Christoph Oelckers
65e1589543
- allow specifying actor classes whose graphics to precache through MAPINFO.
...
- some reorganization of texture precaching so that the renderer can decide what to do with actors.
Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
2016-05-01 22:47:36 +02:00
Chris Robinson
0d402618a3
Load mono copies of multichannel sounds that are used in 3D
2016-05-01 21:44:03 +02:00
MajorCooke
3ed9551054
Fixed typo.
2016-05-01 14:33:22 -05:00
Christoph Oelckers
b443ac8f71
- let Trace() be a bit smarter about checking 3D slopes. If one matches right up with the floor or ceiling at the line where the trace enters a sector, check a second point to see whether we deal with something inside valid sector bounds or not.
2016-05-01 19:30:51 +02:00
MajorCooke
9ba547e6e3
Revert MINSAVEVER and added FlatAngle DECORATE property expression.
2016-05-01 11:38:20 -05:00
Edoardo Prezioso
3aee8a3eee
- Fixed a mistake in GiveInventory refactoring.
...
'give item' stopped working because commit 7b35f32f3d
and 6aca7604eb
didn't take account that give cheat with zero amount should not touch the item amount.
2016-05-01 17:07:39 +02:00
MajorCooke
a8248433e9
- Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
...
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
Edoardo Prezioso
a17ec55d0d
- Fixed drop style gameinfo inconsistency.
...
The gameinfo option was ignored when deciding the initial spawn height position.
2016-05-01 11:30:09 +02:00
Randy Heit
7d03ed4dc7
Use floating point node bounding boxes
2016-04-30 22:37:02 -05:00
Randy Heit
265783e1f6
Use doubles for intermediates in the nodebuilder's FindMapBounds()
2016-04-30 21:28:41 -05:00
Christoph Oelckers
f387199442
- extended the voxeldef parser to allow negative numbers where appropriate.
2016-04-30 14:33:15 +02:00
Christoph Oelckers
86b647ed41
- added map name display to IDMYPOS.
2016-04-30 13:03:08 +02:00
Christoph Oelckers
2161ad2c4b
- fixed: P_GetMapColorForKey did not check for keys that worked as an alias defined through their species.
2016-04-30 12:48:51 +02:00
Christoph Oelckers
c3759646e7
- merged FWarpTexture and FWarp2Texture, making the choice of effect a parameter of the WarpBuffer function.
...
Ideally the warping shouldn't be a property of the texture class itself but an effect processor that can get added to a texture. Unfortunately the current setup will not allow this, requiring some significant refactoring of texture access first.
2016-04-30 12:36:55 +02:00
Randy Heit
a95c6b9644
Draw upper/lower textures on two-sided portal lines
2016-04-29 21:54:29 -05:00
Randy Heit
09730bff73
Fix incorrect texture mapping vectors for slopes
2016-04-29 20:35:55 -05:00
Christoph Oelckers
8309d8f634
- fixed coordinate typo.
2016-04-29 23:14:04 +02:00
MajorCooke
b9687b4a57
Compiler fix
2016-04-29 06:33:38 -05:00
Christoph Oelckers
4a72c7d2f1
- fixed: Decals may not be serialized before thinkers.
...
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
Randy Heit
f3d273c94f
Fixed: Tiled midtextures could go up past the ceiling when a 3D floor is in view
2016-04-28 22:06:57 -05:00
Randy Heit
8f3921190f
Keep values in floats longer for visplane drawing
2016-04-28 21:21:49 -05:00
Randy Heit
96228ca15f
Trying to fix some rounding, not sure it's actually correct yet
2016-04-28 21:14:48 -05:00
Christoph Oelckers
3bbb5c7237
- moved the texture warping into templated subfunctions, so that the same code can be used for true color buffers as well.
2016-04-28 18:17:18 +02:00
Christoph Oelckers
af2a1769d8
- use the FP2005 method to calculate xtoviewangle, because it is far more straightforward than the old version.
2016-04-28 16:27:28 +02:00
Christoph Oelckers
ef98757c7c
- replaced finesine for texture warping with a smaller custom table, based on the old 2005 FP code, but fixes the generation of the sine table.
...
- removed all remnants of finesine and deleted tables.c and tables.h.
2016-04-28 15:59:37 +02:00
Christoph Oelckers
9f0c5d5909
-let's better be cautious about precision and use the CRT sin and cos functions for rotated plane textures.
2016-04-28 14:49:59 +02:00
Christoph Oelckers
027b8d29b8
- make FieldOfView a real angle and remove all uses of finetangent.
2016-04-28 13:59:06 +02:00
Christoph Oelckers
f301cf7c57
- don't use finetangent for generating xviewtoangle.
2016-04-28 13:03:48 +02:00
Christoph Oelckers
26f54b0ba4
- eliminated tantoangle and cleaned up r_tables.h
2016-04-28 12:18:33 +02:00
Christoph Oelckers
8171637a57
- removed the last remaining uses of the finesine table from the rendering code.
2016-04-28 11:37:02 +02:00
Randy Heit
ae7d048057
Store FTransform in visplane_t, not just a pointer
...
- The transform values passed to R_CheckPlane might live on the stack, so
it's not safe to only store a pointer to them.
2016-04-27 23:07:25 -05:00
Randy Heit
44adff459a
Remove halfviewwidth
...
- Why I thought I needed this variable in addition to centerx has
long ago left my memory.
2016-04-27 22:49:36 -05:00
Randy Heit
31d842a894
Store FTransform in visplanes instead of converting to fixed_t
2016-04-27 22:17:33 -05:00
Randy Heit
ac69ed3361
Minimal wallmost changes
...
- Add comments
- Fixed: When WallMost() finds a line entirely above the screen, it should
set the most array to 0, not -1.
2016-04-27 22:17:33 -05:00
MajorCooke
6f11a65893
- Converted rollIntensity from int to double.
...
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
MajorCooke
64d01a3bb1
Forgot to undo this.
2016-04-27 10:26:06 -05:00
MajorCooke
0fc7055f51
- Fixed: Quakes with rolling were not unique; they borrowed from any other quakes that didn't have rolling, thus preventing the rolling from falling off properly.
2016-04-27 10:13:30 -05:00
Christoph Oelckers
38d92b23b9
- fixed: ACS's GetSectorCeilingZ and GetSectorFloorZ expected integer coordinates.
2016-04-27 15:41:22 +02:00
Christoph Oelckers
3fd0d27efa
- removed some leftover fixed point handling from PType.
2016-04-27 15:35:01 +02:00
Randy Heit
a14c0c8063
Fix a couple missing structs in vissprite_t
2016-04-27 08:13:22 -05:00
Christoph Oelckers
3a17d6aa78
- fixed savegame compatibility.
2016-04-27 13:47:30 +02:00
MajorCooke
762d186657
Finished interpolation.
2016-04-27 13:42:16 +02:00
MajorCooke
be9b25e760
Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation.
2016-04-27 13:42:15 +02:00
MajorCooke
c972caa9f3
- Added rollIntensity and rollWave to A_QuakeEx.
...
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
MajorCooke
660aff562d
- Added support for THRU flags on bullets and rails.
...
- ALLOWTHRUFLAGS must be used on the puffs, added for the sake of compatibility with older mods. This applies to the following:
-- Bullets: THRUACTORS, THRUSPECIES
-- Rails: Same as bullets, but includes THRUGHOST.
2016-04-27 13:38:27 +02:00
Christoph Oelckers
262f3575ae
- added a "custom" flag to drawmugshot so that the user-specified image can be forced to be used.
2016-04-27 13:16:35 +02:00
Christoph Oelckers
ebca8cc5b0
- added a portable config file option, for now only on Windows: If the engine finds a file named [GAMENAME]_portable.ini, it will use that instead of creating a user specific version, so that portable installs can carry their INI along.
2016-04-27 13:04:37 +02:00
Christoph Oelckers
934b1923d0
- fixed: CheckForPushSpecial did not check blocking 3D midtextures.
2016-04-27 12:37:38 +02:00
Christoph Oelckers
044bf4ada6
- fixed: P_CheckPosition must initialized tm.floorterrain.
2016-04-27 12:08:22 +02:00
Christoph Oelckers
f5afa30ee6
- added GetAngle(bool relative, int target) DECORATE function.
2016-04-27 11:52:52 +02:00
Randy Heit
d970be48f9
Use floating point xscale in R_RenderFakeWall()
2016-04-26 23:30:16 -05:00
Randy Heit
a029c7b664
Fix unneeded fixed_t height in R_3D_AddHeight()
2016-04-26 23:11:27 -05:00
Randy Heit
ee43c4ff95
Fixed: Accidentally left in /65536.0 in WallMost()
2016-04-26 23:00:41 -05:00
Christoph Oelckers
8bda356412
- fixed crash in slope drawing: Several overlooked occurences of fixed point math in R_CalcTiltedLighting. Slopes are still completely broken, though.
2016-04-27 04:08:06 +02:00
Christoph Oelckers
a26d81e060
- fixed incomplete float conversion in R_RenderFakeWallRange.
2016-04-27 02:28:45 +02:00
Christoph Oelckers
fab38d092b
- fixed: P_LineOpening could miss a 3D floor if an actor was centered right against its side.
...
- restored the original 3D floor code to retrieve the current floor in P_CheckPosition. The portal aware version was a bit too strict and could place the actor on the wrong side when moving at high speeds.
2016-04-27 02:13:35 +02:00
Chris Robinson
6e25d3f618
Use a background thread for processing OpenAL streams
2016-04-26 06:12:56 -07:00
Chris Robinson
204d0c8572
Don't try to define __try/__except on non-MSVC systems
...
They didn't do anything anyway, and can clash with other compilers since they
may be used internally (macros and keywords starting with __ are for compiler
use).
2016-04-26 05:55:18 -07:00
Christoph Oelckers
172290224b
- make modes 2 and 3 of Teleport_NoFog compatible with Eternity by defaulting to mode 1 when no line is available.
2016-04-25 01:01:28 +02:00
Christoph Oelckers
0f99d7d73f
- floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder.
2016-04-24 12:15:09 +02:00
Christoph Oelckers
31845cd16b
- fixed two fixed/float mixups.
2016-04-24 10:24:43 +02:00
Randy Heit
e96ed6bf8d
Add FBaseCVar::GetHumanString()
...
- For most cvars, this is equivalent to calling GetGenericRep() to get a
string.
- For float cvars, it uses %g instead of %H, because %H is generally more
information than is needed.
2016-04-23 22:30:08 -05:00
Randy Heit
fc54dd1ff0
Use %H when converting float cvars to strings to avoid information loss
2016-04-23 22:08:49 -05:00
Randy Heit
3a0d046f7e
Fix rendering with SW 2D: modf usage was backwards
2016-04-23 21:29:40 -05:00
Randy Heit
96a0bee651
Quiet two more warnings from GCC
2016-04-23 21:00:35 -05:00
Randy Heit
3cabd5f0ed
Fix compilation with GCC
...
- GCC is pickier than Visual C++. GCC requires that structs with constructors, etc that are
used in a union must be defined outside the union. VC++ lets you do it inline.
2016-04-23 20:58:15 -05:00
Randy Heit
991f49e321
Avoid copying vissprite_t in R_DrawPSprites()
2016-04-23 20:42:14 -05:00
Randy Heit
b8e3e1f095
Remove BAM_FACTOR from FAngle, because it takes up physical space in the struct
2016-04-23 17:27:36 -05:00
Christoph Oelckers
565bab8bd3
- removed some unnecessary temporary variables.
2016-04-23 22:55:44 +02:00
Christoph Oelckers
f420ccd287
- made Teleport_NoFog compatible with Hexen and Eternity.
...
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
* Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
* Mode 1 remains unchanged.
* Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
* Mode 3 implements the correct angle adjustment that Boom originally intended.
(Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
2016-04-23 21:32:40 +02:00
Christoph Oelckers
eaabb5e986
- fixed vissprite_t &operator= declaration.
