Christoph Oelckers
93c12cf259
- addressed the problem that prompted setting NOGRAVITY for all floatbobbing items for real:
...
Hexen uses the spawn height value from the mapthing_t structure to offset the item when floatbobbing. With proper gravity handling enabled this method doesn't really work so as a workaround ZDoom will now enable a hidden compatibility option when playing any map with a Hexen format MAPINFO so that any positive value in this field will make P_ZMovement revert to the original method of setting the items height (excluding the floatbob offset, of course.)
This also removes some code from P_NightmareRespawn that originate from the original Hexen method for floatbobbing which aren't needed anymore
2015-02-12 18:57:06 +01:00
Christoph Oelckers
c2e155bb9f
- with floatbobbing items no longer having no gravity, we don't need the corresponding compatibility setting anymore.
2015-02-12 16:29:08 +01:00
Christoph Oelckers
7db035abba
- undid NOGRAVITY for all floatbobbing items.
...
I have no idea why this was ever deemed proper - but it clearly breaks some Hexen maps and it not even remotely mimics the original behavior. Even now, it's not the same but since the items fall down they at least end up where they are supposed to be.
2015-02-12 16:27:28 +01:00
Christoph Oelckers
337682934c
- fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
...
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
2015-02-10 23:40:53 +01:00
Christoph Oelckers
c0eb39ec72
- fixed: The exploding ArtiTimeBomb must disable movement interpolation for its position change needed to display the explosion frames correctly.
2015-02-10 23:09:57 +01:00
Christoph Oelckers
5fc6ff1303
- fixed: invisible 3D floors were treated as solid, not translucent when building the sorted lists, resulting in the top plane not being rendered in case of an overlap.
2015-02-10 23:01:58 +01:00
Christoph Oelckers
a3bdbff052
- fixed: 3Dmidtex opening checks didn't take per-sidedef scaling into account.
2015-02-10 21:30:52 +01:00
Christoph Oelckers
6423b2fece
- fixed: Dehacked text patching needs to alter all occurences of the source string.
2015-02-09 10:15:11 +01:00
Randy Heit
867bfd2751
Typo fix: concidered -> considered
2015-02-08 21:07:28 -06:00
Randy Heit
79791629ec
Add missing break to FxGlobalVariable::Resolve()
...
- Not like it matters much when there are no global variables of types
float, fixed, or angle.
2015-02-08 21:01:49 -06:00
Randy Heit
a063b48d7a
Add a needed break in FxAbs::Resolve()
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- Fixed: FxAbs could not resolve floating point constants because it fell
through to the error case.
2015-02-08 20:56:30 -06:00
Randy Heit
c3227729e7
Remove superfluous if in DoGiveInv()
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- I'm assuming this check was here for a reason, but when both branches of
the if do the same thing and it's been this way since before recorded
history, it's not obvious what was intended here.
2015-02-08 20:54:13 -06:00
Randy Heit
711ac77915
defitem != NULL -> defitem == NULL
2015-02-08 20:51:14 -06:00
Randy Heit
fd7ed2bc25
Undo most of ZzZombo's changes
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- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
everything that doesn't look like an actual improvement.
2015-02-08 20:44:18 -06:00
Randy Heit
2d7592c2c3
Restore nodebuilder files to their previous versions
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- For easy comparison, changes between the built-in nodebuilder and ZDBSP
must be kept to a minimum.
2015-02-08 19:49:08 -06:00
Christoph Oelckers
1a6bbcc206
Merge branch 'tinyfix' of https://github.com/MajorCooke/zdoom
2015-02-08 18:54:58 +01:00
Christoph Oelckers
e047902d56
- resanitation of FDynamicBuffer::SetData.
2015-02-08 17:58:24 +01:00
MajorCooke
c93f96c303
Typo in SXF_TRANSFERSPRITEFRAME fixed.
2015-02-08 08:54:55 -06:00
Christoph Oelckers
57ae77412d
Merge branch 'althud_ammo' of https://github.com/alexey-lysiuk/gzdoom
2015-02-08 11:52:08 +01:00
Christoph Oelckers
ae78aeaacb
- if this buffer is freed, the pointer referring to it must also be deleted.
2015-02-08 11:48:41 +01:00
Christoph Oelckers
45117b2603
Merge branch 'codesanity' of https://github.com/ZzZombo/zdoom
...
Conflicts:
src/info.h
2015-02-08 11:47:49 +01:00
ZzZombo
0be3341031
- Missed some unused variables.
2015-02-08 18:04:11 +08:00
alexey.lysiuk
bd93ce63a9
Added menu option to customize ammo display in alternative HUD
2015-02-08 11:08:52 +02:00
alexey.lysiuk
003817f415
Added customization of ammo display in alternative HUD
...
