P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
used. This also allowed to remove all the global variable saving in
P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
function because debugging the previous bug proved to be a bit annoying
because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as
intended due to some random decisions in P_DoNewChaseDir. When in the
avoiding dropoff mode these are ignored now. This should cure the problem
that monsters hanging over a dropoff tended to drop down.
SVN r887 (trunk)
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
SVN r879 (trunk)
that the drivers will treat a BackBufferCount of 0 as a request for
double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
mysteriously being left pointing to uninitialized memory during the
final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
hexen.wad was not present did not work.
SVN r861 (trunk)
to be able to save the 3dMidtex attachment info.
- Fixed: The TArray serializer needs to be declared as a friend of TArray
in order to be able to access its fields.
- Since there are no backwards compatibility issues due to savegame version
bumping I closed all gaps in the level flag set.
- Bumped min. Savegame version and Netgame version for 3dMidtex related
changes.
- Changed Jump and Crouch DMFlags into 3-way switches:
0: map default, 1: off, 2: on. Since I needed new bits the rest of
the DMFlag bit values had to be changed as a result.
- fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding
actors without MF3_NOBLOCKMONST.
- Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange'
that can enable or disable switch range checking globally per map.
- Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE.
- Added a ML_CHECKSWITCHRANGE flag which allows checking whether the
player can actually reach the switch he wants to use.
- Made DActiveButton::EWhere global so that I can use it outside thr
DActiveButton class.
March 17, 2008 (Changes by Graf Zahl)
- Changed P_LineOpening to pass its result in a struct instead of global
variables.
- Added Eternity's 3DMIDTEX feature (no Eternity code used though.)
It should be feature complete with the exception of the ML_BLOCKMONSTERS
flag handling. That particular part of Eternity's implementation is
sub-optimal because it hijacks an existing flag and doesn't seem to make
much sense to me. Maybe I'll implement it as a separate flag later.
SVN r810 (trunk)
list, it should just be ignored during the propagation stage.
- After sleeping on it and realizing what was really going in, I generalized
the inventory fix from the 13th: The actor is flagged by Destroy(), then it
is later inserted into the thinker list by DThinker::SerializeAll(). So
rather than unlinking the skipped player from their inventory, just make
sure any flagged thinkers aren't inserted into a list.
- Fixed: FCanvasTextureInfo::Viewpoint needed a read barrier, and the whole
list should serve as a root.
- Reimplemented SPC playback as a custom codec for FMOD.
- Removed spc_frequency, because snes_spc only supports the SPC's native
frequency of 32000 Hz.
SVN r806 (trunk)
high to pass through two-sided lines, but not ones that were too low.
- Fixed: SBARINFO couldn't detect the extreme death damage type for the
player face animation.
SVN r782 (trunk)
it is 1-based.
- added MF5_DONTRIP flag.
- added CheckActorFloorTexture, CheckActorCeilingTexture and
GetActorLightLevel ACS functions.
- added IF_ADDITIVETIME flag to create powerups that add their duration
to the one of the currently active item of the same type.
- fixed: bouncecount wasn't decreased when bouncing on walls.
- Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively
enable or disable monster respawning regardless of skill setting.
- Prettified deprecated flag handling.
SVN r780 (trunk)
function in an easy-to-understand manner.
- Fixed: D_AddWildFile() blindly assumed that all matches were files.
- Added back the dead player check to CheckIfExitIsGood(), but now it
applies only if the next map is part of the same hub. Otherwise, you can
still exit the map while dead.
- Removed the SpawnedPuff global variable and made it a return value from
P_LineAttack().
- Fixed: P_SpawnPuff() played sounds for temporary puffs.
SVN r739 (trunk)
- G_DoSaveGame() now receives the filename and description from its arguments
rather than global variables, so autosaves and manual saves can be done
in close proximity to each other without overwriting the parameters for
one of them.
- Fixed potential buffer overrun in G_SaveGame() and added a check so that
you can't interfere with saves that are still pending.
- Fixed: P_LineAttack() creates temporary puffs to get damage types, but this
had the side effect of creating particles for the puff.
- Fixed: The Heretic status bar tried to use the graphic "SELECTBOX" for the
inventory selector. The correct name is "SELECTBO".
- Fixed: Using allowrespawn for a single-player map would fire off enter
scripts instead of respawn script because the player wasn't assigned the
state PST_REBORN.
- Fixed: P_CheckMissileSpawn() now passes the BlockingMobj to
P_ExplodeMissile() so that it can select the appropriate death state.
- Added the manifest to MinGW-compiled builds of updaterevision so you can
build under Vista with MinGW without needing administrative privileges.
(But I still want to know why Vista thinks it needs elevated privileges
without a manifest telling it otherwise.)