2016-04-23 15:51:46 +02:00
MajorCooke
6bba84458c
- Rail spawned actor trails now set their targets to the shooter and transfer pitch.
2016-04-23 08:19:59 -05:00
Christoph Oelckers
5fcdb7b80d
- bump savegame version for today's changes.
2016-04-23 14:20:40 +02:00
Christoph Oelckers
3c13d8085b
- removed unused R_PointToDist2 and R_PointToAngle2 functions.
2016-04-23 13:55:50 +02:00
Christoph Oelckers
2447f7bc38
- renamed FTransform access functions.
2016-04-23 13:40:02 +02:00
Christoph Oelckers
04e614daec
- removed some fixed point functions that are no longer needed.
...
- fixed: Visplane checks should only compare the plane flags that are relevant for rendering and mask out the rest.
- floatified FTransform and made the visplane checks a bit less verbose by moving the comparison as an operator into FTransform.
Note that this operator needs forceinline on Visual Studio so that it won't get called as a function.
2016-04-23 12:42:07 +02:00
Christoph Oelckers
35a6994d0a
- remove the 'F' prefix from the floating point access function to the sidedef texture info, now that the fixed point versions are gone.
2016-04-23 10:55:55 +02:00
Christoph Oelckers
be8d1b46a7
- remove the deleted functions, now that they are no longer needed.
2016-04-23 10:51:58 +02:00
Christoph Oelckers
4d4f31fd83
- floatified sidedef texture info and fixed two bugs involving this data.
2016-04-23 09:41:59 +02:00
Randy Heit
f1b3f59bcc
Renderer floatification: Use floating point for wall scale and yrepeat
2016-04-22 23:12:53 -05:00
Randy Heit
1f97488945
Renderer floatification: Use floating point for decals
2016-04-22 23:12:53 -05:00
Randy Heit
cb0fe38dfe
Renderer floatification: "fix for signed divide" isn't needed when using xs_RoundToInt
2016-04-22 23:12:53 -05:00
Randy Heit
b2b3e50c5c
Renderer floatification: Use floating point for geometry Zs
2016-04-22 23:12:53 -05:00
Randy Heit
3ef5a678d5
Renderer floatification: Use floating point for texturemids and Y scales
2016-04-22 23:12:53 -05:00
Randy Heit
4a1cc61822
Renderer floatification: Restore playersprite rendering
2016-04-22 23:12:27 -05:00
Randy Heit
ec8d038c99
Renderer floatification: Use floats for lighting values
2016-04-22 23:10:34 -05:00
Randy Heit
4416d88eb2
Renderer floatification: Use floating point for visibility values
2016-04-22 23:10:02 -05:00
Randy Heit
ded3f92452
Commence renderer floatification
2016-04-22 23:09:13 -05:00
Christoph Oelckers
3c7d0c971f
- fixed: It seems it is not allowed to serialize any thinker before the actual thinker chain is serialized. This means that sector_t::floordata, ceilingdata and lightdata's handling had to be moved to P_SerializeWorldActors.
2016-04-22 17:48:25 +02:00
Christoph Oelckers
382a6e8b9f
- link actors to touching line portals, for use by the renderer.
2016-04-21 22:59:07 +02:00
Edoardo Prezioso
afa3009f93
- Fixed a GCC/Clang compiler error and a warning.
2016-04-21 16:11:03 +02:00
Edoardo Prezioso
6cfd82f500
- Simplify more, found by code inspection.
2016-04-21 16:03:33 +02:00
Edoardo Prezioso
6aca7604eb
- Clean the code by using AActor::GiveInventory.
...
This fixes also a bug in FraggleScript GiveInventory, which tried to access the 'SaveAmount' member of 'ABasicArmorBonus' with the wrong cast.
2016-04-21 16:02:43 +02:00
Edoardo Prezioso
7b35f32f3d
- Added the 'GiveInventory' method to the actor.
...
This will help cleaning up the item giving code. Returns a bool, in case the pickup failure might turn to be interesting in the future.
2016-04-21 15:59:23 +02:00
Edoardo Prezioso
ad9b9479ec
- Fixed erroneous P_UndoPlayerMorph calls.
...
In some places, P_UndoPlayerMorph was called with the 'force' argument placed in the 'unmorphflag' parameter, so that 'forced' unmorphs would be not completely forceful.
I hope no mod relied on this weirdness...
2016-04-21 11:25:08 +02:00
Christoph Oelckers
27cc3d6289
- fixed: ACS's GetActorLightLevel didn't check 3D floors.
2016-04-21 11:17:28 +02:00
Christoph Oelckers
ba7260c176
- fixed overflow issue with large damage values in P_RadiusAttack.
2016-04-21 10:51:41 +02:00
Christoph Oelckers
c3eec6db4d
-fixed warnings
2016-04-21 10:38:42 +02:00
Christoph Oelckers
e5dc92f998
- some reshuffling of save data so that the actors won't get restored before the sectors.
...
Note that this required splitting P_SerializeWorld, because sector_t and FSectorPortal contain some actor pointers, for which the same rule applies: Portal linking can only be done after all sectors have been read, meaning it cannot be done along with the rest of the data in these structures.
Obviously such a change breaks savegame compatibility so the min. savegame version had to be increased again.
2016-04-20 19:42:00 +02:00
Christoph Oelckers
082042818b
- refactored sector portal data so that it does not rely on actors.
...
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
3532dd9ea1
- fixed coordinate correctness issues with P_CheckFor3DFloor/CeilingHit.
2016-04-20 13:28:19 +02:00
Randy Heit
60966f472f
Revert "Revert "Remove "action" from Actor functions that don't actually need it""
...
- This reverts commit 06216d733e
.
- I don't know what I was thinking. Since stateowner is always available
to the wrapper function, and this code is only generated for the wrapper
function, it's a nonissue. The state is already located before calling
any function that uses it.
2016-04-19 21:09:15 -05:00
Randy Heit
06216d733e
Revert "Remove "action" from Actor functions that don't actually need it"
...
- This reverts commit 39df62b20e
.
- Anything that needs to lookup a state also needs stateowner. See
FxMultiNameState::Emit(). I will need to be more selective when
de-actionifying functions.
2016-04-19 20:56:43 -05:00
Randy Heit
05843d3b13
Use "%#g" when disassembly floating point constants
...
- With "%g", there would be no decimal point if the number had no
fractional part, making the output indistinguishable from integers.
2016-04-19 20:48:12 -05:00
Randy Heit
5d3e413d42
Make A_Stop an action function again
...
- A_Stop takes no parameters, so it should be an action function to avoid
creating the wrapper when called.
2016-04-19 20:46:30 -05:00
Randy Heit
39df62b20e
Remove "action" from Actor functions that don't actually need it
...
- An actor function really only needs to be an action function if:
1. It can be called with no parameters specified, either because it takes
none or because all its parameters are optional. This lets SetState()
call it directly without creating a wrapper function for it.
2. It wants access to the callingstate or stateowner parameters. Most
functions don't care about them, so passing them is superfluous.
2016-04-19 20:28:49 -05:00
Christoph Oelckers
322b9fc0ae
- wrap access to portal properties into sector_t:: member functions.
2016-04-19 11:35:28 +02:00
Randy Heit
c795f29cc4
Reduce calling overhead for A_SetUser* functions by making them non-action functions
2016-04-18 23:18:34 -05:00
Randy Heit
e83bc53678
Add atan2, which was conspicuously absent, to the VM
...
- DECORATE now has atan2(y,x) and VectorAngle(x,y) functions. They are
identical except for the order of their parameters. The returned angle
is in degrees (not radians).
2016-04-18 23:06:17 -05:00
Christoph Oelckers
69cbb7a382
- fixed: The pitch calculation did not check the calling actor's height when retrieving the position to calculate the pitch from.
2016-04-19 00:52:08 +02:00
Christoph Oelckers
d2735d7632
- fixed: Trace considered any water surface a hit if nothing else was found.
2016-04-18 18:31:19 +02:00
Christoph Oelckers
5e822fd60b
- fixed: The starting position of sight checks was inconsistent in different parts of p_sight.cpp.
2016-04-18 16:46:56 +02:00
Edoardo Prezioso
8dee0be9ab
- Fixed the morphed player actor friendliness.
...
It wasn't inherited from the original player actor object.
2016-04-18 16:30:13 +02:00
nashmuhandes
a30eb4d709
Fixed a potential NULL assignment in FOptionMenuItemSafeCommand::Activate
2016-04-18 16:30:13 +02:00
nashmuhandes
6bfdd10a5c
Show the command label when choosing a SafeCommand (like Reset2Defaults) in the menu.
2016-04-18 16:30:12 +02:00
Christoph Oelckers
2327107f32
- fixed: Actors cannot be linked into the world until after all actors and sectors have been deserialized.
...
Two issues:
Portal linking requires all skyboxes in the sectors to be present, without them some info is not there when needed.
UpdateWaterLevel was called in AActor::Serialize, which operated on the freshly loaded level where lots of things haven't been set up yet and plane heights may be wrong.
2016-04-18 15:27:19 +02:00
Christoph Oelckers
961a4c8524
- optimized sector portal checks.
...
All the PortalBlocks* functions were turned into real function calls which for such a frequent check should be avoided. So now any linked portal sets a flag in the attached sectors so that it isn't necessary to check the skybox pointer each time which makes the functions subject to inlining again.
2016-04-18 13:40:09 +02:00
Christoph Oelckers
42e88ef120
- removed sector_t::FloorDisplacement and CeilingDisplacement.
...
Using the values these return directly is just as much code.
2016-04-18 13:40:09 +02:00
Christoph Oelckers
c30d5d42a2
- fixed: UpdateSectorRenderList may not be called when spawning mapthings.
...
At this time the portals have not been initialized yet and doing this here would trash the cached previous coordinate.
2016-04-18 13:40:08 +02:00
Christoph Oelckers
8c1eb201eb
- optimized P_PointInSubsector.
...
It costs more to convert the floating point coordinate for each node check than to convert it once up front and only use fixed point math afterward.
2016-04-18 13:40:08 +02:00
Randy Heit
c5c032911c
Let the temporary vissprite be stack local
2016-04-17 20:59:08 -05:00
Randy Heit
66c4bc1fee
Fixed various problems when drawing psprites in a camera texture
...
- When the camera texture for a player view was rendered, its psprites
would overwrite the ones stored for hardware acceleration.
* Use a temporary vissprite in R_DrawPSprite() until it's known that it
will be accelerated.
* Do not write to any of the VisPSprites*[] arrays until it's known that
the sprite will be accelerated.
2016-04-17 20:55:07 -05:00
Randy Heit
bf629d2590
Use a range instead of strict equality when deciding head sounds
...
- See http://forum.zdoom.org/viewtopic.php?f=7&t=51583
2016-04-17 20:14:25 -05:00
Christoph Oelckers
2661a94fe9
- call UpdateSectorRenderList from LinkToWorld as well, because this can be called from outside the actor's Tick function.
2016-04-18 01:35:37 +02:00
Christoph Oelckers
89b2cc45a2
- reverted P_CreateSecNodes to the regular FBlockLinesIterator.
...
This got accidentally committed. Even if this gets extended to reach through portals it needs to be done differently. FMultiBlockLinesIterator can't guarantee to get every sector that's being touched.
2016-04-18 00:02:07 +02:00
Christoph Oelckers
54d78df267
- added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
...
This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00
Christoph Oelckers
f66202aef1
- fixed: If due to portal transitions, the chasecam cannot be interpolated, the entire view interpolation must be disabled for the current frame.
2016-04-17 18:42:54 +02:00
Christoph Oelckers
08514de768
- fixed A_WraithFX2 which had an incomplete floating point conversion.
2016-04-17 18:19:46 +02:00
Christoph Oelckers
3ed7a25d61
- added polyportal offset updates.
