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)
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
sounds for their sound effects instead of using misc/i_pkup.
(If I ever decide to implement runes it will be in a way that can use the regular
powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
PowerDamage and PowerProtection. These new powerups allow free customization of
the damage modification per damage type by inheriting from these classes and
setting specific values. Such derived damage/protection powerups will be considered
as separate powers so that for example a QuadDamage and a DoubleDamage item can be
stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.
SVN r529 (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)
when a player is going through a screen wipe and act like a pause, so the
game doesn't run several tics afterward to catch up with it.
SVN r485 (trunk)
- Added more player water sounds:
*dive - Played when your head goes below water.
*surface - Played when your head goes back above water.
*gasp - Played when you were drowning and get your air back.
If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
damage-specific player pain sounds. It looks for a sound with a name like
"*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
be assigned. Hence, the $playerreserve command has been eliminated, because
it is no longer needed and it was never accessible from user wads, so I
don't need to worry about breaking anything by removing it.
SVN r474 (trunk)
- Removed the constraint that all $playerreserve SNDINFO commands must come
before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.
SVN r466 (trunk)
3 new code pointers without general use it was necessary to handle
GiveDefaultInventory consistently for all players without the need to
subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
and a BasicArmor item to the inventory. If these items are not the first ones
added to the inventory anything else that might absorb damage is not guaranteed
to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
Tick function, not the item's. This is so that the order of execution is
determined by the order in the inventory. When done in the item's Tick function
order depends on the global thinker table which can cause problems with the
order in which conflicting powerups apply their effect. Now it is guaranteed
that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
the owner's translucency information in case of interference between different
subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
the translucency effect if an invisibility powerup is active.
SVN r448 (trunk)
- Made Hexenarmor factors configurable by DECORATE.
- Added support for selecting the invulnerability mode per item as well.
- Made Invulnerability and Healing radius behavior selectable by player
class instead of hard coding the special behavior to the Hexen classes.
SVN r379 (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)
- Created a new MorphedMonster class that Chicken and Pig now derive from.
This class automatically takes care of unmorphing the monster when its
time is up.
- Made PlayerClass and MonsterClass properties of EggFX. You can override
these in a subclass to create new kinds of morpher projectiles. Along with
that, MorphWeapon is a new property of PlayerPawn that controls what type
of weapon you have available while morphed ("None" means you have no
weapons).
- Changed morphed monsters to record the time when they want to unmorph, not
the time left until they unmorph. This simplifies calling
P_UpdateMorhpedMonster() because you don't need to pass it a tic count.
- Added an optional second parameter to A_SpawnDebris and an optional
fifth parameter to A_SpawnItem that both do the same thing: If you set it
to 1, then the spawned actor will be assigned the same translation table
as the actor that called the function.
- Moved the blood colorization in P_SpawnBlood() ahead of the SetDamage()
call so that the blood color will available to the states of the blood
actor.
- Extended the puke command so that giving it a negative script number will
act like ACS_ExecuteAlways and always execute the script. (Ugh. Why did I
use's Raven's cheat code to name this command?)
SVN r296 (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)
class menu was present so instead of starting the game specific skill menu
it always started Hexen's.
- Fixed: When a non-player tried to play a player sound it tried to access
the actor object as an APlayerPawn.
- Changed PlayAttacking2 to always use the melee state instead of different
implementations per player and hard coding it to MissileState+1. Also
changed PlayAttacking for the HereticPlayer to use the same animation as
PlayAttacking2. Now the special handling for Heretic in the FireWeapon
functions can be removed.
For R258:
- Fixed: PlayerStartItem created a duplicate of the item's class name before
converting it into an FName.
- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
is compatible with all games now so the explicit handling is no longer needed.
- Moved replacement handling back into AActor::StaticSpawn but controlled
by a (mandatory) parameter. Also added replacement to most other
instances in the game where non-inventory items are spawned. Replacement is safe
nearly everywhere except for inventory related spawns.
- Fixed: Due to the player class inclusion A_NoBlocking never called
NoBlockingSet for monsters.
- Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN.
SVN r259 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
compilation.