- Using four 0xFF bytes for the final note of an IMF song should signal the
end of the song.
SVN r733 (trunk)
reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
(reported as 0) will be handled without breaking savegame compatibility.
SVN r689 (trunk)
should bounce off of. Since the order lines in a blockmap cell are checked
for collision is essentially undefined, there could be another line closer to
the actor that it should bounce off of instead.
SVN r678 (trunk)
- Moved the common code of ACS and DECORATE translation generation into the
FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535.
- Fixed: R_CopyTranslation was not altered for the new functionality.
I removed the function and replaced the one use with a simple assignment.
SVN r644 (trunk)
actor's sector in the game engine code with it. This way there's a clear
distinction between renderer-specific and game-specific calls.
SVN r638 (trunk)
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
too low.
SVN r603 (trunk)
rather than overriding the dmflags values, actually overwrote the dmflags
values, so they would continue to be in effect on later maps that didn't
explicitly specify them.
SVN r595 (trunk)
resulting in missile attacks not working.
- Fixed: Hitscan attacks used the puff's position to calculate the trajectory for
weapon kickback.
SVN r568 (trunk)
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
the dmflags CVAR to start the level without monsters.
SVN r563 (trunk)
- Fixed: Right after teleporting P_SlideMove could cause player movement.
Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
reduces damage when hitting a player.
SVN r555 (trunk)
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
40.
- Fixed: The code which checked for hitscan traces hitting actors from above
and below must test whether the calculated hit position is actually inside
the actor being checked. If it crosses the top/bottom plane outside the
bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
This was done to ensure compatibility with parsers that will parse these as
identifier-aware script code later.
SVN r554 (trunk)
as a counter by the Hexen fighter's fist weapon.
- Fixed: The Wraithwerge's spirits shouldn't attack friends.
- Fixed: The Heresiarch's balls must not adjust their z-position after the
Heresiarch dies.
- Added damage type specific pain chances and an MF5_NOPAIN flag that can be used
to suppress entering the pain state altogether.
- Changed font initialization so that you can define replacements for the default
fonts in FONTDEFS.
- Removed the 'add a bot' menu option since bots are beyond repair and therefore
mostly useless.
- Fixed: Hitscan attacks must always spawn a puff so that it and its properties
can be used as damage inflictor.
SVN r534 (trunk)
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
For all damage related actions it will always be the projectile (or puff for hitscan
attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's
implementation.
SVN r530 (trunk)
P_(Aim)LineAttack().
- Added an AttackZOffset to PlayerPawn. This is the offset from the
center of the player at which their attacks are fired and scales
according to their crouched height.
- Changed the version of P_SpawnPlayerMissile() that takes coordinates
to use that location as an offset from the standard attack location
rather than as an explicit attack location.
SVN r498 (trunk)
- Fixed: Due to the changes for custom states the internal weapons shouldn't
define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
whether it was set by default or not. Now the MF2_SLIDE check checks both
flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
SVN r422 (trunk)
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.
SVN r412 (trunk)
- Added DECORATE support for setting an actor's args. If this is done
it will also disable the actor's special that can be set in a map. This
is for actors that want to use A_CountdownArg or similar functions
that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that
all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector
lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.
SVN r401 (trunk)
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.
SVN r395 (trunk)
- Added VSpeed DECORATE property so that an actor can be given an initial
vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
monsters and added it to the list of DECORATE code pointers. Now Quake-style
zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
health compatibility flag if max is 0. To do that it calls P_GiveBody now.
SVN r373 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.
SVN r359 (trunk)
- Fixed: Voodoo dolls should not start ENTER scripts.
- Fixed: ActorDamage must not parse the enclosing parentheses as part of the
expression. That will produce an error if a flag set or clear command immediately
follows.
- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
owner.
- Added a 'font' parameter to A_Print.
- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
can be used this value is not used as a factor for a random value but as
a direct damage value instead.
- Fixed: AActor::SetState must check whether a called action function resulted
in the actor's destruction. A_Jump constructs to a 0-length terminating
state will hang if this isn't checked.
SVN r329 (trunk)
- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
- Changed deh.MaxHealth use to be consistent with other source ports.
- Added NULL pointer checks to APlayerPawn's state set functions. If these
remove the player from the game a crash is the inevitable result.
SVN r325 (trunk)
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
damage is truly thrustless. The 'thrustless' parameter disabled all
thrust done by PIT_RadiusDamage but not the one done by P_DamageMobj.
Also gave Hexen's poison cloud the MF3_BLOODLESSIMPACT flag and made
spawning of blood decals in PIT_RadiusAttack depend on that. Since with
these changes the 'bombthrustless' argument to P_RadiusAttack is no
longer useful I removed it.
SVN r285 (trunk)