and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
them telling P_RadiusAttack() that the target is the source.
SVN r3860 (trunk)
know why that was in there, but I have no idea. It was like this for the entire life of the
repository, so I can't find anything from that. And since MF_FLOAT is typically also applied to
monsters with MF_NOGRAVITY, the z velocity should already be 0, so it's a change that makes
little sense.
SVN r3645 (trunk)
* the sprite used for 'pause'.
* the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
* the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.
SVN r2834 (trunk)
because it exposed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that
nothing can be placed in a slot where it is guaranteed to be run after all actors
have ticked. But this is required for any thinker that moves an actor
(i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed
because they were added at the end of the list so almost nothing they moved was
behind them in a thinker list. However, when an actor was spawned on a moving
floor it did not move smoothly. The default statnum is now 100 so that there's
sufficient slots above where such thinkers can be placed.
SVN r2060 (trunk)
it happened outside the moved actor's Tick function. This got particularly
obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
example.)
SVN r2059 (trunk)
each other. PIT_CheckThing will return true under the following contitions
now:
* It was called from P_Move
* The actor that is blocking the move already overlaps with the monster
that is being moved.
* the move will take the 2 actors further apart.
SVN r2018 (trunk)
* when a logical condition was rewritten and inverted, one of the boolean test wasn't inverted along the rest. So the "monster must not be a player" was accidentally changed into "monster must be a player", which is usually going to be false... There's another minor, but related issue.
SVN r1948 (trunk)
use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
this is non-NULL, then all actors between the shooter and the target will
be ignored.
SVN r1941 (trunk)
but should use the camera position instead to get the correct position for
the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
SVN r1926 (trunk)
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.
SVN r1848 (trunk)