Added hud_showammo CVAR with three states:
* If value is 0, show ammo for current weapon only
* If value is 1, show ammo for available weapons
* If value is greater than 1, show ammo for all weapons
Default value is 2, so initial ammo display behavior isn't changed
2015-02-08 11:08:02 +02:00
ZzZombo
c4b742ebf0
- Part 2 of the sanity crusade.
2015-02-08 17:03:49 +08:00
Christoph Oelckers
4959932df7
Merge branch 'changemap2-fix' of https://github.com/Edward850/zdoom
2015-02-08 09:07:12 +01:00
Christoph Oelckers
0688247ee1
Merge branch 'NewChaseDir-opt' of https://github.com/Edward850/zdoom
2015-02-08 09:06:53 +01:00
ZzZombo
2c06987f67
- Fixed the sanity commit.
2015-02-08 14:35:45 +08:00
Christoph Oelckers
3a504da675
- forgot to save this before committing.
2015-02-07 19:04:43 +01:00
Christoph Oelckers
7c567979d9
Merge branch 'transferspriteframe' of https://github.com/MajorCooke/zdoom
2015-02-07 17:13:21 +01:00
MajorCooke
b37a98689a
- Added SXF_TRANSFERSPRITEFRAME. Now it's possible to make starting frames that start with "####" "#" 0 in Spawn.
...
- Fixed a compile warning with FAF_NODISTFACTOR.
2015-02-07 10:04:33 -06:00
Christoph Oelckers
7789975b6c
- reverted a few of Zzombo's changes.
2015-02-07 17:02:46 +01:00
Christoph Oelckers
4e2763e5fa
Merge branch 'master' of https://github.com/ZzZombo/zdoom-modified
2015-02-07 16:45:44 +01:00
Christoph Oelckers
5d75df4869
Merge branch 'polydoor_swing_overshoot_fix' of https://github.com/edward-san/zdoom
2015-02-07 16:44:38 +01:00
Christoph Oelckers
c4f932022c
- added 'listsoundchannels' CCMD for debugging.
2015-02-07 16:44:24 +01:00
ZzZombo
322742d4b1
- Fixed various instances of unused variables, accessing arrays out of bounds, initialization of non-primitive members in constructor's body, dead code, passing parameters by value instead of reference, usage of uninitialized variables, as reported by cppcheck.
2015-02-07 23:35:23 +08:00
Christoph Oelckers
ec58178695
- replace all \0 characters in Dehacked patches with spaces.
...
This is needed to make some old and broken patches in some WolfenDoom mods load.
2015-02-07 15:27:31 +01:00
Edoardo Prezioso
60b735dc60
Remove redundant code in polydoor swing code.
...
'Perpetual' check does not make sense for poly doors.
2015-02-07 15:03:16 +01:00
Christoph Oelckers
2d4299608c
Merge branch 'Inventory.Transfer-flag' of https://github.com/Edward850/zdoom
2015-02-07 13:12:15 +01:00
Christoph Oelckers
6801d0faec
Merge branch 'pause' of https://github.com/Edward850/zdoom
2015-02-07 13:03:33 +01:00
Christoph Oelckers
c54a4fe06b
Merge branch 'ext_skin_check' of https://github.com/alexey-lysiuk/gzdoom
2015-02-07 13:02:19 +01:00
Christoph Oelckers
5a52c4007d
Merge branch 'faceaddons' of https://github.com/MajorCooke/zdoom
2015-02-07 13:01:31 +01:00
Christoph Oelckers
cb4ef09b69
Merge branch 'mirrorfix' of https://github.com/MajorCooke/zdoom
2015-02-07 12:59:53 +01:00
Edward Richardson
291861bf52
Removed debug output
2015-02-05 23:53:34 +13:00
Edward Richardson
5164b78c31
Camera paths would hold indeterminate of the level
2015-02-05 22:44:51 +13:00
Edward Richardson
cbb066f1fb
Keep gameticker running to let the thread sleep
2015-02-05 22:43:42 +13:00
Edward Richardson
1e0a1466a3
Moved and rearranged transfer task
...
- Some inventory pickup conditions weren't properly covered
2015-02-05 20:13:54 +13:00
Edward Richardson
de4097cc7b
Added INVENTORY.TRANSFER
...
- INVENTORY.TRANSFER allows transferring all owned inventory to a new
owner on pickup.
2015-02-05 14:52:52 +13:00
Braden Obrzut
8e1b1aa201
- Defer SDL subsystem initialization since it seems to cause conflicts with GUI toolkits on some systems.
2015-02-02 19:36:08 -05:00
Randy Heit
dc6b45804d
Don't lose the cursor when scrolling up in option menus
...
- Fixed: If the menu cursor was on the topmost-displayed item, pressing up
would not scroll the view up. The check for scrolling only tested if the
newly selected item was the topmost one, since the menu code had
assumed the only time the cursor would be on the topmost visible line
was when it was the very first line of the menu. Using PgDn breaks this
assumption.
2015-01-31 20:10:18 -06:00