validating the code pointers. 2016-02-06 00:19:38 +01:00
Christoph Oelckers
95f3a9909c Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-05 23:51:50 +01:00
Christoph Oelckers
e88901f4b7 - added the EE-Extradata parser I wrote for GZDoom so I can use the Vaporware demo map for testing portal stuff. 2016-02-05 23:51:28 +01:00
Randy Heit
cb6504669d Add return statements for DECORATE. 2016-02-05 16:34:51 -06:00
Christoph Oelckers
1201ad0366 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-05 23:16:06 +01:00
Christoph Oelckers
94b7ef72ca - more cleanup on portal implementation:
- store portal data in a separate structure.
- store portal data in savegames because some of this will be changeable later.
- run a cleanup pass after all portals have been created to weed out broken ones.
- add a definition type that's compatible with Eternity Engine's line portal types.
- swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
2016-02-05 23:15:56 +01:00
Randy Heit
3ad2e4191d Remove fudging from the end of (O)WallMost
- This might have been added in an effort to fix problems caused by mixing inclusive
  and exclusive right edges. It might not be needed anymore. Let's find out...
2016-02-05 16:08:20 -06:00
Randy Heit
26eb335622 Quiet a couple GCC warnings 2016-02-05 16:07:18 -06:00
Randy Heit
4228721351 Enable running when built with Clang's -fsanitize=address 2016-02-05 16:04:50 -06:00
Christoph Oelckers
9eaefc3685 - initialize portals with all other static line specials instead of doing it separately in P_FinishLoadingLineDefs when the map isn't fully set up yet.
- replace all float use in portal.cpp with doubles.
2016-02-05 16:58:57 +01:00
Christoph Oelckers
a85a8c1465 - changed mirror handling so that it works without attaching a portal to the mirror line and removed line_t::portal_mirror member.
- did some cleanup on the portal interface on linedefs: All checks should go through isLinePortal (gameplay related) and isVisualPortal (renderer related) which then can decide on the actual data what to return.
- removed portal_passive because it won't survive the upcoming refactoring.
- removed all direct access to portal members of line_t.
- always use the precise (and fast) version of P_PointOnLineSide inside the renderer.
2016-02-05 16:14:45 +01:00
Christoph Oelckers
00895c245e - mpved all software renderer specific code for the portals into the render sources. 2016-02-05 15:39:06 +01:00
Christoph Oelckers
01b075660d - removed the option to toggle portals with SetLineSpecial.
This is to keep some people from jumping the gun on this and preventing the implementation of a proper toggling mechanism.
The feature itself will come back, but differently.

- removed portal setup from Build maps

they don't define it anyway so it makes no sense to have it there. Once this code gets refactored this will be in a different place that's identical for all map types.
2016-02-05 14:34:01 +01:00
Christoph Oelckers
6639984772 - removed Line_SetVisualPortal special. This will be folded into Line_SetPortal later 2016-02-05 14:24:20 +01:00
Randy Heit
2516b8f8af Adjusted the assert conditions in DoJump()
- With multiple A_Jump calls possible in a single action now, it is now
  possible for DoJump() to be called with a callingstate that does not
  match self->state because the state had been changed by a prior A_Jump
  in the same action function.
2016-02-05 06:41:27 -06:00
Christoph Oelckers
9d77244b3f - we are past 2.8 now so the version numbers should reflect that. 2016-02-05 12:03:59 +01:00
coelckers
297ffc5889 Merge pull request #536 from edward-san/pclass_alloc_mismatch
- Fixed alloc/dealloc mismatch in PClass code.
2016-02-05 11:24:06 +01:00
Christoph Oelckers
3a57036f60 - a simple command line parameter is probably more suitsble for controlling the disassembly output. 2016-02-05 11:20:32 +01:00
Christoph Oelckers
312117b0bc - disable script disassembly output by default. It's now controlled by a CVAR. 2016-02-05 10:56:15 +01:00
Christoph Oelckers
353608f2b9 - added a few FString variants for frequently called functions. 2016-02-05 10:52:10 +01:00
Christoph Oelckers
76c5039c63 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-05 10:41:05 +01:00
Christoph Oelckers
8da6483223 - fixed some places where FStrings were incorrectly used.