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- removed the nodebuilder message for splitting polyobject subsectors because it is no longer relevant.
2016-04-17 17:10:11 +02:00
Christoph Oelckers
f27c762319
- fixed: The Heresiarch's check for full rotation of its balls depended on BAM semantics so it should still be checked as such to ensure consistent behavior.
2016-04-17 12:28:35 +02:00
Christoph Oelckers
a199fe1825
- fixed: loading polyobjects from a savegame was incomplete.
2016-04-17 12:04:32 +02:00
Christoph Oelckers
a1e8d83724
- added SetMusicVolume ACS function.
2016-04-17 10:56:46 +02:00
Christoph Oelckers
5e73cdc670
- deleted leftover label in trace code.
2016-04-17 10:41:13 +02:00
Christoph Oelckers
bc2a5b3f16
- fixed typo in automap background position calculation.
2016-04-17 10:19:56 +02:00
Christoph Oelckers
6a27267500
- changed handling of one-time, one-way door polyobjects to be more efficient.
...
The old code kept the dead thinker, resulting in constant deletion and recreation of the subsector links and PolyBSP because the interpolation kept running.
Changed it so that the thinker is destroyed and the polyobject gets blocked by setting a new flag.
2016-04-17 01:24:07 +02:00
Christoph Oelckers
7ac0cfbbb9
- added support for angle changing portals to P_AimCamera.
2016-04-16 22:54:47 +02:00
Christoph Oelckers
e7c0fd26ba
- restored an accidentally deleted line in the Heresiarch code.
2016-04-16 21:28:08 +02:00
Christoph Oelckers
0f6a567055
- added portal-awareness to the railgun trail.
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This required some changes to the Trace function because it turned out that the original was incapable of collecting the required information:
* actors are now also linked into blockmap blocks on both sides if they occupy the boundary of a sector portal.
* Trace will no longer set up parallel traces in all parts connected with sector portal, but only use one trace and relocate that on the actual boundary.
2016-04-16 19:41:33 +02:00
Christoph Oelckers
eb30bf6e14
- fixed: Offsetting a vector by portals did not properly adjust the trace after crossing a portal.
2016-04-16 00:17:12 +02:00
Christoph Oelckers
cd75a46917
- fixed incorrect use of 'frac' in Trace's EnterLinePortal function.
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How did this go wrong...?
2016-04-15 22:22:38 +02:00
Christoph Oelckers
6dfb4bdd41
- changed floor and ceiling movers so that portal planes do not block movement of the opposite plane, even if they are on the wrong side of it.
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This fixes the cross-portal lift to the blue key in Vaporware.
2016-04-15 20:42:40 +02:00
Christoph Oelckers
b73c6e847a
- fixed: A_CheckRange calculated the square twice, resulting in a far too large value that got checked.
2016-04-15 18:46:31 +02:00
Christoph Oelckers
24776edd13
- fixed one of the most glaring omissions in the portal code: The wall clipper completely ignored portals when deciding how to treat a sector boundary, and ended up merging portal with non-portal planes.
...
This check is only active for linedef based portals, due to the large amount of maps that did it wrong with thing based portals.
Although it may well be that there are some maps that abuse this omission for linedef portals as well, these are better handled with a compatibility option if the need arises.
The main reason this was added is to streamline and optimize the portal handling between renderers in ZDoom and GZDoom. For that both need to show the same general behavior and for linedef portals it is also important to handle the same as in Eternity.
2016-04-15 16:39:58 +02:00
Christoph Oelckers
94cec02acc
- fixed: FPNGTexture must readjust the file pointer after deciding to skip the tRNS chunk.
2016-04-15 15:15:34 +02:00
Christoph Oelckers
ed211ecbab
- fixed positioning of portal things
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In some situations it can happen that the sector here is not the frontsector of the anchor linedef, because some colinear node line with opposite direction causes this to be positioned on the wrong side. The only remedy here is to explicitly set the correct sector after spawning these things.
2016-04-15 15:02:28 +02:00
Christoph Oelckers
f0c2cd2d50
- fixed: 24 bit PNGs with transparent color need to set transpal to true in FPNGTexture::CopyTrueColorPixels.
2016-04-15 10:45:31 +02:00
Christoph Oelckers
77f05a0010
- fixed spawn positions for Korax's missiles.
2016-04-14 00:21:38 +02:00
Christoph Oelckers
0f7fce8bbb
- removed portal offsetting from the sprite distance check.
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This isn't necessary. When rendering no actors from other groups may ever come into view directly - only when the respective part of the level is rendered through a portal. But at that point the camera is in a position where it's already correctly placed with relation to that actor.
2016-04-13 19:32:54 +02:00
Christoph Oelckers
d88a5ac353
- make distancecheck 3D and use the actual view position for calculation.
2016-04-13 10:48:39 +02:00
Christoph Oelckers
45cfea17f5
- removed unused variable.
2016-04-13 10:34:04 +02:00
Christoph Oelckers
21b45fc0eb
- fixed: distancecheck as a class property needs to be copied manually to subclasses.
2016-04-12 22:42:02 +02:00
Christoph Oelckers
3f0ed5d252
- added a distancecheck property to AActor that allows a given CVAR to be used as maximum display distance for actors of this type.
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This is for WolfenDoom: BOA, which has some scripted sprite distance checks that very negatively affected performance.
2016-04-12 19:44:12 +02:00
Christoph Oelckers
e1a683b9ec
- fixed minimum damage check in PowerDamage.
2016-04-12 15:49:13 +02:00
Christoph Oelckers
5d528fe317
- fixed: PCD_ENDTRANSLATION was missing a NULL pointer check.
2016-04-12 01:23:12 +02:00
Christoph Oelckers
a97f67edb6
- fixed: P_GetMidTexturePosition needs to divide by scale, not multiply, to get the proper offset.
2016-04-11 23:12:35 +02:00
Christoph Oelckers
aec1c85c08
- fixed: alpha for patches needs to be multiplied by 65536, not divided by.
2016-04-11 22:21:17 +02:00
Christoph Oelckers
ae6df617ba
- fixed: The FPathTraverse call in P_UsePuzzleItem was missing the PT_DELTA flag.
2016-04-11 22:10:46 +02:00
Christoph Oelckers
e72bfa8add
- fixed: For finding the listener's sector the sound code used the wrong coordinate.
2016-04-11 21:02:44 +02:00
Christoph Oelckers
99ca649930
- fixed NULL pointer access in SetAmmoCapacity.
2016-04-11 20:42:43 +02:00
Christoph Oelckers
77bfffaee0
- removed a few __cdecl's from the source.
2016-04-11 12:46:48 +02:00
Christoph Oelckers
db86385cf6
- removed STACK_ARGS.
...
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
MajorCooke
76f00131ff
- Fixed: A_CheckBlock's dropoff check ignored the specifications of NOACTORS and NOLINES due to P_CheckMove blindly failing if P_CheckPosition failed. This lead to false positives such as blocking actors being detected when they shouldn't be.
2016-04-10 20:11:04 +02:00
Christoph Oelckers
76c18820cb
- moved the declarations for the lighting thinkers to p_light.cpp.
...
Aside from the init function they are not needed anywhere else and that could also be placed into this file.
2016-04-10 18:29:23 +02:00
Christoph Oelckers
c12a85ee85
- removed some unused content from p_spec.h
2016-04-10 18:14:01 +02:00
alexey.lysiuk
93c334059a
Made title text always visible in OS X startup window
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Added temporary solution for the same foreground and background colors of the title in OS X startup window
It's used in graphical startup screen, with Hexen style in particular (for example WolfenDoom - Blade of Agony)
Native OS X backend doesn't implement this yet
2016-04-10 14:06:18 +02:00
Christoph Oelckers
fe973ba442
- tried to add precompiled headers to fastmath sources as well, but VC++ doesn't seem to want to play along. So I left this stuff in but disabled the precompilation until a solution can be found.
2016-04-10 13:54:42 +02:00
Christoph Oelckers
08b0be11a6
- add the precompiled header file for the previous commit.
2016-04-10 13:10:41 +02:00
Christoph Oelckers
9cc873ecdd
- enable use of precompiled headers for MSVC. Thanks to a small CMake script I recently found this could be done non-invasively.
...
Due to the VC++ 2015 headers being rather bloated (the average include size per source is 400-500kb) this provides a noticable compile speedup, although right now this only covers the game code, so there should be more room for improvement.
2016-04-10 13:08:54 +02:00
Christoph Oelckers
12129b0f07
- added a system-include independent wrapper for Windows's OutputDebugString, so that this can be used more easily in files that cannot include windows.h.
2016-04-10 13:03:44 +02:00
Christoph Oelckers
ef08e29d51
- remove windows header #include from gameconfigfile.cpp, because it isn't needed.
2016-04-10 12:33:35 +02:00
Christoph Oelckers
d48c0ce25c
- fixed some particle positioning errors.
2016-04-10 10:57:48 +02:00
Christoph Oelckers
9a48adf81a
- fixed: The software 2D drawer expected its translation pointer to be initialized by ParseDrawTextureTags. Removed the variable from DrawParms and made it and its initialization local to the software rendering code.
2016-04-09 22:56:12 +02:00
MajorCooke
c79a1b6a45
thing->floorz --> thing->dropoffz
2016-04-09 22:33:55 +02:00
MajorCooke
8b8c879994
- CBF_DROPOFF Fixes
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- Fixed: CBF_DROPOFF didn't actually check the coordinates passed to it for dropoff height values. It only checked to see if it was stuck in lines.
2016-04-09 22:33:54 +02:00
Christoph Oelckers
dc72e7f3c2
- removed the check for VA_COPY from CMakeLists.txt.
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This is because nothing uses va_copy anymore and it's a mandatory part of C++11, therefore always available.
2016-04-09 22:07:14 +02:00
Christoph Oelckers
1f1a0ca847
- fixed incorrect check for negative damage in APowerProtection::ModifyDamage.
2016-04-09 21:57:35 +02:00
Christoph Oelckers
bcebeadedc
- fixed: ACS's GetActorPitch needs to convert to a signed angle.
2016-04-09 21:44:09 +02:00
alexey.lysiuk
daa112e2ac
Fixed OS X compilation after floating point merge
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Header files from Carbon framework caused a few symbol conflicts
2016-04-09 20:54:04 +02:00
Christoph Oelckers
a827bab576
- refactored the use of tag lists so that they do not have to be passed around between functions.
...
This means that the varargs functions themselves are now responsible for parsing them into DrawParms.
This was done because DrawTextV made a blanket assumption that every single vararg has the size of a 32 bit integer and caused crashes when anything else was passed. It also failed to eliminate any tag that is incompatible with text display. These will now abort DrawText and trigger an assert.
2016-04-09 20:47:54 +02:00
Christoph Oelckers
e2ae7d8f5d
- removed the unused x and y parameters from DrawTextureParms.
2016-04-09 12:59:50 +02:00
Christoph Oelckers
43dd759859
- changed DrawTexture so that the parameters get parsed in the varargs function directly and that the virtual function that is getting called gets the fully prepared data.
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In order to avoid passing around tag lists, DrawTextV needs to parse everything itself and then pass a fully initialized structure to DrawTexture. This cannot be done if all variants require a varargs tag list.
Apparently the only reason for the old approach was the 'hw' parameter which was never used.
2016-04-09 12:55:12 +02:00
Christoph Oelckers
ca317a87ea
- started working on tracking portal transitions for railgun shots.
2016-04-09 12:09:06 +02:00
Christoph Oelckers
bc7e159be0
- cleaned up ceiling creation and moved the Create function out of the DCeiling class.
...
- did the same for floors so that FraggleScript no longer needs access to the thinkers themselves.
2016-04-09 12:07:34 +02:00
Christoph Oelckers
caae61de4c
- removed DMoveCeiling and let FS call DCeiling::Create instead. Made a minor change to DCeiling::Create to keep it compatible, because handling for instantly moving ceilings is a bit different.