SVN r197 (trunk)
format. Now it calls FTexture::CreateTexture to do proper checks.
- Removed the PickupSound method from FakeInventory and changed it so that
it uses AInventory::PickupSound to store its custom pickup sound.
- Removed the PickupMessage method from FakeInventory. This can be handled
by the standard pickup message code now that it uses the meta data for the
message.
- Fixed: The maximum indices for StrifeTypes were inconsistent. Now the
allowed range is 0-1000 in all situations.
- Fixed: Setting a local SNDINFO for a map deleted all skin based sounds.
- Added a crouchsprite property to the skin info.
- Fixed: Crouching sprites must be checked each frame, not just each tic.
- Added an srand call to D_DoomMain in order to randomize the values returned
by rand which is being used to shuffle the playlist.
SVN r185 (trunk)
data enough (2 bits instead of 8), so it was super loud and aliased.
- Fixes for GCC 4.1: Several type-punned pointer warnings, but more
importantly, declaring a friend function inside a class body is no longer
enough to declare that function globally; you must declare it again outside
the class.
- Upgraded FArchive::SerializePointer so that it can store 32-bit indices.
- ACS printing pcodes now build their string in an FSttring instead of a fixed
sized buffer on the stack.
SVN r145 (trunk)
other more important message types which have lower priority for some
reason.
- Added a menu option for show_messages after accidentally switching it
off far too often and wondering why no messages appear.
- Added crouching DoomPlayer sprites submitted by Enjay.
- Fixed DF_NO_CROUCH was not checked.
- Fixed: The intermission script parser had some of its cases in the
keyword parser incorrectly sorted.
- Fixed: atterm was still defined to take a STACK_ARGS function argument.
- Added an AltFlash state for weapons.
- Turned FloatSpeed into an actor property and changed the value to 5
for all floating Strife actors, as a comment in the source indicated.
(r114 below):
- Added GZDoom's code for Vavoom slope things because I wanted to test
something with a map from Silent Steel.
- Added nocrouch and allowcrouch MAPINFO commands and a DF_NO_CROUCH
dmflag.
- Added GZDoom's crouching code after cleaning it up so that adding
crouching sprites will be easier.
SVN r115 (trunk)
merge a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
in a deterministic order and not whatever order the linker decides to put
them in. (Interestingly, the amount of memory used when repeatedly
executing the same map command at the console varies up and down, but it
now stays relatively stable rather than increasing unbounded.)
- Fixed: The list of resolutions in the video modes menu was not freed
at exit.
- Fixed: mus_playing.name was not freed at exit.
- Fixed: SN_StopAllSequences() should be called at the start of
P_FreeLevelData(), not just before the call to P_SetupLevel() in
G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can
call P_FreeLevelData() to free more memory too.
- Fixed: StatusBar was not freed at exit.
- Fixed: spritesorter was not freed at exit.
- Fixed: Bad things happened if FString's data pool was destroyed before
all C_RemoveTabCommand() calls were made.
- Added an overload for FArchive << FString.
- Fixed: The players' log text was not freed at exit.
- Fixed: Bot information was not freed at exit.
- Fixed: doomcom was not freed at exit. But since it's always created,
there's no reason why it needs to be allocated from the heap. My guess
is that in the DOS days, the external packet driver was responsible for
allocating doomcom and passed its location with the -net parameter.
- Fixed: FBlockNodes were not freed at exit.
- Fixed: Openings were not freed at exit.
- Fixed: Drawsegs were not freed at exit.
- Fixed: Vissprites were not freed at exit.
- Fixed: Console command history was not freed at exit.
- Fixed: Visplanes were not freed at exit.
- Fixed: Call P_FreeLevelData() at exit.
- Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at
exit.
- Fixed: Sound sequences were not freed at exit.
- Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array
when loading.
SVN r106 (trunk)
- Fixed the issues with .96x's railgun code and added it to the current
version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
could cause it to move backwards in a féw situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
flag, not by checking for the actor class. That made it impossible to
spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
the target's when deciding whether to switch targets. Replaced with
MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
texture has been set up.
SVN r66 (trunk)