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
2016-02-05 10:40:45 +01:00
Christoph Oelckers
c8d25378d5 - fixed type confusion with ?: operator in FMugShot::GetFace. 2016-02-05 10:08:49 +01:00
Braden Obrzut
ba54d73e07 Merge branch 'portals2_visual' 2016-02-05 00:10:46 -05:00
MajorCooke
35b7a5ccc1 Updated for scripting branch merge. 2016-02-04 22:41:02 -06:00
MajorCooke
1f8d425a1e - Added CountInv(itemtype, [ptr_select]).
- Returns an inventory item count.
2016-02-04 21:45:31 -06:00
MajorCooke
3399ed60e0 Updated to scripting branch merge. 2016-02-04 20:17:46 -06:00
Edoardo Prezioso
002177e33f - Fixed alloc/dealloc mismatch in PClass code.
The function 'PClassActor::InitializeNativeDefault' is the only one which didn't allocate the 'Defaults' member variable with M_Malloc. Reported by the Address Sanitizer.
2016-02-05 03:03:34 +01:00
Christoph Oelckers
4751bffd5f - replaced malloc.h with stdlib.h in thingdef_expression.cpp. 2016-02-05 01:26:29 +01:00
Christoph Oelckers
995169de58 Merge branch 'csgwhy' of https://github.com/Edward850/zdoom 2016-02-05 01:21:01 +01:00
Christoph Oelckers
0b7a06c714 Merge branch 'NewEESpecials'
# Conflicts:
#	src/fragglescript/t_fs.h
2016-02-05 01:01:39 +01:00
Edward Richardson
f2025e6a2f Fixed possible issue with GCC/Clang 2016-02-05 12:52:29 +13:00
Randy Heit
b3b0886b64 Merge branch 'scripting'
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_blastradius.cpp
	src/p_enemy.cpp
	src/p_enemy.h
	src/thingdef/thingdef.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
rheit
56359b6f23 Merge pull request #342 from marrub--/fastweaponsfix
sv_fastweapons extension
2016-02-04 13:31:47 -06:00
Christoph Oelckers
bf066763b7 - fixed: The FPS display should use the actual font info to calculate its size, not just assume that each character is 8*8 pixels. 2016-02-04 01:20:35 +01:00
alexey.lysiuk
b9b0029373 Fixed overlapping of active artifacts with time/latency
Active artifacts are now displayed below time and/or latency on alternative HUD
2016-02-03 12:06:32 +02:00
alexey.lysiuk
1bf1fc199b Adjust latency position depending on time visibility
Latency placement is no longer fixed:
* If time is visible, it is placed on top of the screen and latency is placed below
* If time is not visible, latency is placed on top of the screen
Both are displayed on alternative HUD only
2016-02-03 12:06:20 +02:00
MajorCooke
a1c1de9edb Fixed merge conflicts. 2016-02-02 18:26:20 -06:00
Christoph Oelckers
66f053f131 - on second thought: this shouldn't explode the speakers with too high values. 2016-02-02 15:02:06 +01:00
Christoph Oelckers
c002c2fde9 - added a mastervolume setting for DUMB because its default volume is far less than all the other music options. 2016-02-02 14:45:32 +01:00
coelckers
5d19901cb7 Merge pull request #529 from alexey-lysiuk/fix_creative_openal
Fixed build with Creative Labs OpenAL SDK
2016-02-02 12:01:25 +01:00
Christoph Oelckers
0db679c90d - fixed clang compile error. 2016-02-02 10:53:56 +01:00
alexey.lysiuk
90dd6b61b4 Fixed build with Creative Labs OpenAL SDK
Tested with
* Creative OpenAL from https://www.openal.org/downloads/OpenAL11CoreSDK.zip
* OpenAL Soft from http://kcat.strangesoft.net/openal-binaries/openal-soft-1.17.1-bin.zip
2016-02-02 10:29:23 +02:00
Randy Heit
c9d81dff53 Use absolute value of Y scale for 3D midtex
- Somebody might want to set a midtexture's Y scale negative to flip it
  vertically. I'm pretty sure this would mess up 3D mid textures if we
  don't make it positive again for those.