2016-04-08 20:44:55 +02:00
Christoph Oelckers
919f99db61
- fixed typo in actor scale assignment when spawning.
2016-04-08 16:52:42 +02:00
Christoph Oelckers
39d03f12b1
- fixed float <-> fixed conversion errors in Fragglescript.
2016-04-08 15:14:26 +02:00
Christoph Oelckers
06dc96b062
- removed 64 bit warnings.
2016-04-08 14:21:20 +02:00
Christoph Oelckers
8535a973cf
- made MoveAttached, MoveCeiling and MoveFloor members of sector_t instead of DMover.
...
- call MoveFloor and MoveCeiling directly in FS's floorheight and ceilingheight functions and remove the dummy thinkers it had to use before.
2016-04-08 14:18:46 +02:00
Christoph Oelckers
e505bfd7a3
- took EResult out of DMover and made it an enum class.
2016-04-08 13:59:03 +02:00
Christoph Oelckers
fb2234396c
- split DSectorEffect::MovePlane into MoveFloor and MoveCeiling.
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What was the point of this strange setup anyway? MoveFloor and MoveCeiling were inlines calling the universal MovePlane, which had nothing better to do than a switch/case with two cases - floor and ceiling!
2016-04-08 13:39:08 +02:00
Christoph Oelckers
74c9a7bf67
- fixed angle calculation in AdjustPlayerAngle for portals.
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Normally this will adjust relative to the actual direction to the target, but with arbitrary portals that cannot be calculated so using the actual attack angle is the only option.
2016-04-08 13:08:08 +02:00
Christoph Oelckers
7404142edf
- fixed incorrect center point calculation.
2016-04-08 12:51:00 +02:00
Christoph Oelckers
58002f7f96
- fixed: an 'if' that gets completely optimized away by a constant 'false' condition should not make the entire function disappear.
2016-04-07 20:31:12 +02:00
Christoph Oelckers
0cbdb9ab72
- handle display of player sprite during portal transition properly.
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This checks if the current viewpoint lies on the interpolation path, translated by all active portals.
2016-04-07 19:35:01 +02:00
Christoph Oelckers
47e20aead4
- disallow crossable portals on one-sided linedefs which do not belong to a polyobject.
...
Sadly the mappers cannot be trusted to use a feature correctly. Despite repeatedly telling that portals on one-sided lines are problematic, everybody seems to do it this way - and then report bugs if it doesn't work. Under such circumstances the only safe option is to block such portals entirely.
See http://forum.zdoom.org/viewtopic.php?f=2&t=51511&p=898522#p898522 for a typical example of the problems this might cause.
2016-04-07 17:13:56 +02:00
Christoph Oelckers
32bbec7cad
- fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites.
2016-04-07 14:14:44 +02:00
Christoph Oelckers
1d286d5bd5
- added APROP_MaxStepHeight + APROP_MaxDropOffHeight.
2016-04-07 13:41:54 +02:00
Christoph Oelckers
ddb2f6b6cb
- fixed: P_SpawnPlayerMissile still used the angle_t values for offsetting the autoaim traces.
2016-04-07 13:11:23 +02:00
Christoph Oelckers
1eeaee1ac7
- completely reviewed and fixed all codes using angles in the automap.
2016-04-07 13:05:29 +02:00
Christoph Oelckers
a1c03c9a62
- fixed: P_AimCamera inverted the pitch.
2016-04-07 12:44:46 +02:00
Christoph Oelckers
790e13e5cb
fixed: For sight checks the 'eye' of the seeing thing should be placed at 3/4 height, not half its height.
2016-04-07 12:14:34 +02:00
Christoph Oelckers
7ebb961917
- added weapon bobbing interpolation.
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This was so ridiculously simple that I really fail to understand why the previous attempt was so overcomplicated that it just failed for that.
2016-04-07 11:48:23 +02:00
Christoph Oelckers
7f23a91488
- fixed: smooth bobbing uses the full angular range to calculate its position.
2016-04-07 11:14:39 +02:00
Christoph Oelckers
14b370df66
- fixed automap rotation to point upward, not downward when am_rotate is on.
2016-04-07 10:39:15 +02:00
Christoph Oelckers
5409ada0e3
let WM_DISPLAYCHANGE and WM_STYLECHANGED call DefWindowProc.
...
At least on GZDoom it seems to be important on some systems.
2016-04-07 10:26:57 +02:00
Randy Heit
4b10177e46
Make the firelines fudging more "streamlined"
2016-04-06 20:09:42 -05:00
Christoph Oelckers
3923039a1b
- fixed: a sight check that starts right on a linedef should ignore that linedef.
...
Trying to calculate a slope to the target from this linedef's opening will always result in failure because it'd involve a division by zero.
2016-04-07 01:16:07 +02:00
Christoph Oelckers
b774fed93e
- fixed: P_DrawSplash2's z-velocity was too high.
...
This code was ported from the 2005 floating point version, at one point it replaced 128 with 0.5, but 128 as a fixed point value needs to be 1/512. as a floating point value.
2016-04-06 18:46:52 +02:00
Christoph Oelckers
b93d4a796a
- fixed angles for am_rotate.
2016-04-06 17:28:31 +02:00
Randy Heit
b796a5fed6
Fixed: segangle is only 16-bits, so AngleToFloat won't work on it directly
2016-04-06 08:45:07 -05:00
Christoph Oelckers
8ad49f5d33
- removed a leftover line from before the floating point conversion in p_user.cpp.
2016-04-06 13:21:17 +02:00
Christoph Oelckers
8cbdbdaf70
- fixed: The PathTraverse and sight checking code may not assume that ceiling(x) == floor(x)+1.
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This will fail when a trace starts directly on a block boundary in which case x is a whole number. It should always use 'floor(x)+1' to ensure that the calculated point is at the right or upper edge of a block.
2016-04-06 13:19:09 +02:00
Christoph Oelckers
d4a2e9696e
- removed 'inline' from P_Teleport declaration.
2016-04-05 22:27:11 +02:00
Christoph Oelckers
1a5a00a76e
Merge branch 'floatcvt'
2016-04-05 21:42:09 +02:00
Christoph Oelckers
04b0a13bd3
- some optimization of FPathTraverse:
...
* we do not really need compatibility PointOnLineSide here. Unlike the movement code it'd only affect some extreme edge cases.
* removed the special case for very short traces. This was a result of the original and very imprecise PointOnLine functions. Since those no longer get used here and floating point precision is a lot higher there is no need for this kind of treatment.
* PointOnLine checks for the sides of an actor's bounding box don't need a full PointOnLineSide call, a simple coordinate comparison is fully sufficient, and this can easily be done in the existing switch/case block.
2016-04-05 16:29:07 +02:00
Christoph Oelckers
ad13a55f0d
- floatified line_t::dx and dy.
2016-04-05 14:03:08 +02:00
Christoph Oelckers
f606ba315f
- fixed: The return value of sector_t::FindHighestFloorPoint lost its '-' sign during the floating point conversion.
2016-04-05 10:55:13 +02:00
Christoph Oelckers
1d83ea6177
- fixed: ACS's SpawnProjectile and Thing_Projectile2 functions were treated as fixed point even though they are not.
2016-04-05 10:16:48 +02:00
Christoph Oelckers
55cbeb0253
- fixed pitch calculation in P_SeekerMissile with SMF_PRECISE.
2016-04-04 23:07:21 +02:00
Randy Heit
d39694a33d
Fixed: DoTakeInventory() indicated success when passed an invalid item type
2016-04-04 15:51:03 -05:00
Randy Heit
3c8423d810
Print only one error message when PlayerPawn.Face is not 3 chars long
2016-04-04 15:17:58 -05:00
Randy Heit
57e0c97867
Fixed: DECORATE property error messages fail to show the file information
2016-04-04 15:16:29 -05:00
Randy Heit
6f60253590
Don't waste time looking for variables to (de)init in native classes
2016-04-04 14:57:43 -05:00
Christoph Oelckers
2dff6a08d1
- fixed: P_RadiusAttack passed the wrong radius value to the BlockThingsIterator.
2016-04-04 16:51:25 +02:00
Christoph Oelckers
21692359cc
- fixed A_Face angle calculation.
2016-04-04 15:59:59 +02:00
Christoph Oelckers
7586320038
Merge branch 'master' into floatcvt
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# Conflicts:
# src/p_map.cpp
2016-04-04 14:19:34 +02:00
Christoph Oelckers
c346ac6143
- fixed: P_TeleportMove must clear the spechits array.
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This was accidentally deleted during one round of portal refactoring but is essential to prevent multiple teleport activations in one move.
Fixing this also allowed removing the fudging that was added to work around the issue in P_TryMove.
2016-04-04 14:17:34 +02:00
Christoph Oelckers
32c32ea739
- fixed some initialization problems with sound.
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* a position-less sound did not get the listener's position attached.
* an unattached sound mixed up y and z coordinates.
2016-04-04 12:46:32 +02:00
Christoph Oelckers
fadc7d650d
- fixed: segplane_t::SetAtHeight initialized the plane normal's Z incorrectly.
2016-04-04 12:02:53 +02:00
Randy Heit
7de8c2b5eb
Fixed: || should be &&
2016-04-03 21:35:44 -05:00
Randy Heit
77f9643c8f
How did this end up wrong?
2016-04-03 20:25:07 -05:00
Randy Heit
17972b5d06
Revert "Add "support" for user string variables in DECORATE"
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- This reverts commit c90a1c0c96
.
- DECORATE looks to be very dependant on functions that take strings as
parameters receiving those strings as constants and not as expressions,
so being able to declare string variables with DECORATE is pretty much
useless.
2016-04-03 19:15:00 -05:00
Christoph Oelckers
fd27c8db9e
Merge branch 'master' into floatcvt
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# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
# src/version.h
2016-04-04 01:21:24 +02:00
Randy Heit
c90a1c0c96
Add "support" for user string variables in DECORATE
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- This is "support" in the very most basic sense. You can declare them,
but you can't actually do anything with them, since the decorate parser
can't handle expressions when it's parsing string arguments. However,
they seem to be getting properly initialized and destroyed, which is
what this was added to test. If it doesn't look like too much trouble, I
might try to turn them into something actually worth something.
2016-04-03 18:10:09 -05:00
Randy Heit
7c8cff64e6
Added code to initialize and destroy string variables in classes
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- Will require being able to add strings to non-native classes to actually
test this.
2016-04-03 17:45:04 -05:00
Randy Heit
15208188de
Remove PClass::Extend()
2016-04-03 16:25:08 -05:00
Randy Heit
85c8218441
Added methods for PTypes to serialize their values
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- Values are tagged to allow for some measure of changing variable types
without automatically breaking savegames.
- Use these new methods to serialize the non-native variables in an
object. This allows for achiving non-ints.
2016-04-03 16:21:48 -05:00
Randy Heit
da496bbe62
Use AddField() to add user variables in DECORATE
2016-04-03 16:21:48 -05:00
Randy Heit
806d9d7a95
Add an AddField() override to PClass that extends the default instance
2016-04-03 16:21:47 -05:00
Randy Heit
3357af32e5
Generalize FxArrayElement to work with all numeric elements (not just 32-bit ints)
2016-04-03 16:21:41 -05:00
Randy Heit
0cc2705b99
Added A_LogFloat
2016-04-03 16:12:35 -05:00
Christoph Oelckers
1011e26eb9
- fixed: P_RadiusAttack should not call P_DamageMobj for a damage value of 0.
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This could happen if the damage calculations resulted in a value between 0 and 1, which for the actual check was multiplied with the damage parameter of P_RadiusAttack which inflated the fractional value to something that looked like actual damage but was later truncated.
2016-04-03 22:45:54 +02:00
Christoph Oelckers
6d441e25db
- partially undid the 'repeated flash state' fix, because it didn't work with the stock weapons. I'm still not sure if a compatibility setting is needed.
