Commit Graph

5675 Commits

Author SHA1 Message Date
Randy Heit fc6f983c13 Fix memory leak when passing directories to -file 2015-04-03 21:50:08 -05:00
Randy Heit efa82cf38b Consolidate archive sorting into FResourceFile base class 2015-04-03 20:22:18 -05:00
Randy Heit 966d0b7034 Use FString for FResourceLump::FullName 2015-04-03 20:00:58 -05:00
Randy Heit a08e439551 Update VS2005 project 2015-04-03 19:21:23 -05:00
Christoph Oelckers 2ec8e2c2ac - moved spawn ID definitions to MAPINFO as well and removed all 'Game' directives from DECORATE because editor and spawn numbers are the only thing that required them. 2015-04-04 00:39:09 +02:00
Christoph Oelckers 4f7ec3ad89 - print proper information about non-actor mapthings. 2015-04-03 22:23:42 +02:00
Christoph Oelckers 9e5bf38123 - handle all special mapthing items (player starts, polyobj spots) via the new MAPINFO method instead of hard coding them in the spawn function.
(Note: The buildmap loading code should be adjusted to the new functionality as well eventually.)
2015-04-03 21:17:10 +02:00
Christoph Oelckers 15dbbc9137 - set editor numbers through MAPINFO. The DECORATE way still works ans will override any definition made in MAPINFO.
- use a standard TMap for finding editor numbers
2015-04-03 16:51:45 +02:00
Christoph Oelckers 463d495b80 - strife was broken, too... 2015-04-03 16:44:41 +02:00
Christoph Oelckers 8b06b24035 - took editor numbers out of DECORATE definitions. 2015-04-03 16:34:07 +02:00
Christoph Oelckers 9617b4afa8 - fix more search&replace mess. 2015-04-03 16:31:28 +02:00
Christoph Oelckers 937d793353 - fixed Hexen editor numbers. 2015-04-03 15:34:41 +02:00
Christoph Oelckers bd77f83bab - added editor number definitions to MAPINFO. 2015-04-03 13:54:38 +02:00
Christoph Oelckers ccd9fb9c23 - moved FDoomEdMap to its own file to make the upcoming changes a bit nicer to handle. 2015-04-03 10:54:55 +02:00
Christoph Oelckers f0886ce1f1 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/version.h
2015-04-03 09:45:04 +02:00
Christoph Oelckers 6c603b3c78 Merge branch 'misc_code_improvements' of https://github.com/edward-san/zdoom 2015-04-03 09:33:33 +02:00
Christoph Oelckers 4c06e71536 Merge branch 'dmgforcedfix' of https://github.com/MajorCooke/zdoom 2015-04-03 09:32:46 +02:00
MajorCooke 27c1434585 - Fixed: Buddha never took forced damage into account. 2015-04-02 20:52:51 -05:00
Randy Heit ef562c0341 Add dot sprites for Hexen beta flies 2015-04-02 17:53:15 -05:00
Randy Heit d37f9cbcae Add flies (doomed #112) from the Hexen retail beta
...because it brought back memories of adding Strife support.
- The search function is radically different, but the flying mechanics are
  the same.
2015-04-02 17:52:54 -05:00
Edoardo Prezioso 7c7c3fb54e - Make the 'crashout' CCMD available in non-win32. 2015-04-02 20:14:33 +02:00
Edoardo Prezioso a88f515364 - Import GAMENAMELOWERCASE macro from Zandronum.
This will greatly help reducing the code delta between ZDoom and the child ports.
2015-04-02 13:27:52 +02:00
Edoardo Prezioso e07f64a23a - Increase the SDL crashinfo char buffer to 4 KB.
This helps the crash catcher when there are numerous wad files, for which it's possible that either the wad list, the map or the position is truncated. A more reliable alternative to this should be allocating the char buffer, but I never heard about a way to do this reliably during signal handling.
2015-04-02 13:19:48 +02:00
Edoardo Prezioso 6c07d765db - Fixed a wrong linux macro in an ifdef. 2015-04-02 13:18:37 +02:00
Christoph Oelckers 0a16855232 - fixed: The assignment to the 'player' variable in P_DamageMobj occured too late, skipping a few cases.
- changed monster unblocking logic to include players as well (i.e. a player being stuck inside another actor is allowed to move away from that other actor.)