2016-02-01 21:07:09 -06:00
Randy Heit
6b6c1af0dc Add support for Y flipped non-vertically tiling masked midtextures 2016-02-01 21:07:09 -06:00
Randy Heit
03f0e1dc5c Remove something that looks like 3D floor development garbage 2016-02-01 21:07:08 -06:00
Christoph Oelckers
6b75f14c0f - fixed some Linux/GCC warnings. 2016-02-02 01:04:59 +01:00
Christoph Oelckers
fe3e56c6bc - fixed: oalload.h should only do stuff is NO_OPENAL is not defined. 2016-02-01 18:49:12 +01:00
Christoph Oelckers
ee045371a3 - On Windows, use LoadLibrary/GetProcAddress to load OpenAL function addresses.
The reason for this is that on my system, the static or delay loaded method always picks the (obsolete) system-installed OpenAL version (needed for some old games) which is not wanted here if there's another one in the local ZDoom directory.
This also removes the dependency on the broken import library that comes with OpenAL Soft which causes compile errors with more modern MSVC compilers on default settings.
2016-02-01 14:02:25 +01:00
Christoph Oelckers
e0608f50d1 - create a separate translation table for Heretic's rain pillar.
These objects are supposed to be bright, but the standard translations for player do not take this into account, creating dark and/or invisible projectiles depending on the color being used.
The new translation uses hue and saturation from the player color, but combines brightness from the original color with the one for the player in an 8:2 ratio, so that no matter for the player color, these always remain bright and visible.
2016-02-01 10:45:33 +01:00
Christoph Oelckers
58196f77ff Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 10:00:39 +01:00
Christoph Oelckers
fd2828b1fe - fixed typo in monster movement code. 2016-02-01 10:00:19 +01:00
Randy Heit
2f4dc17954 Add support for face sprite Y flipping 2016-01-31 22:05:32 -06:00
Randy Heit
809a9d801c Got a flag backwards 2016-01-31 21:23:45 -06:00
Randy Heit
0b9aeb33e1 Fixed potential divide by 0 when drawing voxels
- Since voxels can have their origin behind the viewer and still have a
  portion visible in front of the viewer, they aren't clipped to MINZ like
  face sprites are. The 3D floor handling in R_DrawSprite() neglected to
  clamp it when recalculating the diminished light colormap.
  - Aside, but R_DrawSprite() probably shouldn't be messing with these
    properties at all. Why isn't this done in R_ProjectSprite() before it
    ever gets to the drawing part?
2016-01-31 20:52:56 -06:00
Randy Heit
1d0a3d19c8 Fix a part in maskwallscan that was missed for right-edge exclusivity 2016-01-31 20:45:37 -06:00
Edoardo Prezioso
4cbf752b4d - Fixed uninitialized variable in level info code.
Found with Valgrind.