2016-04-03 22:31:45 +02:00
Christoph Oelckers
330ca07f69
Merge branch 'master' into floatcvt
2016-04-03 22:11:50 +02:00
Christoph Oelckers
3f5e0c682e
- fixed: Due to the iteration limit of 100 in the path traverse code, running a trace was effectively limited to somewhere around 12800 map units. Also added the safer exit condition checks from the sight checking code to FPathTraverse.
2016-04-03 21:41:58 +02:00
Christoph Oelckers
70b8afc5ec
- fixed: A_CheckLOF did the trace pitch calculation wrong.
2016-04-03 21:26:57 +02:00
Christoph Oelckers
02a586e6b2
- removed a redundant Vec3Offset call in A_SpawnParticle.
2016-04-03 21:03:49 +02:00
Christoph Oelckers
3ee42f6aa6
- removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it.
2016-04-03 20:55:23 +02:00
Christoph Oelckers
4e5ba49aca
- got rid of secplane_t::fA and fB. All uses could be replaced by other functions.
2016-04-03 19:46:00 +02:00
Christoph Oelckers
fc5f98a0be
- floatified the sector planes.
...
This should conclude the floating point conversions for now.
2016-04-03 19:28:53 +02:00
Christoph Oelckers
fede16ce68
- fixed PointOnSide checks.
...
- optimized some ZatPoint calls for floating point planes.
2016-04-03 13:15:02 +02:00
Christoph Oelckers
7a6039b44c
- floatified vertex coordinates.
...
Making these double or float doesn't seem to matter at all performance-wise so they use the more precise double format.
2016-04-03 11:53:31 +02:00
Braden Obrzut
42edd7db22
- Added IfInvulnerable SBARINFO command (modified from Blue-Shadow's pull request)
2016-04-02 23:47:44 -04:00
Braden Obrzut
81f29556bf
- Refactored SBarInfo flow control so negatable commands are handled statically.
...
- Made TArray movable and TDeletingArray a move only type.
2016-04-02 23:43:56 -04:00
Edoardo Prezioso
f36489098f
- Fixed one GCC/Clang warning.
2016-04-02 23:01:51 +02:00
Edoardo Prezioso
28ac65b25b
- Fixed GCC and Clang compilation errors.
2016-04-02 23:01:32 +02:00
Christoph Oelckers
6ffb5fa164
- fixed: Angular interpolation needs to call deltaangle instead of using the difference between two angles to avoid overflow conditions.
2016-04-02 22:12:52 +02:00
Christoph Oelckers
9b5a4b6d43
- removed several unused setter functions for level data structures and fixed some incorrect uses.
2016-04-02 22:05:23 +02:00
Christoph Oelckers
9a07f81269
- renamed all ZatPoint variants that return a fixed point value to ZatPointFixed, to avoid accidental mixup with the floating point variants.
2016-04-02 20:45:32 +02:00
Christoph Oelckers
6a150f7248
- fixed seg vertex adjustment (from a commit that wasn't copied to this branch.) and added viewx etc. to a global header .
2016-04-02 20:24:51 +02:00
Christoph Oelckers
3db90ff4c1
- removed all remaining fixed point methods from AActor.
...
- removed all calls to fixed point vertex access methods in p_setup.cpp.
# Conflicts:
# src/p_setup.cpp
2016-04-02 20:14:58 +02:00
Christoph Oelckers
60e25b32a8
- floatified the particles.
...
This is the last bit of play code that needed to be altered, what's left is the underlying data representations of vertices, linedefs and sectors.
# Conflicts:
# src/p_setup.cpp
# src/r_things.cpp
2016-04-02 20:12:08 +02:00
Christoph Oelckers
931774ab38
- fixed some issues with the PathTraverse and sight checking code:
...
* typo in calculating end position from a trace vector
* must use floor to convert from floating point block coordinate to block index to account for running off the negative side of the blockmap. (Int cast always rounds toward zero which is wrong here.)
* bad calculation of sight checking slopes - they has the actor's z coordinate duplicated.
- fixed scaling of automap markers.
2016-04-02 20:10:48 +02:00
Christoph Oelckers
b3659305ce
- fixed typo in line portal interpolation path calculation.
2016-04-02 20:10:32 +02:00
Christoph Oelckers
96a02f922d
- removed R_PointToAngle2 call in P_Setup.cpp.
...
- removed long inactive node saving code in p_writemap.cpp. If this file is ever made operational again it will be with UDMF output.
2016-04-02 20:10:25 +02:00
Christoph Oelckers
046ee3e803
- removed a few leftover FRACUNITs.
2016-04-02 20:07:18 +02:00
Christoph Oelckers
bb13590e07
- make viewx etc. global.
...
- a few minor optimizations.
2016-04-02 20:07:02 +02:00
Christoph Oelckers
ccfb2ac233
- fixed quake checks.
2016-04-01 12:58:46 +02:00
Christoph Oelckers
8680391e0b
- floatified the global view variables.
...
The software renderer still uses internal copies of the fixed point version.
2016-04-01 12:22:16 +02:00
Christoph Oelckers
a5e14425aa
- fixed angular interpolation of skybox viewpoints.
2016-04-01 11:55:37 +02:00
Christoph Oelckers
a93296be80
- removed most of the deleted function declarations.
2016-03-31 21:20:45 +02:00
Christoph Oelckers
6445615b5d
- fixed the sound location calculations which got somewhat broken by the constant changes during the conversion.
2016-03-31 21:13:32 +02:00
Christoph Oelckers
8f5ac9b73f
- fixed a float/fixed mixup in R_PointOnSideSlow.
2016-03-31 17:44:05 +02:00
Christoph Oelckers
9412ce45d6
- floatified portals.cpp and most of p_maputl.cpp.
2016-03-31 16:52:25 +02:00
Christoph Oelckers
6b065b8074
- floatified FBoundingBox.
2016-03-31 10:38:54 +02:00
Christoph Oelckers
8fd76f0c8a
- floatified bmaporgx and bmaporgy, allowing to remove the gross overflow prevention hacks present in the blockmap code.
2016-03-31 09:23:14 +02:00
Christoph Oelckers
f41afde545
- floatified line_t::bbox.
2016-03-31 01:22:49 +02:00
Christoph Oelckers
7a2c8fdc1c
- floatified po_man.cpp and the remaining bits in p_lnspec.cpp
2016-03-31 00:41:21 +02:00
Christoph Oelckers
1666418510
- fixed incomplete interpolation floatification.
2016-03-30 20:05:29 +02:00
Christoph Oelckers
d54a2364b9
- floatified r_interpolate.cpp.
2016-03-30 17:11:31 +02:00
Christoph Oelckers
27bad66f61
- floatified the remaining parts of p_sector.cpp.
2016-03-30 16:51:19 +02:00
Christoph Oelckers
66929cbaff
- floatified p_trace, p_slopes and p_udmf.cpp.
...
- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
ced30e7bbb
- fixed a few oversights.
...
- switched p_buildmap to use the floating point variants of the linedef/sector init methods.
2016-03-30 11:25:02 +02:00
Christoph Oelckers
c2e2910399
- fixed copy/paste error in P_GetFriction resulting in incorrect calculation of movefactor.
2016-03-30 10:08:06 +02:00
Christoph Oelckers
0eb35d6c6e
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
2016-03-30 09:47:25 +02:00
Christoph Oelckers
77f2530236
- floatified the sector plane movers and removed some of the ZatPoint conversion cruft.
2016-03-30 09:41:46 +02:00
Randy Heit
1648a71e45
Add support for Name and String types to ACS's GetUserVariable
...
- Reading one of these types will copy its value into the global ACS string
table and return the index.
2016-03-29 22:49:12 -05:00
Randy Heit
b37ef48e99
Allow ACS's GetUserVariable to access non-user variables
...
- Since DECORATE already allows reading all declared variables in a class,
where's the utility in keeping this restriction in ACS?
- Variables must still be numeric types.
- SetUserVariable is still restricted to user variables only.
2016-03-29 22:42:04 -05:00
Randy Heit
35121544b4
Add float support to ACS's Get/SetUserVariable functions
...
- "Support" means that setting one will convert from fixed point to
floating point, and reading one will do the reverse.
2016-03-29 22:41:38 -05:00
Randy Heit
b6e3358b1c
Add A_SetUserVarFloat and A_SetUserArrayFloat
2016-03-29 22:41:37 -05:00
Randy Heit
299019ea15
Add GetValueFloat() for numeric PTypes
2016-03-29 22:41:37 -05:00
Randy Heit
feb5ab31cc
Add double variants of SetValue() for numeric PTypes
2016-03-29 22:05:25 -05:00
Randy Heit
e2711a74e7
Add float user vars for DECORATE
...
- PClass::Extend now takes alignment into consideration.
2016-03-29 21:48:57 -05:00
Christoph Oelckers
ff0b371582
- made the linedef deltas private and only accessible through access functions.
...
Now everything should be in place to remove the fixed point math from the rest of the play code.
2016-03-29 16:13:16 +02:00
Christoph Oelckers
84d547adfb
- fixed: The check if a line is in range of a bounding box must be exclusive.
...
Unfortunately I picked the one incorrect version of this check (from A_PainShootSkull) when moving it to an inline function.
2016-03-29 13:10:15 +02:00
Christoph Oelckers
25f5e8449a
- replaced all direct access to sector plane coefficients with wrapper functions.
2016-03-29 12:40:41 +02:00
Christoph Oelckers
c7ae4688a3
- replaced all direct access to vertex coordinates with wrapper functions.
...
So that code replacement can be done piece by piece and not all at once.
2016-03-29 10:07:06 +02:00
Christoph Oelckers
8d071f85b3
- use float vectors for prediction.
2016-03-29 02:06:05 +02:00
Christoph Oelckers
c776a0fb54
- floatification of p_teleport and p_switch.cpp.
2016-03-29 00:31:59 +02:00
Christoph Oelckers
0a238e7e18
Merge branch 'master' into floatcvt
2016-03-28 22:53:26 +02:00
Christoph Oelckers
a92de84cf7
- this stuff should not have been saved...
2016-03-28 22:53:10 +02:00
Christoph Oelckers
0283df4c42
- restored floating point pusher code.
2016-03-28 22:47:45 +02:00
Christoph Oelckers
9145181b79
Merge branch 'master' into floatcvt
2016-03-28 22:25:36 +02:00
Christoph Oelckers
8c3c18b008
- forgot to add this...
2016-03-28 22:25:12 +02:00
Christoph Oelckers
d87f861e87
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/p_spec.cpp
# src/p_spec.h
2016-03-28 22:23:41 +02:00
Christoph Oelckers
263051a77b
- removed a few unnecessary #includes.
2016-03-28 22:20:25 +02:00
Christoph Oelckers
59920095af
- separated pushers into their own file.
2016-03-28 21:57:22 +02:00
Christoph Oelckers
05504b65d2
- floatified p_scroll.cpp
...
While testing this it became clear that with the higher precision of doubles it has to be avoided at all costs to compare an actor's z position with a value retrieved from ZatPoint to check if it is standing on a floor. There can be some minor variations, depending on what was done with this value. Added isAbove, isBelow and isAtZ checking methods to AActor which properly deal with the problem.
2016-03-28 21:04:46 +02:00
Christoph Oelckers
a46a4c81b1
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/p_lnspec.cpp
# src/p_spec.cpp
# src/p_spec.h
2016-03-28 17:46:19 +02:00
Christoph Oelckers
fd46909b1a
- made partial floarting point aliases for EV_DoCeiling so that all the calls in p_lnspec.cpp match the master branch for merging.
2016-03-28 17:41:13 +02:00
Christoph Oelckers
b5f333798e
- moved all scroller related code into its own file, including the DScroller class definition.
2016-03-28 17:27:55 +02:00
Christoph Oelckers
a99ebc2356
- floatified p_sight.cpp.
