Commit Graph

265 Commits

Author SHA1 Message Date
Christoph Oelckers 83bd8ba1b8 - added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Christoph Oelckers 394f21f71e - fixed: Draining health from a victim must check for damage reduction before awarding the health to the player. This affected Heretic's gauntlets, A_Saw and A_CustomPunch.
- added a DONTDRAIN flag that prevents the above attacks from draining any health at all.
2013-06-24 16:42:43 +02:00
Braden Obrzut f436c02a43 - Fixed more possible NULL derefs from r4264
SVN r4290 (trunk)
2013-05-26 20:56:20 +00:00
Braden Obrzut 5007571732 - Fixed: Possible NULL deref in P_RailAttack.
SVN r4274 (trunk)
2013-05-20 20:47:55 +00:00
Randy Heit b418f7de8d - Fixed possible NULL pointer derefs in P_LineAttack()
SVN r4264 (trunk)
2013-05-13 02:30:55 +00:00
Randy Heit 20d0cc717b - Fix previous fix: Don't zero the velocity when a missile steps up and bounces.
SVN r4262 (trunk)
2013-05-12 19:05:00 +00:00
Randy Heit 0ef00cdf6e - Fixed: Missiles with STEPMISSILE set should probably be able to bounce off the floor they step up onto.
SVN r4261 (trunk)
2013-05-12 19:02:15 +00:00
Randy Heit 2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit 40f7abb8e9 - Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use:
  * Bounce
  * Bounce.Floor
  * Bounce.Ceiling
  * Bounce.Wall
  * Bounce.Actor
  * Bounce.Actor.Creature
  Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
  have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
  Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
  only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
  not cause it to change state.

SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Randy Heit d2ef6d81da - P_RailAttack() now checks the puff's MF3_FOILINVUL flag.
SVN r4230 (trunk)
2013-04-28 03:45:19 +00:00
Randy Heit 449bf216fa - Stop storing rail hits in a global variable, and consolidate the two railgun callbacks into a single function.
SVN r4202 (trunk)
2013-03-23 03:05:01 +00:00
Randy Heit dcf50ab6cb - Added an enum for the values a Trace callback function can return.
- Added a userdata parameter to pass to the Trace callback function.

SVN r4200 (trunk)
2013-03-23 02:54:13 +00:00
Randy Heit 044616a86f - Fixed: Don't return false from PIT_CheckThing when a shootable missile hits a nonmonster and
infighting is disabled; let the normal conditions apply. Otherwise, you end up with situations
  where monster-fired projectiles can collide with pickups.

SVN r4198 (trunk)
2013-03-21 22:58:37 +00:00
Randy Heit 53e73783e0 - Added spawnofs_z parameter to A_RailAttack and A_CustomRailgun.
SVN r4191 (trunk)
2013-03-20 03:36:45 +00:00
Randy Heit de20936b13 - Allow negative force for A_RadiusThrust.
SVN r4187 (trunk)
2013-03-20 02:41:59 +00:00
Christoph Oelckers 33f363f4c6 - added TheFortuneTeller's NORANDOMPUFFZ submission.
SVN r4170 (trunk)
2013-02-27 10:35:44 +00:00
Braden Obrzut 356bfe81e3 - Cleared GCC warnings.
SVN r4159 (trunk)
2013-02-22 18:16:23 +00:00
Randy Heit 6eb10a8079 - Fixed: r4160 inadvertently inverted the damage check for thrusting in P_RadiusAttack().
SVN r4158 (trunk)
2013-02-22 03:06:00 +00:00
Braden Obrzut facbca3619 - Fixed: If you hit a wall at the right moment you would some times come out of a teleporter with sliding velocity.
SVN r4137 (trunk)
2013-02-14 23:27:09 +00:00
Randy Heit 0a2e42c090 - Skip the MF2_PASSMOBJ height checks in PIT_CheckThing() for ripper missiles.
SVN r4135 (trunk)
2013-02-14 04:40:29 +00:00
Randy Heit 549712e719 - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Randy Heit 6a91335841 - Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE
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)
2012-08-30 04:01:50 +00:00
Randy Heit 3a6806942c - Fixed: Horizontal movement should not trigger bump specials while predicting.
SVN r3855 (trunk)
2012-08-28 02:52:53 +00:00
Randy Heit a505352da3 - Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors.
SVN r3832 (trunk)
2012-08-22 21:31:48 +00:00
Randy Heit 5e2b4bddda - Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.
SVN r3744 (trunk)
2012-07-06 03:42:03 +00:00
Randy Heit 70c11f7568 - Added RGF_CENTERZ to spawn a rail from the actor's center instead of offsetting it upward.
- Merged all the multiple bool parameters to the railgun functions into a single flags parameter.

