* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.
SVN r1823 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
unused line argument fields, because these maps could potentially break
in the future if the argument is later assigned a meaning. (Hopefully
all the argument counts in actionspecials.h are accurate. I found a
few that were wrong.)
SVN r1817 (trunk)
- Fixed: The non-Windows CreatePath can fail if part of the path already
exists, because mkdir will return an error code for trying to recreate
an existing directory.
SVN r1814 (trunk)
closer to the original. The old code was shorter but a little slower. The
new code is a bit faster than the original with VC++ and about the same
with GCC. Interestingly, GCC produces code for Killough's version that
performs about the same as the original, but when compiled with VC++,
Killough's is notably worse.
SVN r1813 (trunk)
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
a parameter instead of having the game mode decide.
SVN r1812 (trunk)
the various bounce-related flags spread across the different Actor flags
field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
square root and not P_AproxDistance(), because the latter can cause
them to speed up or slow down.
SVN r1796 (trunk)
that parameter is now gone.
- Removed automatic ".wad" appending from FWadCollection::InitMultipleFiles()
since it isn't needed and prevented files without extensions from being
loaded. D_AddFile() already takes care of adding the extension if the
name as-given does not exist.
- Fixed: Loading single files did not print a newline in the startup text.
SVN r1784 (trunk)
ran dmadds to combine it with the IWAD's sprites, they would be replaced by
the IWAD's sprites, so when loading such wads, we should ignore those as
valid sprites. (Thanks to entryway for finding this.) See 22ventry's
22sprite.wad for an example.
SVN r1782 (trunk)
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget,
not itself contrarily to other projectile spawning functions.
A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the
BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
(using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
were marked by index in the sector's line list but needed to be marked by
line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for
save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
info from an incorrect variable. To make this more robust the sequence index
is now stored as a hexadecimal string to avoid storing binary data in a string.
Also moved end sequence lookup from f_finale.cpp to the calling code so that
the proper end sequences can be retrieved for secret exits, too.
SVN r1777 (trunk)
flag set, causing it to be ignored during rendering. Why this didn't cause
more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
TranslucentLine to P_FinishLoadingLineDef().
SVN r1775 (trunk)
- Fixed: Even though P_DamageMobj checked an attack's originator
for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
players.
SVN r1770 (trunk)
alive, it now sets the activator to the actor the player is aiming at. I
also noticed that this looked like it was a quick copy'n'paste job from
SetActivator. It returns false if the activator at the end of the function
was the world, but it never sets the activator to the world. I'm not sure
that's the best use of the return value.
SVN r1760 (trunk)
edit-and-continue from working for the Windows source files.
- When a WM_KEYDOWN message is received with VK_PROCESSKEY, the scan key is
now used to retrieve the real virtual key for the message. This fixes the
previous issue that caused me to completely disable the IME.
- Removed the code that disables the IME, since it also disables the ability
to switch between keyboard layouts that do not use an IME.
- TranslateMessage() is no longer called if GUI capture mode is off, so no
dead key processing is performed until it might be useful.
SVN r1758 (trunk)
max health as the mug shot max health, zero uses 100 as the mug shot max
health, and positive values used directly as the mug shot max health.
SVN r1757 (trunk)
1000 as the threshold for god mode damage to use it instead. (Players with
MF2_INVULNERABLE set already used 1000000 as their threshold.)
SVN r1755 (trunk)