2015-04-02 10:05:32 +02:00
MajorCooke e70aae91e3 - Fixed NODAMAGE not ignoring telefrag damage. 2015-04-01 10:31:47 -05:00
Christoph Oelckers 48e21f6759 - consider MBF sky transfers when checking for skybox precaching. 2015-04-01 12:08:42 +02:00
Christoph Oelckers bf490d8dcd Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-01 11:59:57 +02:00
Christoph Oelckers 1e9a6e667e - GL code adjustments for reworked precaching. 2015-04-01 11:59:41 +02:00
Christoph Oelckers 60d9f38084 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/v_video.cpp
2015-04-01 11:59:20 +02:00
Christoph Oelckers 74f4ae86d8 - forgot to save this... 2015-04-01 11:57:10 +02:00
Christoph Oelckers ad9e4413fa - made the texture precaching code a bit more self-descriptive after finding a discrepancy in handling between ZDoom and GZDoom's versions. 2015-04-01 11:48:47 +02:00
Christoph Oelckers 34aeb428a1 - Removed the check for this flag from P_RadiusAttack because MF7_CAUSEPAIN cannot be used for radius attacks. Their logic is too different from regular attacks. 2015-04-01 10:01:48 +02:00
Christoph Oelckers d940c6a2ee - fixed: With the recent changes to the damage code, the check for MF5_NODAMAGE was too early. Putting it into AActor::TakeSpecialDamage is also not the best idea because that limits that function's potential. 2015-03-31 23:15:43 +02:00
Christoph Oelckers d481ba7b5a - fixed: The replacement actors for A_SetTelefog should not require inheriting from TeleportFog. 2015-03-31 22:11:16 +02:00
Christoph Oelckers 6eb4e2a224 Merge branch 'master' of https://github.com/rheit/zdoom 2015-03-31 18:25:31 +02:00
Christoph Oelckers 5febac0994 - removed incorrect multiplication from FraggleScript's PointToDist function. The problem was introduced by replacing a (fixed_t) type cast with FLOATTOFIXED without removing the value range adjustment. 2015-03-31 15:21:15 +02:00
Christoph Oelckers 4d59190446 - redit commit 5f56fb5a16 without altering the line endings throughout thingdef_codeptr.cpp.
* Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-31 09:24:16 +02:00
Braden Obrzut 5f56fb5a16 Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-30 21:54:58 -04:00
Christoph Oelckers 3849cb8623 - added precaching of textures via MAPINFO. 2015-03-29 13:02:45 +02:00
alexey.lysiuk 267054071f Added missing render styles to info console command 2015-03-28 12:13:47 +02:00
Christoph Oelckers 25e5ac7e2a - fixed: CheckForResurrection should check whether the active translation is actually a blood translation before resetting it, not assuming that GenericCrush is a single state with infinite duration. 2015-03-27 18:29:57 +01:00
Christoph Oelckers 15e0f19fdb - fixed another flags mismatch. 2015-03-27 17:16:53 +01:00
Christoph Oelckers 94a04f36e5 - fixed: Dormant monsters should not be telefraggable. 2015-03-27 17:06:56 +01:00
Christoph Oelckers 164d523eca - fixed incorrect flags word access. 2015-03-27 16:58:21 +01:00
Christoph Oelckers eb78c24140 - small oversight: TakeSpecialDamage must be called if damage is 0 (to do the special death state checks) but it may not be called if damage is already -1, because that means that damage and pain have already been ruled out completely. 2015-03-27 14:37:13 +01:00
Christoph Oelckers 9d5e6d32c7 - review of P_DamageMobj:
* decided that the pain threshold should always be checked against the actual damage, even if it's down to 0, for consistency. This also restores the original behavior of using actual damage for checking the pain threshold which was altered by the introduction of the ALLOWPAIN and CAUSEPAIN flags.
* removed all newly added exceptions that excluded the player from checks for completely cancelled out damage.
* if anything during damage modification causes negative damage, no pain handling whatsoever will be initiated.
* made sure that TELEFRAG_DAMAGE will not be subjected to damage amount modification by protection items and any other kind of damage modification.
2015-03-27 13:49:47 +01:00
Christoph Oelckers ac7abca6f8 - completely removed fakePain check in case DoSpecialDamage returns -1. This signifies a special case that should bypass anything that inflicting pain implies. 2015-03-27 11:55:11 +01:00
Christoph Oelckers c78b9235a8 - DoSpecialDamage was formerly called for any damage value, removed check for 'damage > 0' to restore original behavior. 2015-03-27 11:50:27 +01:00
Christoph Oelckers 375c0ac736 - cleanup of damage flag handling in P_RailAttack. 2015-03-27 10:10:22 +01:00