2016-03-28 16:22:21 +02:00
Christoph Oelckers
5e1c79c050
- floatified the rest of p_mobj_cpp and removed a large part of the conversion cruft from the headers that was needed to keep the code compileable.
2016-03-28 12:03:07 +02:00
Christoph Oelckers
2fff7005ad
- floatified more of p_mobj.cpp
2016-03-28 10:01:24 +02:00
Christoph Oelckers
217414cb1c
-floatified P_ExplodeMissile and P_XYMovement
2016-03-28 00:55:57 +02:00
Christoph Oelckers
7b256dda3d
- did the last remaining bits in p_map.cpp.
2016-03-27 22:49:59 +02:00
Christoph Oelckers
8b4a33794a
- floatified P_ChangeSector.
2016-03-27 22:35:58 +02:00
Christoph Oelckers
fe744a589c
- floatified P_RadiusAttack.
2016-03-27 21:11:17 +02:00
Christoph Oelckers
0baaa3cf63
- floatified P_LineAttack, P_TraceBleed and P_UseLines.
2016-03-27 20:58:01 +02:00
Christoph Oelckers
eae6f7e9ea
- floatified P_AimLineAttack.
2016-03-27 17:58:18 +02:00
MajorCooke
4eee1c7af1
Fixed: A_FaceMovementDirection was backwards.
2016-03-27 14:21:07 +02:00
Christoph Oelckers
228c447a02
- fixed: A_FireCustomMissile used the player position as offset.
2016-03-27 14:20:14 +02:00
Christoph Oelckers
6ab95da2fc
- fixed copy/paste coordinate screwup in moving camera code.
2016-03-27 14:11:46 +02:00
Christoph Oelckers
23d311dd04
- floatified P_CheckSlopeWalk. It should be noted that this function is one place where full double precision is too high and needed to be truncated.
2016-03-27 14:07:35 +02:00
Christoph Oelckers
26ff2f73d7
- floatified P_TryMove and the sliding and bouncing code.
2016-03-27 13:29:58 +02:00
Christoph Oelckers
1877eca2ab
- more floatification of p_map, plus some stuff used in those functions.
2016-03-27 01:06:54 +01:00
Christoph Oelckers
6e93264016
- started floatification on p_map.cpp.
2016-03-26 23:19:38 +01:00
Christoph Oelckers
00ea8662b8
- floatification of p_enemy and p_interaction.cpp.
2016-03-26 20:59:35 +01:00
Christoph Oelckers
0c39bdd04c
- floatified texture scale values.
2016-03-26 13:37:44 +01:00
Christoph Oelckers
dabed04d2a
- floatification of p_3dfloors, p_3dmidtex and p_acs.cpp plus some leftovers.
...
- removed all references to Doom specific headers from xs_Float.h and cmath.h.
2016-03-26 12:36:15 +01:00
Christoph Oelckers
35bb686281
- floatification of sector_t::centerspot.
2016-03-26 09:38:58 +01:00
Christoph Oelckers
30b57fd7b0
- floatification of G_CheckSpot and a few other things.
2016-03-26 09:28:00 +01:00
Christoph Oelckers
696fde69b8
- moved the bot support code from AActor::Tick to a subfunction in the bot sources. No need to pollute a main game file with this stuff.
2016-03-26 01:30:28 +01:00
Christoph Oelckers
c2e7858e05
- looks like the oldz parameter in UpdateWaterLevel is not needed at all...
2016-03-26 01:13:36 +01:00
Christoph Oelckers
558e04cb99
- safety commit.
2016-03-26 01:03:02 +01:00
Christoph Oelckers
e42b0171b3
- floatification of bot code.
2016-03-26 00:34:56 +01:00
Christoph Oelckers
8e13d13916
- floatified the automap.
2016-03-25 21:54:59 +01:00
Christoph Oelckers
fb8e03d5eb
- floatified FLineOpening.
...
- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers
2cf3b20ea8
- floatified the last remaining AActor member variable 'damagemultiply'.
2016-03-25 16:30:31 +01:00
Christoph Oelckers
1125101b37
- floatified AActor::Prev plus the stuff using it.
...
- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
2016-03-25 16:25:25 +01:00
Christoph Oelckers
2b33601d00
- The fixed_t type for the VM also is not needed any longer and was removed.
2016-03-25 15:50:39 +01:00
Christoph Oelckers
8cdfbeea01
- made AActor::__pos a genuine float vatiable.
2016-03-25 15:43:20 +01:00
Christoph Oelckers
3a598d672e
- removed the angle_t type from the VM, now that nothing in the interface requires it anymore.
2016-03-25 14:55:01 +01:00
Christoph Oelckers
8b6b5e7b1c
- preparation for upcoming work: rename the fixed point versions of PosRelative.
2016-03-25 14:18:50 +01:00
Christoph Oelckers
a3b687bc4e
- renamed PARAM_DANGLE macros to PARAM_ANGLE, now that the old angle_t type is no longer used in the VM interface.
2016-03-25 13:23:07 +01:00
Christoph Oelckers
21340c6eba
- floatified the rest of thingdef_codeptr.cpp and got rid of the remaining fixed_t and angle_t parameters in VM-accessed function. The VM should now be free of those types completely.
2016-03-25 12:57:22 +01:00
Christoph Oelckers
b70fee8ed8
- changed the means how to control the slowdown of crushing ceilings encountering an obstacle and corrected a few mistakes in the implementation
...
* there is a new crushing mode 3, which means that the crusher will always slow down if it hits an obstacle.
* crushing mode 1 (Doom mode) will never slow down.
* crushing mode 0 (compatibility) will only slow down for the specials that did so before, and only if both up and downspeed are 8 and the game is not Hexen. The following specials are affected:
* Ceiling_LowerAndCrush
* Ceiling_LowerAndCrushDist
* Ceiling_CrushAndRaise
* Ceiling_CrushAndRaiseA
* Ceiling_CrushAndRaiseDist
* Ceiling_CrushAndRaiseSilentA
* Ceiling_CrushAndRaiseSilentDist
* Generic_Crusher was fixed to act like in Boom: Not only a speed value of 8 will cause slowdown, but all speed values up to 24.
* Hexen crushing mode will never cause slowdowns because Hexen never did this. (which also makes no real sense, considering that the crusher waits for the obstacle to die.)
2016-03-25 02:08:22 +01:00
Christoph Oelckers
f76524f459
- some cleanup on P_RailAttack plus a bit of parameter floatification in thingdef_codeptr.cpp
2016-03-25 00:59:14 +01:00
Christoph Oelckers
4d22b346f4
- floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere.
2016-03-24 23:50:29 +01:00
Christoph Oelckers
7a26318bf0
- floatified friction.
2016-03-24 22:50:03 +01:00
Christoph Oelckers
6c9e5b03c8
- floatified meleerange, pushfactor and radiusdamagefactor,
2016-03-24 21:31:04 +01:00
Christoph Oelckers
e077510773
- floatified MaxTargetRange and MeleeThreshold.
2016-03-24 20:56:59 +01:00
Christoph Oelckers
c66ff5939d
- floatified AActor::bouncefactor and wallbouncefactor.
2016-03-24 20:43:35 +01:00
Christoph Oelckers
8add60ed38
- fixed: Getting the nearest ceiling height failed for height-less actors.
2016-03-24 19:24:33 +01:00
MajorCooke
a9ef8cc637
Fixed A_QuakeEx falloff not working properly.
2016-03-24 19:04:51 +01:00
Christoph Oelckers
4874fe2361
Merge branch 'master' into floatcvt
2016-03-24 18:32:47 +01:00
MajorCooke
c8ba6f0611
Fixed quake falloff not working in floatcvt branch.
2016-03-24 18:30:23 +01:00
Christoph Oelckers
75bcec411e
- fixed: The portal blockmap's AddLineIntercepts methods needs to check the block's range.
2016-03-24 18:26:27 +01:00
Christoph Oelckers
deafa0bce0
- fixed: The 'open door in 5 minutes sector type had the order of parameters wrong, due to a bad function prototype.
2016-03-24 18:01:01 +01:00
Christoph Oelckers
41387622f2
- changed angle parameter of FillSimplePoly.
2016-03-24 16:36:43 +01:00
Christoph Oelckers
5bf806e478
- renamed some fixed point stuff in the texture composition code.
2016-03-24 16:16:45 +01:00
Christoph Oelckers
86d1b2955a
- floatified most of r_data (The interpolations cannot be done yet.)
2016-03-24 14:11:41 +01:00
Christoph Oelckers
09d8b4af80
- changed I_GetTimeFrac to return a double instead of a fixed_t.
2016-03-24 12:00:21 +01:00
Christoph Oelckers
c83ad9df6c
- removed special treatment for not using stdint.h with MSVC. Current compiler versions have this file.
...
- removed use of finesine for creating the player backdrop for the menu display. This mostly uses the code from the old 2.0 floating point version but fixes some of the constants in there which were not correct.
2016-03-24 11:30:11 +01:00
Christoph Oelckers
eac0bfeaeb
- removed fixed_t and associated utility macros from FraggleScript code.
2016-03-24 09:16:35 +01:00
Christoph Oelckers
4a79602325
- floatification of g_shared.
...
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
2016-03-24 01:46:11 +01:00
Christoph Oelckers
6557f3b8c8
- floatified quake and weapon code
2016-03-23 20:45:48 +01:00
Christoph Oelckers
2dbd79cc8d
- floatified the return data from Trace().
2016-03-23 18:07:04 +01:00
Christoph Oelckers
70d87f94f2
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/p_acs.cpp
# src/r_utility.cpp
# src/thingdef/thingdef_codeptr.cpp
# src/version.h
2016-03-23 14:15:24 +01:00
MajorCooke
b16e696157
- Added offset and angle parameters to A_CheckBlock.
...
- Includes 2 flags, affixed by CBF_: AbsolutePos, and AbsoluteAngle.
- AbsolutePos: Absolute position of where to check.
- AbsoluteAngle: Angle parameter is used as is, not added onto the actor's current angle.
2016-03-23 14:05:31 +01:00
Christoph Oelckers
0d1fbcf65f
- flattened the following commits by Major Cooke:
...
* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.
* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.
The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
2016-03-23 14:03:10 +01:00
Christoph Oelckers
7c87479eea
- parameter rework of several spawning functions.
2016-03-23 13:31:12 +01:00
Christoph Oelckers
f60eac8dc0
- floatified FMapThing, dropoffz and GetBobOffset
2016-03-23 12:21:52 +01:00
Christoph Oelckers
f8cf4bcf3d
- trimmed down the AActor Spawn interface and removed all non-float variants.
...
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
2a0d5a621a
- floatified some stuff in g_shared.
...
Note: This commit does not handle z-spawn positions correctly.
2016-03-23 00:53:09 +01:00
Christoph Oelckers
301f5abadc
- floatified the decal code.
2016-03-22 22:07:38 +01:00
Christoph Oelckers
6b3c0ecbd3
- floatified viewheight variables and some related code.
2016-03-22 18:06:08 +01:00
Christoph Oelckers
af427b80bd
- did some cleanup and consolidation on damage factor code while converting it all to floating point.
...
- made armor properties floating point.
2016-03-22 16:35:41 +01:00
Christoph Oelckers
1eb106e2c5
- floatification of some alpha parameters.
2016-03-22 13:35:16 +01:00
Christoph Oelckers
a652c061f6
- converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut.
2016-03-22 12:42:27 +01:00
Christoph Oelckers
5a4b974187
- float stuff in g_raven.
...
- fixed some problems in previous commits.
2016-03-22 02:29:43 +01:00
Christoph Oelckers
f3d6ca04fc
- some floating point changes in t_func.cpp
2016-03-22 01:19:24 +01:00
Christoph Oelckers
cf79e1cb6d
- fixed some leftover fixed point remnants in g_hexen.
