Commit graph

4308 commits

Author SHA1 Message Date
Randy Heit
49aaf9b451 - Added A_ClearLastHeard action function.
SVN r3464 (trunk)
2012-03-22 21:40:26 +00:00
Randy Heit
cd122f944b - Similar fix to the previous: The child TiMidity++ process quitting would not necessarily be
detected, so S_ChangeMusic() would not restart one-shot songs that had finished if it was
  the MIDI device.

SVN r3463 (trunk)
2012-03-22 21:23:18 +00:00
Randy Heit
78d28dedda - Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing.
SVN r3462 (trunk)
2012-03-22 21:09:20 +00:00
Randy Heit
c53c8f29e7 - Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen.
SVN r3461 (trunk)
2012-03-20 03:15:23 +00:00
Randy Heit
f9aae72dc4 - Fixed: P_CheckFor3DFloorHit() needs to use the actor's floorz instead of its z, and
P_CheckFor3DCeilingHit() needs to use the actor's ceilingz instead of its z. These functions
  are called from P_ZMovement() when a collision with the floor or ceiling has been detected
  but before the z has been clamped. e.g. A hard fall will leave the actor's z beneath the floor
  even though it will be set to the floor after P_CheckFor3DFloorHit() returns.

SVN r3460 (trunk)
2012-03-20 03:05:33 +00:00
Randy Heit
ab60c1afcc - Changed CheckActorFloor/CeilingTexture to only check 3D floors that exist and are solid.
SVN r3459 (trunk)
2012-03-20 03:00:33 +00:00
Randy Heit
7045bfd19f - Fix another signed/unsigned warning from GCC.
SVN r3458 (trunk)
2012-03-20 02:22:17 +00:00
Randy Heit
0552f04e4c - Fixed: DCanvas::Dim() and DCanvas::Clear() did not clamp their coordinates to the screen.
SVN r3457 (trunk)
2012-03-20 02:20:06 +00:00
Randy Heit
2e9abe7408 - Fixed: When checking the REJECT contents one byte at a time, P_LoadReject() used rejectsize
instead of i as an index into rejectmatrix.

SVN r3456 (trunk)
2012-03-20 02:09:48 +00:00
Randy Heit
37a322e46b - Fixed: Teleports that were not initiated by walking would not trigger sector actions.
SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
e93029a42a - Make CheckActorFloorTexture and CheckActorCeilingTexture aware of 3D-floors.
SVN r3454 (trunk)
2012-03-18 02:44:46 +00:00
Randy Heit
b4d3870ce6 - When morphing, transfer the score to the new actor, and when unmorphing, transfer the morphed
actor's score back to the old actor.

SVN r3453 (trunk)
2012-03-18 01:56:48 +00:00
Randy Heit
fc6d3738bb - Fixed: D_WriteUserInfoStrings() mixed the colorset with the color for the verbose form.
SVN r3452 (trunk)
2012-03-18 01:45:57 +00:00
Randy Heit
8fb20a98d1 - Fixed bug accidentally introduced in r3448.
SVN r3451 (trunk)
2012-03-18 01:34:53 +00:00
Randy Heit
6f12a6e8bb - Fix signed/unsigned mismatch warned by GCC.
SVN r3450 (trunk)
2012-03-17 03:10:19 +00:00
Randy Heit
849d6724d8 - Moved "Go away!" text into language.enu.
SVN r3449 (trunk)
2012-03-17 01:27:12 +00:00
Randy Heit
77c663a9b8 - In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose
  cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
  network stream and lets Net_DoCommand() take care of it later. The logic here is that if
  a player is viewing from something that isn't another player, then every player needs to know
  about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
  to a player, everybody needs to know about that too. But if they are viewing from a
  player, it doesn't matter which player it is, so they can spynext/spyprev all they want
  without letting the other players know about it (and without potentially breaking demos--due
  to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
  ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
  do substitutions of old objects that are pending deletion.

SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit
07118147d8 - Revised the fix from r3442: Make the line a nonrepeatable Door_Open instead of completely
clearing the line's special.

SVN r3447 (trunk)
2012-03-16 23:42:11 +00:00
Randy Heit
73a78caa5c - Added support for a few extra color ranges to Player.Colorset so that the Strife player's
predefined colors can properly define the standard Strife translation ranges.

SVN r3446 (trunk)
2012-03-16 02:23:31 +00:00
Randy Heit
e6a0fbe4db - Fixed: Missiles that exploded on a wall because they exhausted their bounce count did not leave decals.
SVN r3445 (trunk)
2012-03-16 01:17:12 +00:00
Randy Heit
73c55b52f9 - Fixed: The check for CHANGELEVEL_KEEPFACING in G_FinishTravel() needed parentheses.
SVN r3444 (trunk)
2012-03-16 00:59:10 +00:00
Randy Heit
5a076c1f32 - Fixed: The distance parameter for A_RadiusThrust was defined as fixed, when the parameter
passed to P_RadiusAttack is just a regular int.

SVN r3443 (trunk)
2012-03-16 00:41:11 +00:00
Randy Heit
9f168e29e2 - Added clearlinespecial, for doom.wad e3m4 line 1069.
- Allow using the parameterized compatibility options with IWAD maps.

SVN r3442 (trunk)
2012-03-15 23:41:44 +00:00
Randy Heit
5f23b4f64a - Fixed: Destroying a weapon that claimed it was its own sister would crash.
SVN r3441 (trunk)
2012-03-15 23:18:13 +00:00
Randy Heit
f500947814 - Apply fix from previous commit to Doom-format maps. (Previous commit only did it for Hexen.)
SVN r3440 (trunk)
2012-03-15 22:59:39 +00:00
Randy Heit
914ef44c59 - Fixed: In non-UDMF maps, projectile impact activation implies projectile cross activation as well.
SVN r3439 (trunk)
2012-03-15 22:57:00 +00:00
Randy Heit
977b2caa30 - Applied a modified version of FDARI's patch to prevent giving health to dead things:
* P_GiveBody() now takes a max parameter so that it can also do the bulk of the work
    AHealth::TryPickup() previously did.
  * Setting an actor's health to 0 or below with SetActorProperty will now kill the actor
    properly.

SVN r3438 (trunk)
2012-03-15 21:21:00 +00:00
Randy Heit
6290ea4fcb - Added setactivation command for compatibility.cpp to fix the gear boxes on hexdd.wad, map54,
which should be set for player uses activation but are not.
- Added some developer mode messages for setlinespecial and clearlinespecial.

SVN r3437 (trunk)
2012-03-15 20:33:33 +00:00
Randy Heit
ba2e8b2461 - Fixed: Old-style ACS has the string table record offsets from the start of the object file to
the strings, not from the start of the string table, so UnescapeStringTable() needs to be
  told where the offsets are based.

SVN r3436 (trunk)
2012-03-15 19:08:19 +00:00
Randy Heit
58f7e72d1b - Restored savegame compatibility that was removed in r3427.
SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Randy Heit
c05345668c - Fix wrong case 'NULL' from previous commit. (I sure hope that patch was
tested!)



SVN r3434 (trunk)
2012-03-12 22:23:17 +00:00
Christoph Oelckers
365311ec36 - added SMMU/Eternity method of defining warped textures (Patch by Gez)
SVN r3433 (trunk)
2012-03-12 14:30:45 +00:00
Randy Heit
ce43552ebb - Use _exit() instead of exit() when Timidity++ cannot be execed, because
exit() can (and does) make the process hang. (It sure would be nice if
  POSIX-land had a simple CreateProcess API, but I guess that would be too
  easy, huh?)



