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
Chris Robinson
90ed80abe5
Merge remote-tracking branch 'zdoom/master' into openal
2015-02-01 22:48:40 -08:00
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
alexey.lysiuk
cce5066bea
Improved check for skins and maps in the same WAD
...
The corresponding warning is shown for Doom I mods too. Good example of it is Hyena TC: http://www.doomworld.com/idgames/index.php?file=levels/doom/Ports/megawads/hyena.zip
Reduced chance of false positive for the mentioned warning
2015-01-31 13:14:30 +02:00
MajorCooke
53fd57d6b7
- Added ang_offset and pitch_offset to A_Face, along with 4 new flags:
...
- ang_offset: the extra angle to apply to the actor after calculating the maximum turn.
- pitch_offset: Just like ang_offset, with pitch instead.
- FAF_BOTTOM: Aim straight for the actor's z coordinate, not with +32 units.
- FAF_MIDDLE: Aims for the direct middle of the actor.
- FAF_TOP: Aims for the very top of the actor.
- FAF_NODISTFACTOR: Use the raw pitch offset without calculating it into the distance of the aimed actor.
2015-01-30 16:48:24 -06:00
MajorCooke
6bb0849984
- Fixed: MIRRORREFLECT was broken after my last patch to fix the always 0 angle issue. Also simplified the speed change -- it's the same thing without having to recalculate the angle into it.
...
- Also ensure that the check for AIMREFLECT happens no matter what.
2015-01-30 16:34:24 -06:00
Randy Heit
775e33ede7
Merge branch 'master' into scripting
...
Conflicts:
src/actor.h
src/g_doom/a_archvile.cpp
src/g_shared/a_morph.cpp
src/p_enemy.h
src/p_local.h
src/p_mobj.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_exp.h
src/thingdef/thingdef_expression.cpp
src/thingdef/thingdef_states.cpp
wadsrc/static/actors/actor.txt
2015-01-29 20:53:08 -06:00
Randy Heit
b69edbbec1
Redo commit a4c07a9
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- Line endings are inconsistant in this file, but at least the commit
doesn't touch the whole file.
2015-01-29 19:50:52 -06:00
Randy Heit
d828173ce3
Revert "- fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch."
...
This reverts commit a4c07a9ee3
.
- This commit touched every line of thingdef_codeptr.cpp, which would make
merging it into the scripting branch a pain in the ass.
2015-01-29 19:30:26 -06:00
Braden Obrzut
72506fa6e9
- Fixed: Regression with centered coordinates.
2015-01-26 15:00:36 -05:00
Edoardo Prezioso
78b4cbdf6c
- Fixed a very old issue with rotating polydoors.
...
This happened when the polydoor was open. If a mobj blocked the poly door, such that the door could not move from its open position, the poly door could rotate a little bit more than needed, making the door partially closing when the door managed to close later.
2015-01-26 02:20:54 +01:00
Christoph Oelckers
a4c07a9ee3
- fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch.
2015-01-25 20:15:58 +01:00
Edoardo Prezioso
04c6c5ca55
Fix missing 'victim' replace in ALoreShot code.
2015-01-24 14:17:47 +01:00
Christoph Oelckers
92fbe47ade
- fixed and cleaned up ALoreShot::DoSpecialDamage.
2015-01-24 14:04:06 +01:00
Edward Richardson
b2fbeb24c4
DEM_CHANGEMAP2 wasn't properly skipped
2015-01-24 16:09:15 +13:00
Christoph Oelckers
d1cca79c31
- Use SpawnHealth() when calling A_ResetHealth.
2015-01-23 20:29:38 +01:00
MajorCooke
301c061ec3
- Added pointer for A_SetRoll.
2015-01-23 10:24:23 -06:00
MajorCooke
19b43d4752
- Added A_ResetHealth(ptr). Defaults to AAPTR_DEFAULT (the action caller).
...
- Added pointers to the following functions, all of them set to AAPTR_DEFAULT:
- A_SetAngle
- A_SetPitch
- A_SetScale
- A_SetSpeed
- A_ScaleVelocity
2015-01-23 09:26:34 -06:00
Christoph Oelckers
7157db89b7
- fixed: A_VileAttack didn't check for MF7_DONTTHRUST.
...
This is a fixed version of Major Cookes pull request.
2015-01-22 14:13:25 +01:00
Christoph Oelckers
73bdd06ceb
- removed bogus angle modification from reflection code.