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- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00
Christoph Oelckers
4155e84a1c
- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
...
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
c830801da3
- g_hexen almost done except for 3 things that require more extensive changes.
2016-03-21 22:20:10 +01:00
Christoph Oelckers
f1602882c8
- added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
...
- started converting g_hexen.
Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
2016-03-21 14:00:05 +01:00
Christoph Oelckers
4e60ea0252
- made AActor::alpha a floating point value
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- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
b29058c1ab
- converted the last fixed point remnants in g_heretic.
2016-03-21 10:24:52 +01:00
Christoph Oelckers
11e613f578
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/g_doom/a_revenant.cpp
2016-03-21 01:28:50 +01:00
Christoph Oelckers
a66f9cbf5a
- fixed: angular spread for Strife's assault gun was wrong,
2016-03-21 01:26:06 +01:00
Christoph Oelckers
2d2eeb49f0
- make weapon sprite offsets floats.
2016-03-21 01:16:34 +01:00
Christoph Oelckers
1ff4bb419c
- made AActor::gravity and FMapThing::gravity floats.
2016-03-21 00:51:19 +01:00
Christoph Oelckers
7ebb96f15c
- use one of the new floating point special variables to store the portal plane height of the skybox things.
2016-03-21 00:05:44 +01:00
Christoph Oelckers
289cdfbefd
- made AActor::floorclip a double.
2016-03-20 23:42:27 +01:00
Randy Heit
f38dbc5055
Use LHS/RHS matching for some simple SAFE_APPENDs
2016-03-20 15:57:02 -05:00
Randy Heit
071a5718cc
Use /*X-overwrites-A*/ wherever X = A; appears in the grammar
2016-03-20 15:57:01 -05:00
Randy Heit
c0dd39ffd4
Use %token_class to define intconst
2016-03-20 15:57:01 -05:00
Randy Heit
260cf6848f
Use LHS and RHS label matching in the grammars where possible
2016-03-20 15:57:01 -05:00
Randy Heit
baa6dc0568
Add zcc-parse.c and .h to the ZScript project folder
2016-03-20 15:57:00 -05:00
Christoph Oelckers
afa5f22b31
- added two floating point special variables, because the two existing ones are integers and unusable for storing doubles.
2016-03-20 21:51:09 +01:00
Christoph Oelckers
cff8e51811
- converted AActor::height to double.
2016-03-20 20:55:06 +01:00
Randy Heit
2a394d0cb8
Do not copy lemon grammars to the output directory
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- Having my edits to the grammar disappear because Visual Studio had
opened the copy instead of the original was super annoying. Using the -C
option with Lemon, this problem is avoided because there are no copies
to worry about.
2016-03-20 14:34:44 -05:00
Christoph Oelckers
8362c6a856
- conversion of floorz to double.
2016-03-20 19:52:35 +01:00
Randy Heit
1c592c9601
Lemon update 2009-11-03 19:18:32 on branch trunk
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- Enhancements to lemon to generate more compact action tables and to avoid making array bounds tests that can never fail on action table calculations. (user: drh)
- Update zcc-parse.lemon: YY_SZ_ACTTAB is now YY_ACTTAB_COUNT
2016-03-20 13:06:43 -05:00
Randy Heit
288f01a0c2
GCC fixes for zcc_compile.(cpp|h)
2016-03-20 11:34:41 -05:00
Christoph Oelckers
b81080ce08
- converted most of g_heretic to float.
2016-03-20 16:51:42 +01:00
Christoph Oelckers
0bdb65c477
- made AActor::radius a double.
...
This means that all files in g_doom are now fully converted.
2016-03-20 15:04:13 +01:00
Christoph Oelckers
ec58e70078
- replaced ceilingz with a floating point variable, also in FCheckPosition.
2016-03-20 13:32:53 +01:00
Christoph Oelckers
6e2421bd37
- use a set of specific conversion functions to convert from and to ACS script variables so that these cases do not get caught when searching for fixed point math in the source.
2016-03-20 12:37:21 +01:00
Christoph Oelckers
ada5097e34
- converted scale variables in AActor, FMapThing and skin to float.
2016-03-20 12:13:00 +01:00
Christoph Oelckers
5875e91f39
- finished conversion of most of g_doom.
...
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code.
Most is still using wrapper functions around the fixed point versions.
2016-03-20 10:52:10 +01:00
Christoph Oelckers
f1d2c7755a
- fixed z-offset handling of A_SkelMissile.
...
I can't believe I missed this for more than 10 years, considering that A_CustomMissile explicitly implements this case:
It makes a crucial difference whether P_SpawnMissileZ is used or the actual z-position is temporarily changed.
Reverted this function to the position changing method of the original.
2016-03-20 02:08:05 +01:00
Christoph Oelckers
a4f5846c7c
- replaced all uses of P_ThrustMobj with the already implemented AActor::Thrust method and deleted this function.
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- for quakes, making a distinction between circular and elliptic thrust is pointless, so the checks were removed and both paths consolidated. The elliptic code will do exactly the same for circles and there isn't even a performance difference.
2016-03-20 01:25:47 +01:00
Christoph Oelckers
a43dccaa86
Merge branch 'master' into floatcvt
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# Conflicts:
# src/g_hexen/a_heresiarch.cpp
# src/g_shared/a_quake.cpp
2016-03-20 00:56:09 +01:00
Christoph Oelckers
51b05d331d
- replaced AActor::vel and player_t::Vel with a floating point version.
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- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
0ef9ee23b1
- fixed: When the intensity values of DEarthquake were converted to fixed point, its uses in DEarthquake::Tick were not changed along.
2016-03-19 12:01:10 +01:00
Christoph Oelckers
2adf8d524c
- fixed: A_SpawnFizzle used the 'speed' property incorrectly.
...
This is now a fixed point value, even for monsters, so using it as a modulus on a random value cannot possibly work.
2016-03-19 09:36:20 +01:00
Randy Heit
aaae9f2e05
Store known but uncompiled nodes in the symbol table
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- Don't bother keeping track of uncompiled nodes in a special table. Use
the regular symbol table instead. This should in the future make
compiling nodes referenced deeper than (and before) their definitions
fairly straightforward.
- Also, break up the compiler's Message() function into Warn() and Error()
and get rid of zcc_errors.h. I can't really see having a set of error
numbers being useful.
2016-03-18 19:34:32 -05:00
Christoph Oelckers
51a98d0e5d
- cleaned up the mugshot code's angle checks (I hope these are correct because the old code was so confusing...)
2016-03-18 10:08:18 +01:00
Christoph Oelckers
f332a098cd
- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.
2016-03-18 00:43:05 +01:00
Christoph Oelckers
39de225fa7
- restored old FaceMovementDirection.
2016-03-17 00:46:12 +01:00
Christoph Oelckers
aa09cbdada
- renamed some functions and fixed a few more conversion errors.
2016-03-17 00:07:37 +01:00
Christoph Oelckers
ec3be2531a
Merge branch 'master' into float
...
# Conflicts:
# src/g_hexen/a_fighterplayer.cpp
2016-03-16 22:45:55 +01:00
Christoph Oelckers
9b134a78e3
- fixed: The TEXTURES parser wanted a redundant comma after parsing a color.
2016-03-16 22:42:41 +01:00
Christoph Oelckers
9b1442915f
- fixed: AdjustPlayerAngle should not use the angle that gets passed in the attack target struct. This is the actual angle of the attack but this function needs to adjust to the actual direction between player and victim.
2016-03-16 22:38:08 +01:00
Christoph Oelckers
b140d71c49
- several fixes.
2016-03-16 22:29:35 +01:00
alexey.lysiuk
b20956e207
Made FMOD Ex stream buffer size customizable
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Use snd_streambuffersize to set size of stream buffer in KB, default is 64
See http://forum.zdoom.org/viewtopic.php?t=51230
2016-03-16 22:15:13 +02:00
Christoph Oelckers
29a7fe33f3
- fixed some minor issues found during reviewing the code.
2016-03-16 14:10:13 +01:00
Christoph Oelckers
671291227e
- first stage of converting actor angles to float complete
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Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
alexey.lysiuk
91ad7f5f2e
Fixed broken Strife conversations
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Check for in-combat flag was inverted
See http://forum.zdoom.org/viewtopic.php?t=51224
2016-03-16 12:37:41 +02:00
Christoph Oelckers
c64eee5b15
Merge branch 'master' into float
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# Conflicts:
# src/g_heretic/a_hereticweaps.cpp
# src/p_map.cpp
# src/p_mobj.cpp
# src/p_things.cpp
# src/portal.cpp
2016-03-15 00:16:13 +01:00
Blue-Shadow
a07f264782
Added a NULL check for activator in Warp().
2016-03-14 20:52:44 +03:00
Christoph Oelckers
d07bf08e56
- fixed: 3D floor ceiling calculation didn't take into account that an actor's top may just be slightly inside a 3D floor and returned the next highest one instead.
...
For floors this change is deliberately not done because it might cause problems with the movement code.
2016-03-14 16:38:17 +01:00
alexey.lysiuk
801ac9128a
Replaced comparisons with assignments in 3D floor tracing
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No more 'equality comparison result unused' warnings
2016-03-14 01:25:57 +01:00
alexey.lysiuk
6c94c49d6f
Removed extra Printf() conversion specification
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No more 'more % conversions than data arguments' warning
2016-03-14 01:25:56 +01:00
Christoph Oelckers
df63dd288a
- fixed: Visual-only portals could initiate a teleport.
2016-03-13 21:55:47 +01:00
Christoph Oelckers
448e66f19b
- fixed: P_PointInSectorBuggy must handle the single-subsector special case.
2016-03-13 16:57:02 +01:00
Christoph Oelckers
51ab60178a
- added portal overlays to automap.
2016-03-13 12:33:58 +01:00
Braden Obrzut
93be5aca05
- Fixed: Modern versions of GCC on PowerPC inserted padding to the end of pragma packed structures.
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- Worked aorund modern GCC bug where C++ exceptions in Objective-C++ code would result in an ICE (bug is already on their tracker, but I doubt it will be fixed unless I decide to dig into the issue myself).
- Turn off fused floating point instructions since these can cause slight deviations in floating point code.
- Use -static-libgcc when compiling on the Mac with GCC since we need to use a custom version of GCC to do so now.
- Note: ZDoom will currently still crash on exit on PowerPC since it seems to be deciding that NameManager needs to be destructed before the console commands.
2016-03-13 01:14:08 -05:00
Christoph Oelckers
0040b272ed
- fixed portal counting.
...
This was creating a large number of unused portal groups.
2016-03-13 02:54:55 +01:00
Christoph Oelckers
b73d6e42af
- fixed: FMultiBlockLinesIterator must reset the current sector when doing the final up and downwards check from the start position.
2016-03-13 02:31:47 +01:00
Randy Heit
8a03b99b9c
Use ScriptMessage to warn about missing patches in a TEXTURES texture
2016-03-12 19:23:49 -06:00
Randy Heit
4a295dfa3d
Accept constant definitions in structs.
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- We already need to handle them for enums, so there's really nothing to
be gained by not accepting constant definitions directly.
2016-03-12 19:11:34 -06:00
Christoph Oelckers
8c027aef8b
- added NULL pointer check to portal rotation calculation function.
2016-03-12 22:38:46 +01:00
Christoph Oelckers
0a92138edf
- fixed: The portal link table was not created when there were no sector portals.
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- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
# Conflicts:
# src/gl/models/gl_models.cpp
# src/gl/scene/gl_sprite.cpp
2016-03-12 20:36:38 +01:00
Christoph Oelckers
651817fad7
- made AActor::velx/y/z and player_t::velx/y fixedvec's.
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(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
4116719a5a
- fixed: P_CheckSplash shifted the fixed_t distance another 16 bits to the left.