2016-01-31 23:19:34 +01:00
Christoph Oelckers
a1cd0401e4 - fixed: noclip2 should only set some minimal velocity if the player has none. 2016-01-31 22:38:08 +01:00
Christoph Oelckers
8068fca601 - fixed: player_t::Uncrouch should only reset the view height if the player is actually crouched. 2016-01-31 22:36:37 +01:00
coelckers
c3cc98b5f3 Merge pull request #523 from alexey-lysiuk/osx_fullscreen
Final touches to fullscreen mode on OS X
2016-01-31 16:56:35 +01:00
coelckers
09e2f212a0 Merge pull request #524 from alexey-lysiuk/hexen_mac_beta
Added support for Hexen Mac beta
2016-01-31 16:55:23 +01:00
MajorCooke
eb2829ad5e - Added CBF_DROPOFF to A_CheckBlock. Checks for actors stuck in tall ledges or dropoffs. 2016-01-31 09:45:41 -06:00
Randy Heit
219b6f7c5d Fix R_DrawFogBoundary for right-edge exclusivity 2016-01-31 06:51:11 -06:00
alexey.lysiuk
1798fab973 Added support for Hexen Mac beta
It's very similar to Mac demo but also contains MAP41: Maze like DOS full version 1.0
2016-01-31 12:53:22 +02:00
alexey.lysiuk
7b0f557514 Enabled zoom window button on OS X
Independently from OS version the game will enter fullscreen mode when zoom button is clicked
Window zooming behavior introduced in Yosemite is available on all supported versions of OS X
2016-01-31 10:42:16 +02:00
Randy Heit
240ca2af4c Use consistant right-edge rules in the renderer.
- The original Doom renderer was inclusive for all right edges. This was
  fine for the wonky projection it did. This was not fine for a standard
  perspective divide, so I had to change walls to be right-edge exclusive
  when I changed the projection. I only touched what was needed. Until
  now. The right edge is always exclusive now, which should prevent any
  more bugs related to mixing the two clusivities incorrectly.
2016-01-30 21:27:35 -06:00
Randy Heit
c1b2861362 Merge the boolean args to EV/P_Teleport into a single flags arg
- The flags use TELF_ since DECORATE has an A_Teleport with its
  own set of TF_ flags.
- TELF_KEEPVELOCITY is used instead of TELF_HALTVELOCITY, because
  there was only one call that ever set bHaltVelocity to false.
2016-01-30 21:27:34 -06:00
Christoph Oelckers
939989dc8c - fixed crash when trying to cache nodes for a map that has no two-sided walls and no minisegs.
Under these conditions there are no partner segs and the glsegextras array is NULL.
2016-01-31 01:05:31 +01:00
Christoph Oelckers
46024398fe - fixed: Change FCheckPosition::LastRipped to a TMap so that it can track multiple overlapping actors being ripped during the same tic. 2016-01-30 22:06:04 +01:00
Christoph Oelckers
06fdb6ca45 - fixed: The reverb editor failed to open in fullscreen mode at desktop resolution.
According to Blzut3:

The issue happens when the fullscreen resolution is the same as the desktop resolution. In this case WM_DISPLAYCHANGE doesn't occur so the editor never appears. This appears to be fixable by also catching WM_STYLECHANGED since at the very least the window caption will appear/disappear.
2016-01-30 21:49:03 +01:00
alexey.lysiuk
6bce5ddc4b Scale of player's skin is now preserved on corpses after reborn 2016-01-30 18:30:20 +02:00
coelckers
ccce6f44a2 Merge pull request #518 from Edward850/Particle-clamp
Clamped r_maxparticles to the internal limit
2016-01-30 15:21:55 +01:00
Christoph Oelckers
36911bac4b - fixed memory allocation type mismatch in demo code. 2016-01-30 15:17:46 +01:00
Christoph Oelckers
afcd755c7a - changed autoaim menu option to a slider which allows a more precise control of the property.
- having a value of 5000 as the default for autoaim makes no sense, since this is an angle value that will always be clamped to [0..35]. So now 35 is both the default and the maximum.