2015-01-22 14:10:55 +01:00
Christoph Oelckers
667c4ba5fc
Merge branch 'reflectfixsolo' of https://github.com/MajorCooke/zdoom
2015-01-22 14:01:27 +01:00
Christoph Oelckers
ae282eea53
Merge branch 'sethealthredux' of https://github.com/MajorCooke/zdoom
2015-01-22 13:59:59 +01:00
Christoph Oelckers
afb90040c2
Merge branch 'changevelptr' of https://github.com/MajorCooke/zdoom
2015-01-22 13:58:20 +01:00
MajorCooke
4fd87a1ce9
- Redid A_SetHealth.
...
- This function will not take the actor's health below 1, and any attempts to do so will simply set it to 1 in its place.
2015-01-20 22:54:30 -06:00
MajorCooke
fa411af1da
- Fixed: Reflected projectiles were always changing their angles to 0.
2015-01-20 09:10:58 -06:00
Christoph Oelckers
2a0fc16ce3
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-20 10:26:30 +01:00
Christoph Oelckers
67312b907b
- fixed: AInventory::AbsorbDamage may only be called for positive damage values, otherwise it ends up adding armor points.
2015-01-20 10:25:58 +01:00
Benjamin Moir
6dff8da503
Added +NODECAL and +FORCEDECAL actor flags
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Added FHF_NOIMPACTDECAL for LineAttack
2015-01-20 12:05:00 +10:30
MajorCooke
105a62cc20
- Added pointer field to A_ChangeVelocity.
...
- Defaults to AAPTR_DEFAULT, otherwise known as the calling actor.
2015-01-19 14:54:20 -06:00
Edward Richardson
455e6cd214
Improved NewChaseDir performance by cutting repeats
2015-01-19 23:57:15 +13:00
Braden Obrzut
845bcdf14c
- Attempt to disable all comparison operators on FString since unless we decide otherwise, it's a programming error to use them (caused implicit conversion to const char* and then the built in comparision was called).
2015-01-16 19:13:51 -05:00
Braden Obrzut
4bae3f9976
- Fixed: SDLVideo::CreateFrameBuffer cleared "retry" too soon resulting in infinite recursion if the code was used.
2015-01-16 18:58:23 -05:00
Braden Obrzut
1c2a6e8457
- Fixed: fullscreenoffset coordinates were determined by translated (offsets) coordinates instead of input coordinates.
2015-01-16 13:12:18 -05:00
Chris Robinson
1d20152aee
Fix an errant use of FMODMIDIDevice
2015-01-15 13:25:02 -08:00
Chris Robinson
a8348b13de
Merge remote-tracking branch 'zdoom/master' into openal
...
Conflicts:
output_sdl/CMakeLists.txt
src/namedef.h
2015-01-15 13:08:05 -08:00
Edward Richardson
db25322b4c
P_SpawnPuff MF4_RANDOMIZE behaviour
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- Doom's BulletPuff random spawn tics behaviour was lost at some point.
2015-01-13 21:01:00 +13:00
alexey.lysiuk
9df56216b3
Reworked check for embedded WADs put inside directory within archive
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Any WAD from directory named the same as archive are treated as embedded
Fixed the issue with archive filename that wasn't taken into account
2015-01-12 11:28:40 +02:00
alexey.lysiuk
7ae3678abc
Extended check for embedded WADs with one special case
...
Added loading of embedded WAD file if `myfile.wad` is placed in `myfile` directory inside `myfile.zip`
This helps with an unpleasant and very annoying fashion to zip a folder instead of just .wad and .txt files.
Recent examples include
Monster Hunter Ltd.: http://www.doomworld.com/idgames/?id=17601 and http://www.doomworld.com/idgames/?id=17625
Hell Awakened 2 Episode 1: http://www.doomworld.com/idgames/?id=17795
Bauhaus: http://www.doomworld.com/idgames/?id=17954
2015-01-11 11:43:43 +02:00
alexey.lysiuk
5336f1085c
Fixed incorrect value that I_FPSTime() may return when OS X thread-based timer implementation is used
2015-01-11 10:30:30 +02:00
Randy Heit
bd3e49c0e8
Make actor damages readable from DECORATE (again)
2015-01-10 23:02:00 -06:00
Randy Heit
9b81e0e597
16-byte align frames on the VMFrameStack
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- Fixed: Don't assume operator new will return a pointer with 16-byte
alignment when allocating a block for the VMFrameStack. Because it seems
it's actually guaranteed to be 8-byte aligned. Don't know where I got
the idea it would always be 16-byte aligned.
2015-01-10 23:00:45 -06:00
Randy Heit
649875b17e
Add if/else blocks for action sequences
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- So now you can do something like this for an action:
{
if (health > 1000)
{
A_Scream;
}
else
{
A_XScream;
}
}
Yes, the braces are required. Because I see too many instances where
somebody writes an if statement in ACS and doesn't understand why it
doesn't work right because they forgot braces.
- Fixed: Not actually putting an action between { and } would crash.
2015-01-08 21:36:42 -06:00