2016-03-12 12:34:43 +01:00
alexey.lysiuk
c7c2beee2c
Fixed A_Blast parameter type and default values
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Default values for strength and speed parameter are fixed type, not integers
Also strength parameter needs to have floating point type
2016-03-12 13:11:46 +02:00
Christoph Oelckers
161d03231a
- added custom math routines for reliability.
2016-03-11 15:45:47 +01:00
Christoph Oelckers
7edd5e2dac
renamed 'exp' in xlat_parser.y to 'expr' because this gets in the way of searching for calls of the exp(x) function.
2016-03-11 13:43:17 +01:00
Christoph Oelckers
9843f16cc0
- some rework of vectors.h, mostly to remove all those silenced double->float conversions.
2016-03-10 22:36:28 +01:00
Christoph Oelckers
f8ebfb541e
- use typedefs for TVector<double> etc.
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(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Randy Heit
2e588c2099
Add missing SEMICOLON to declarator_no_fun
2016-03-10 10:33:19 -06:00
Christoph Oelckers
3d367d585d
- did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem.
2016-03-10 14:22:18 +01:00
alexey.lysiuk
3063312f7f
Fixed resurrection distance check
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See http://forum.zdoom.org/viewtopic.php?t=51177
2016-03-10 10:25:44 +02:00
Christoph Oelckers
a605913f42
- fixed: When passing through a teleporter or portal that alters the angle, it is not sufficient that P_XYMovement adjusts the position in case a second P_TryMove call is needed, it must also change the precalculated movement vector.
2016-03-09 12:49:49 +01:00
Christoph Oelckers
40ceb0fef6
- fixed: NextHighestCeilingAt and NextLowestFloorAt need to check if a 3D floor is outside the sector's boundaries before reporting it as the best match.
2016-03-09 12:00:07 +01:00
Christoph Oelckers
b3f7a57518
- yet another case of adding a workaround to preserve a side effect in Doom's original movement code that's bound to be inadvertently exploited:
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When a spechit results in teleportation, P_TryMove never accounted for that, so that subsequent spechits either failed or succeeded, depending on where the teleport ends up.
With portal-aware positions stored within the spechit this no longer worked, so some handling is needed to revert to the original behavior in case there's no portals to consider.
The ideal solution would have been to stop checking spechits (or to block further teleports) once this happens but the likelihood of some old maps depending on this is high.
2016-03-09 11:44:01 +01:00
Randy Heit
03118d441f
Don't use _FPU_GETCW if it won't do what we want
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- _FPU_GETCW is defined for more than just x87. Don't use it if the
control word for the target architecture doesn't support _FPU_EXTENDED
or _FPU_DOUBLE defined, e.g. pretty much anything but x87. If I had been
using glibc on PowerPC instead of Apple's libc, I probably would have
noticed this sooner, since _FPU_GETCW is part of glibc.
2016-03-08 22:00:16 -06:00
Randy Heit
76489e7638
More gracefully handle travelling to a map without matching player starts
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- First, don't crash when travelling to a map in a hub that doesn't have
any player starts that match the position given to Teleport_NewMap (or
equivalent).
- Seconed, move the player to the location they were at when the left the
level. At least that way, they shouldn't be in random geometry or off
the map entirely.
2016-03-08 21:51:12 -06:00
Randy Heit
174e00afe7
Add NULL mthing check to P_SpawnPlayer
2016-03-08 21:42:24 -06:00
Randy Heit
48b6b6e057
Clip portals to viewheight, not screen height
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- Aside, but is this even neccessary? The arrays being copied from should
already be clipped properly.
2016-03-08 19:53:37 -06:00
Christoph Oelckers
015cbb1061
- revert accidentally committed debug code.
2016-03-08 21:29:13 +01:00
Christoph Oelckers
0a1e22aa7a
- fixed: FPathTraverse::init kills the intercepts array so PortalRelocate needs to store the line before calling that function.
2016-03-08 18:45:52 +01:00
Christoph Oelckers
42521ffd6f
- fixed some mixed up variables in a few blockmap iterators.
2016-03-08 18:34:58 +01:00
alexey.lysiuk
209b495e10
Fixed potential crash in DeHackEd loading
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The patch content was destructed and then accessed when loading DeHackEd file of old/unsupported version
Do not print the whole patch content to console but only a filename
2016-03-08 16:28:11 +02:00
Christoph Oelckers
899389e6a4
- link actors into blockmap through linked line portals.
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Links through sector portals are not done because nearly all the checks can be performed without doing this so if it works without there's no need to add more processing time.
Will have to see if there's cases left where such a link is needed and if so, whether there's better options to do it.
For line portals such links are necessary to have proper collision detection with actors that are currently transitioning the portal.
2016-03-08 14:41:37 +01:00
Christoph Oelckers
9d877f75e3
- second part of last commit. This file was accidentally unselected.
2016-03-08 14:35:36 +01:00
Christoph Oelckers
1815b076ee
- don't show the IWAD picker upon restart. This doesn't work with fullscreen mode. Instead just pick the first IWAD from the list until a better solution can be implemented.
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- handle a 'restart' CCMD a bit more controlled. Instead of throwing an exception in the CCMD handler it now just flags D_DoomLoop to return.
If the exception is thrown within the CCMD this can easily happen deep inside the renderer when it calls NetUpdate. But since the software renderer with its use of global variables is not equipped to be yanked out of lile this it could leave broken data behind that caused glitches or even crashes on subsequently played maps.
2016-03-08 13:07:21 +01:00
Christoph Oelckers
e11a0986ce
- encountered a strange crash that after changing a map, InSubsector was not NULL and pointing to invalid data. So let's better NULL this variable explicitly each time a render loop is started.
2016-03-08 12:27:01 +01:00
Christoph Oelckers
4ebdcb7b6d
- fixed: The result condition of a hitscan subtrace was never checked.
2016-03-08 11:55:40 +01:00
Christoph Oelckers
f852ead99a
- fixed: The initial check for ceiling and floor portals must be done when the trace's start position and its sector has been calculated. SightCheck::init is too early for that.
2016-03-08 10:44:03 +01:00
Christoph Oelckers
f35d966799
- don't allow any ceiling portal that has a lower position than a floor portal in the same sector. The will inevitably lead to problematic situations.
2016-03-08 10:09:02 +01:00
Christoph Oelckers
50d2145ba0
- fixed typo in portal init code.
2016-03-08 09:41:54 +01:00
Christoph Oelckers
2cd74118f6
- fixed sight checking through portals.
...
Notes:
* It is actually not enough to disable the early-out condition for the current block if there's a portal. It must be disabled for the entire rest of the trace because otherwise the collected lines never get processed.
* The block bounds check cannot be done globally with portals in the game. The actual trace can easily end up outside the blockmap bounds if portal offsets are factored into the distance between the two actors.
2016-03-08 01:26:13 +01:00
Christoph Oelckers
bd29f0994f
- restored accidentally deleted line.
2016-03-07 23:41:16 +01:00
Christoph Oelckers
cc2885c2de
- fixed int/fixed_t mixup with P_RadiusAttack's 'bombdistance' parameter. (Why is this thing even an int...?)
2016-03-07 22:05:19 +01:00
Christoph Oelckers
3c25b2c066
- some redesign of P_CheckSight to handle portals.
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Portal stuff not tested yet.
2016-03-07 21:59:32 +01:00
Randy Heit
f82c217047
Fixed: In multiplayer, players could spawn at voodoo doll starts
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- This could happen in co-op games that did not have enough player starts
for all the players spawning. Voodoo doll starts were not excluded from
the set of possible starts as they should have been.
2016-03-07 10:58:16 -06:00
Randy Heit
e277fbe81d
Fixed some incorrectness with some Hexen crushing specials
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- The following Hexen specials all stop 8 units above the floor:
* Ceiling_CrushRaiseAndStay
* Ceiling_CrushAndRaise
* Ceiling_LowerAndCrush
We only and Ceiling_LowerAndCrush correct. Clearly, I should have paid
more attention when the Hexen source was released for the parts that I
had already reverse engineered.
2016-03-07 10:24:30 -06:00
Randy Heit
8b9a0da5ef
That was hard to read
2016-03-07 09:58:52 -06:00
MajorCooke
af50a79e55
- Fixed: ScaleY was not defaulting to ScaleX when specified as 0, which is how the behavior originally was in 2.8. This behavior can now be toggled with a new boolean, 'usezero'.
2016-03-07 09:02:34 -06:00
Christoph Oelckers
fe4bc31d59
- fixed some bad offset calculations.
2016-03-07 11:36:51 +01:00
Randy Heit
72edd7d455
Fixed: GetVarAddrType() bounds check was inverted
2016-03-06 22:17:30 -06:00
Christoph Oelckers
13a7507c4d
- should have saved that...
2016-03-07 01:48:13 +01:00
Christoph Oelckers
8f71906fc3
- added portal support to P_RadiusAttack.
...
This currently only works for linked portals. For other types some major refactoring may be necessary because it not only requires multiple passes of P_RadiusAttack but also an alteration of how sight checks work.
2016-03-07 01:02:48 +01:00
Christoph Oelckers
7d7112f427
- added portal support to A_ThrustImpale, P_PushUp and P_PushDown.
2016-03-07 00:17:52 +01:00
Christoph Oelckers
5175d56129
- made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
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- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
2016-03-06 21:58:36 +01:00
Christoph Oelckers
90553bb61c
- deal with portals in P_AimCamera.
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This will most likely need some more testing and refining but at least it should work through line portals now.
2016-03-06 13:10:42 +01:00
Christoph Oelckers
a0b2915b8f
- added a heightsec change when aborting the main trace due to having found a target in a subtrace.
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- be a bit smarter about what to copy from a subtrace. There's 3 distinct pieces of information here: The hit itself, the CrossedWater setting for Boom-transfers and the CrossedWater setting for 3D floors.
Note: Ideally this should return all water hits it can detect, not just the first one.
2016-03-06 02:07:04 +01:00
Christoph Oelckers
74592334e4
- fixed return conditions of Trace() so that it always returns something valid. Due to the portal related changes the default initialization for TRACE_HitNone must be inside TraceTraverse.
2016-03-06 01:41:52 +01:00
Christoph Oelckers
ae4cc9669b
- added line portal support to Trace().
2016-03-06 01:04:19 +01:00
Christoph Oelckers
983e8bc6a5
- explicitly check NAME_Null in P_FindTerrain so that it cannot get rendered inoperable by mods which hijack this name. This name must be reserved so that there is some means to disable a sector's terrain.
2016-03-05 22:39:53 +01:00
Christoph Oelckers
97577dc2d7
- added sector portal support to Trace()
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Note that at the moment only the function itself has been changed, the calling parts still need to be redone.
2016-03-05 21:44:31 +01:00
Christoph Oelckers
c455c60480
- fixed: calculating open.range requires signed math.
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- fixed: FMultiBlockLinesIterator initialized continueup twice but forgot continuedown.
- fixed: One of the debug messages in P_AimLineAttack was missing an if (aimdebug).
2016-03-05 01:23:27 +01:00
Christoph Oelckers
b9c72e372b
- fixed bad loop handling in FWeaponSlots::SetFromGameInfo().
2016-03-04 16:25:23 +01:00
Christoph Oelckers
d1f17e0b46
- fixed: The checks in P_IsThingSpecial was broken.
2016-03-04 16:23:40 +01:00
Christoph Oelckers
e290bc6fd0
- fixed: In Hexen, ThrustThing can not be triggered from the backside of a line.
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This gets only activated when the HEXENHACK flag is set. For ZDoom maps there is a specific line flag to handle this condition explicitly.
2016-03-04 15:24:13 +01:00
Christoph Oelckers
caf2ca0df7
- fixed: CallStateChain must never allow a jumping function to set the chain's overall result to successful.
2016-03-04 15:11:20 +01:00
Christoph Oelckers
b427f27e3b
- fixed: line portal rotations were not set for all types.
2016-03-04 14:09:26 +01:00