2016-01-30 13:43:39 +01:00
Christoph Oelckers
3b5af8484c Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-30 12:59:37 +01:00
Christoph Oelckers
0a0a2c4a41 - removed a warning. 2016-01-30 12:59:15 +01:00
Christoph Oelckers
fab186786e Merge branch 'PlayerTransition' of https://github.com/Edward850/zdoom 2016-01-30 12:52:50 +01:00
Christoph Oelckers
0ddf9db8dd - fixed: Uncrouching a player also needs to reset the viewheight to its default. 2016-01-30 12:51:15 +01:00
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
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
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
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
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
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
MajorCooke
1c0ef1d367 Removed CPXF_NODISTANCE. 2016-01-26 10:00:20 -06:00
coelckers
e397b5a475 Merge pull request #511 from MajorCooke/CheckLOFpitch
A_CheckLOF Pitch FIx
2016-01-26 14:44:05 +01:00
MajorCooke
cb43ce9cfc - Fixed: A_CheckLOF was doubling up on its pitch and reversing it when without a target. 2016-01-26 07:20:55 -06:00
Christoph Oelckers
4f0cfa29b4 - missed a '!'. 2016-01-26 10:50:31 +01:00
Christoph Oelckers
623276f5a6 - fixed: All access to weapon info in DECORATE functions should be restricted to when they get called from an actual weapon, not from a CustomInventory item.
Issues this fixes:

 * all original Doom attack functions unconditionally altered the flash state.
 * A_FireOldBFG, A_RailAttack and A_Blast never checked for a valid ReadyWeapon.
 * CustomInventory items could deplete an unrelated weapon's ammo.
2016-01-26 09:43:47 +01:00
Randy Heit
9f8dee45c4 Fixed: 0 was accidentally not allowed as transparent for grayscale
- I don't know what I was thinking when I wrote that.
2016-01-25 21:44:08 -06:00
Randy Heit
450b6de384 cRGBT::A should return 255, not 1. Whoops. 2016-01-25 21:31:21 -06:00
Randy Heit
0fc40cff0a Fix some rare PNG tRNS chunk cases
- For grayscale images drawn with the paletted renderer, the value here
  was treated as always full range [0,65535]. The max value is actually
  determined by the bit depth.
- For RGB images drawn with the paletted renderer, the tRNS chunk was
  ignored.
- For grayscale images drawn with the RGB renderer, having a tRNS chunk
  present resulted in undefined behavior.
- For RGB images drawn with the RGB renderer, the tRNS chunk was ignored.
2016-01-25 21:23:53 -06:00
Randy Heit
61d033328b Don't show "exited the level" messages after the level has exited 2016-01-25 20:18:33 -06:00
Randy Heit
774c136532 Fixed: Player.FallingScreamSpeed used minz as the maxz as well 2016-01-25 18:55:05 -06:00
Christoph Oelckers
29c38b23f3 - last commit was missing actionspecials.h. 2016-01-26 00:39:25 +01:00
MajorCooke
0be09f54bd Particles can now scale up to 65535. 2016-01-25 15:44:11 -06:00
Christoph Oelckers
316389c7f9 - fixed: Ceiling_LowerByValue(Times8) were missing the 'crush' parameter.
- fixed typo in 5 minute door sector type (it used FRACUNIT instead of TICRATE.)
2016-01-25 21:27:19 +01:00
Christoph Oelckers
cf43eb6c6d - limit particle size to 127 2016-01-25 21:08:09 +01:00
Christoph Oelckers
73ee500bea Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-25 18:58:42 +01:00
Christoph Oelckers
cef2cf4e6d fixed parameter count for Sector_SetDamage. 2016-01-25 18:58:23 +01:00
Christoph Oelckers
7b5a77a8d8 - added various action specials and parameter extensions defined by Eternity Engine.
The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
 * all access to action specials is now through a small set of access functions.
 * Two new PCodes were added to ACC to handle these new specials from scripts.
 * a minor change to the network protocol, so netgame  and demo version numbers were bumped.
 * FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
2016-01-25 18:49:56 +01:00
MajorCooke
ced35e98fb Remove needless check. 2016-01-25 10:07:00 -06:00
Braden Obrzut
4d225e7a00 - Fixed: Mac GCC errors due to not recognizing the newly disabled warnings. 2016-01-24 23:03:59 -05:00