SVN r3432 (trunk)
2012-03-12 04:05:15 +00:00
Randy Heit
4d64085c8a - Fixed: The PlayerDisplay menu item ignored the FlipX property of the sprite frames.
SVN r3431 (trunk)
2012-03-12 01:41:19 +00:00
Randy Heit
748eb255cc - Fixed: R_ExtendSpriteFrames() neglected to set the new spriteframes value for the sprite.
SVN r3430 (trunk)
2012-03-12 01:34:19 +00:00
Randy Heit
162ad601ba - Fixed bug introduced in r3412: The SetStyle() call needs to come after the scissoring check,
because the latter can flush the quads, including the one SetStyle() just set a style for.

SVN r3429 (trunk)
2012-03-12 01:22:19 +00:00
Christoph Oelckers
e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Randy Heit
f94b38fd7f - Fixed: The softsynths could get stuck on the last notes of nonlooping songs.
SVN r3426 (trunk)
2012-03-11 04:30:35 +00:00
Randy Heit
957f67f7cc - Fixed: FMOD as MIDI device always looped the song, even when it shouldn't (such as the title music).
SVN r3425 (trunk)
2012-03-11 03:56:20 +00:00
Randy Heit
51e66acc6b - Fixed: UnescapeStringTable() used the wrong position in the script file for Hexen-style ACS.
SVN r3424 (trunk)
2012-03-11 03:47:45 +00:00
Randy Heit
58ed367280 - Fixed: If the first four bytes of the NODES lump are all zero, the nodes would not be loaded,
nor would they be generated.

SVN r3423 (trunk)
2012-03-11 03:25:04 +00:00
Randy Heit
d367b2941a - Fixed: Monsters spawned by the Boss Brain would not go after the player unless they were in sight.
SVN r3422 (trunk)
2012-03-10 02:17:49 +00:00
Randy Heit
859512bf77 - Added gather2.wad's map05 and darkside.wad's map01 (which are actually the same map) to
compatibility.txt for Arch-Vile ghost resurrection.

SVN r3421 (trunk)
2012-03-10 02:09:04 +00:00
Randy Heit
e9f832460b - Added "misc/startupdone" sound to be played when the startup screen is closed and the game
is about to begin.

SVN r3420 (trunk)
2012-03-10 01:54:00 +00:00
Randy Heit
a12729670b - Fixed: The user could interact with the conversation menu during demo playback and mess up the
demo.
- Fixed: The conversation menu stayed up during demo playback even after the conversation was
  over.

SVN r3419 (trunk)
2012-03-10 01:24:59 +00:00
Randy Heit
6d59fb3e9f - Fixed: If the dialogues are freed while a dialogue menu is open, we need to close that menu,
or it will crash because the dialogue node it refers to no longer exists.

SVN r3418 (trunk)
2012-03-10 00:38:38 +00:00
Randy Heit
2f3ea885c5 - Fixed: The identity translation for players should not be remapped through GPalette.Remap[].
The graphics are already mapped through this, so we don't need to do it again when translating.
  Moreover, if there was no duplicate of color 0, but there was a different color with a 
  duplicate, this means we end up drawing players with the duplicated color wherever it should
  be color 0. (Standard translations already had this right.)

SVN r3417 (trunk)
2012-03-10 00:26:42 +00:00
Randy Heit
29369b4d34 - Change some of the CMake GCC build flags from appending new ones to prepending them so they
can be overridden.

SVN r3416 (trunk)
2012-03-09 23:30:47 +00:00
Randy Heit
5564b99d3a - Fixed: UseInventory from ACS should ignore the totally frozen property.
SVN r3415 (trunk)
2012-03-09 01:56:37 +00:00
Randy Heit
10eb15fab9 - Fixed: Standing inside a "window" with a pushable exterior wall would trigger that wall if
your movement was blocked, even if it wasn't that wall that blocked you. Note that this is just
  a Z check against the actor and the floor and ceiling heights; it might still be possible to
  goof it up, but the common case is fixed.

SVN r3414 (trunk)
2012-03-09 01:49:26 +00:00