Randy Heit
23cda7c685
- Do the P_SightCheck() last in A_JumpIfInTargetLOS, since it's the most expensive check.
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- Fixed: A_JumpIfInTargetLOS did the FOV cone check from self -> target rather than from
target -> self.
SVN r3503 (trunk)
2012-04-01 03:41:08 +00:00
Randy Heit
5e85f736bb
- Fixed: Reset to the PlayerPawn's default render style and alpha in G_PlayerFinishLevel().
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SVN r3502 (trunk)
2012-04-01 03:18:34 +00:00
Randy Heit
6ea93d28e2
- Fixed: M_CreateMenus() is too soon to call UpdateJoystickMenu(). It needs to happen after
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I_InitInput(), which happens during V_Init2().
SVN r3501 (trunk)
2012-04-01 03:03:53 +00:00
Randy Heit
19ec79d4f3
- Apply patch to prevent the flash state from being processed twice after using A_GunFlash.
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SVN r3500 (trunk)
2012-04-01 02:49:04 +00:00
Randy Heit
d9f7a250ba
- Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
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SVN r3499 (trunk)
2012-04-01 02:31:57 +00:00
Randy Heit
f6f8d74635
- Fixed: Trying to -playdemo a demo recorded from -loadgame would crash if you did not -loadgame
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the corresponding save.
SVN r3498 (trunk)
2012-04-01 01:40:57 +00:00
Christoph Oelckers
10c783dde2
- changed ACS parameter truncation for Hexen so that it's only done for ACS_Old format.
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SVN r3497 (trunk)
2012-03-31 20:53:01 +00:00
Christoph Oelckers
d64ca20b31
- fixed: FileReader::Gets did not check for a lump's end when reading through a WADs file object.
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SVN r3496 (trunk)
2012-03-31 14:18:59 +00:00
Christoph Oelckers
6f824e5ec7
- fixed bot color issue, thanks to Gez's patch.
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SVN r3495 (trunk)
2012-03-31 11:13:34 +00:00
Randy Heit
89790ac313
- Add DMXGUS parsing, thanks to Gez.
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SVN r3494 (trunk)
2012-03-30 05:23:18 +00:00
Randy Heit
cfb9329c7f
- Add Gez's A_RadiusGive.
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SVN r3493 (trunk)
2012-03-30 04:28:10 +00:00
Randy Heit
0d302269bb
- Fix GCC errors in fb_d3d9.cpp.
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SVN r3492 (trunk)
2012-03-30 04:03:46 +00:00
Randy Heit
7783aec8a9
- Fixed: Missiles with MF6_STEPMISSILE set would be allowed to cross lines they could step over,
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but their Z position would not actually be moved up, so the subsequent call to P_ZMovement()
would destroy it because it was in the floor.
SVN r3491 (trunk)
2012-03-29 05:23:04 +00:00
Randy Heit
c445f684fc
- Fixed: In P_LineOpening_3dMidtex(), set the floorpic or ceilingpic to the 3D midtex if it
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alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
instead of exploding it because the real floor or ceiling is sky.
SVN r3490 (trunk)
2012-03-29 05:09:56 +00:00
Randy Heit
60e0eca047
- Add compatibility settings for Reverie map18 and Artica 3.
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SVN r3489 (trunk)
2012-03-29 04:40:41 +00:00
Randy Heit
386c2e93ab
- Restore randomization of monster respawn times accidentally taken out in r3485.
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SVN r3488 (trunk)
2012-03-29 04:33:37 +00:00
Randy Heit
b2abe9d11e
- Use 64-bit coordinates for a few spots in the FPathTraverse constructor and P_SightPathTraverse().
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- Allow FTraceInfo::TrlaceTraverse to pass the endpoints to FPathTraverse as deltas instead of
as absolute coordinates.
SVN r3487 (trunk)
2012-03-28 04:20:23 +00:00
Randy Heit
cfd5b84535
- Replace >>MAPBLOCKSHIFT with GetSafeBlockX/GetSafeBlockY from Mocha Doom.
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SVN r3486 (trunk)
2012-03-28 03:49:38 +00:00
Randy Heit
13869d2173
- Fixed: Use buggy PointOnSide for respawning monsters too.
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SVN r3485 (trunk)
2012-03-28 02:23:54 +00:00
Randy Heit
c2b320d408
- Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.
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SVN r3484 (trunk)
2012-03-25 03:25:59 +00:00
Randy Heit
510838c3c1
- Undo accidental commit of win32video.cpp with test resolution in place.
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SVN r3483 (trunk)
2012-03-25 03:08:13 +00:00
Randy Heit
23e88c88c9
- Add 17:10 aspect ratio, for 1024x600 screens.
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SVN r3482 (trunk)
2012-03-25 02:57:28 +00:00
Randy Heit
cc34f973e2
- Fixed: Using -playdemo in conjunction with -loadgame did not work.
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SVN r3481 (trunk)
2012-03-25 01:54:36 +00:00
Randy Heit
308f6cab9d
- Fixed: Sprites drawn with the shaded render style were always fullbright.
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SVN r3480 (trunk)
2012-03-24 00:52:15 +00:00
Randy Heit
45294cd3d3
- Remove unused FRICTION definition.
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SVN r3479 (trunk)
2012-03-23 23:27:19 +00:00
Randy Heit
0a03676796
- Fixed: Switching maps using the ResetHealth flag while dead would prevent proper
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reinitialization of the player on the new map.
SVN r3478 (trunk)
2012-03-23 23:24:30 +00:00
Randy Heit
ac0c1eb64b
- Fixed: If the znodes were based on a map with more vertexes than the one it is being loaded
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for, reject them.
SVN r3477 (trunk)
2012-03-23 23:04:32 +00:00
Randy Heit
f82024efbf
- Fixed: Prematurely closing a Door_Raise-type door now properly examines the actual sound
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sequence to determine if it should start the closing sequence.
SVN r3476 (trunk)
2012-03-23 22:21:33 +00:00
Randy Heit
49ea87f8bc
- Fixed: Poison damage lost damage type information if the poisoner was destroyed before poisoncount
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reached 0.
- Fixed: Poisoners without a PainType should use their own DamageType to pick the Pain state
to make the target enter, not the target's DamageType.
SVN r3475 (trunk)
2012-03-23 20:57:10 +00:00
Randy Heit
3e4ac58f7c
- Fixed: CopyPlayer must recheck the skin, since the value stored in the savegame is only used
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for bots. Mainly, what this means is that if the player is using the "Base" skin, they will
get their class-appropriate skin instead of skin 0 if this save is loaded before any other
game has started.
SVN r3474 (trunk)
2012-03-23 03:49:54 +00:00
Randy Heit
d3a2a40a3a
- Fixed: Do not "Give player back the skin" when loading a savegame if they have MF4_NOSKIN set.
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SVN r3473 (trunk)
2012-03-23 03:37:55 +00:00
Randy Heit
43033df455
- Fixed: G_DeathMatchSpawnPlayer() would fail to spawn a player when using "spawn furthest" and
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all the deathmatch spots are filled and there is no coop start for the specific player to
fallback on.
SVN r3472 (trunk)
2012-03-23 02:53:52 +00:00
Randy Heit
0c9f6d2e83
- Fixed: DCanvas::FillSimplePoly() did not account for the texture's built-in scaling.
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SVN r3471 (trunk)
2012-03-23 02:00:01 +00:00
Randy Heit
5f23a972f3
- Fixed: Keys bound to "screenshot" did not work during the finale (aka intermission) sequences.
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SVN r3470 (trunk)
2012-03-23 01:33:26 +00:00
Randy Heit
9fcc6ebc89
- Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
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SVN r3469 (trunk)
2012-03-23 01:20:45 +00:00
Randy Heit
bff5a9b8d8
- Fixed: Trying to init FMOD with profiling enabled when the network socket was in use would fail.
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We now fallback to no profiling when this happens.
SVN r3468 (trunk)
2012-03-22 22:40:30 +00:00
Randy Heit
dd21e7d2b8
- Forgot to save this before last commit.
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SVN r3467 (trunk)
2012-03-22 22:39:42 +00:00
Randy Heit
096725503c
- Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the
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owned-weapons display on the status bar.
SVN r3466 (trunk)
2012-03-22 22:29:25 +00:00
Randy Heit
287a814a18
- Fixed: Deus Vult II uses fullscreen level name patches (which are mostly blank) for the
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intermission. This caused the net scoreboard to be drawn off the bottom of the screen.
SVN r3465 (trunk)
2012-03-22 22:07:47 +00:00
Randy Heit
49aaf9b451
- Added A_ClearLastHeard action function.
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SVN r3464 (trunk)
2012-03-22 21:40:26 +00:00
Randy Heit
cd122f944b
- Similar fix to the previous: The child TiMidity++ process quitting would not necessarily be
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detected, so S_ChangeMusic() would not restart one-shot songs that had finished if it was
the MIDI device.
SVN r3463 (trunk)
2012-03-22 21:23:18 +00:00
Randy Heit
78d28dedda
- Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing.
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SVN r3462 (trunk)
2012-03-22 21:09:20 +00:00
Randy Heit
c53c8f29e7
- Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen.
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SVN r3461 (trunk)
2012-03-20 03:15:23 +00:00
Randy Heit
f9aae72dc4
- Fixed: P_CheckFor3DFloorHit() needs to use the actor's floorz instead of its z, and
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P_CheckFor3DCeilingHit() needs to use the actor's ceilingz instead of its z. These functions
are called from P_ZMovement() when a collision with the floor or ceiling has been detected
but before the z has been clamped. e.g. A hard fall will leave the actor's z beneath the floor
even though it will be set to the floor after P_CheckFor3DFloorHit() returns.
SVN r3460 (trunk)
2012-03-20 03:05:33 +00:00
Randy Heit
ab60c1afcc
- Changed CheckActorFloor/CeilingTexture to only check 3D floors that exist and are solid.
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SVN r3459 (trunk)
2012-03-20 03:00:33 +00:00
Randy Heit
7045bfd19f
- Fix another signed/unsigned warning from GCC.
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SVN r3458 (trunk)
2012-03-20 02:22:17 +00:00
Randy Heit
0552f04e4c
- Fixed: DCanvas::Dim() and DCanvas::Clear() did not clamp their coordinates to the screen.
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SVN r3457 (trunk)
2012-03-20 02:20:06 +00:00
Randy Heit
2e9abe7408
- Fixed: When checking the REJECT contents one byte at a time, P_LoadReject() used rejectsize
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instead of i as an index into rejectmatrix.
SVN r3456 (trunk)
2012-03-20 02:09:48 +00:00
Randy Heit
37a322e46b
- Fixed: Teleports that were not initiated by walking would not trigger sector actions.
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SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
e93029a42a
- Make CheckActorFloorTexture and CheckActorCeilingTexture aware of 3D-floors.
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SVN r3454 (trunk)
2012-03-18 02:44:46 +00:00