SVN r3706 (trunk)
2012-06-22 03:56:08 +00:00
Christoph Oelckers 37d9519673 - added Xaser's submission for no impact damage from blasting.
SVN r3693 (trunk)
2012-06-16 09:01:05 +00:00
Christoph Oelckers 3d7c6811c1 - The bouncing check from r3643 cannot be applied retroactively to the existing DOOMBOUNCE flag because mods depend on the old behavior. Instead of modifying BOUNCE_OnOff's behavior the correct way of doing this has to be implemented as a separate flag in order to avoid problems.
SVN r3685 (trunk)
2012-06-10 10:17:49 +00:00
Christoph Oelckers 9e31ff0799 - fixed: CheckForPushSpecial's window check must also check 3D floors in the back sector.
SVN r3674 (trunk)
2012-05-31 10:07:30 +00:00
Christoph Oelckers 3a24790056 - fixed: The newly added checks for printing weapon obituaries failed if the weapon used a puff with a special damage type. To handle this, P_DamageMobj will now pass the damage flags to AActor::Die and from there to ClientObituary so that P_LineAttack - which is a better place to decide this - can flag an attack as coming from a player weapon.
- fixed: The same rules that are used for deciding if a weapon attack took place should be used when checking the PIERCEARMOR flag in P_LineAttack: It should be ignored if the attack doesn't originate from the weapon.

SVN r3649 (trunk)
2012-05-13 07:54:44 +00:00
Christoph Oelckers 3e41382d63 - fixed: P_LineAttack needs to check for 'Hitscan' damage, too, when deciding if using the damage type from the puff is appropriate.
SVN r3648 (trunk)
2012-05-13 07:14:54 +00:00
Randy Heit f8e64a13af - On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not
be the best idea.

SVN r3598 (trunk)
2012-04-26 03:50:11 +00:00
Randy Heit 9276e6138e - Fixed: All missiles could climb steps in P_TryMove() because of an extra ampersand turning & into &&.
SVN r3578 (trunk)
2012-04-22 02:30:26 +00:00
Randy Heit 86842bc1da - Fixed: P_TestMobjZ() should not let missile shooters block their missiles.
SVN r3571 (trunk)
2012-04-19 02:50:43 +00:00
Christoph Oelckers 93694dadc1 - fixed: The rail attack did not check the BLOODLESSIMPACT flag.
SVN r3568 (trunk)
2012-04-15 07:59:50 +00:00
Randy Heit 280ca05554 - In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.

SVN r3562 (trunk)
2012-04-14 03:55:46 +00:00
Randy Heit 7bfd551f27 - Xaser's fix for XDeath states not working for rail puffs.
SVN r3553 (trunk)
2012-04-11 04:50:23 +00:00
Randy Heit a85b751f7a - Fix warnings warned by GCC.
SVN r3552 (trunk)
2012-04-11 04:44:12 +00:00
Randy Heit da21075480 - Fixed: The onlyspawnpos handling in P_FindFloorCeiling would fail to adjust an actor's floorz
(and related) to a 3D midtex beneath its Z if it also touched a 3D midtex above its Z.

SVN r3548 (trunk)
2012-04-10 03:18:04 +00:00
Christoph Oelckers d81542752a - fixed: P_FindFloorCeiling may not use the floorsector returned by P_LineOpening when only checking 3D-floors because it will be NULL.
SVN r3547 (trunk)
2012-04-09 09:01:25 +00:00
Randy Heit 837126ae57 - Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
  must only consider 3D floors and midtexes.

SVN r3545 (trunk)
2012-04-08 21:12:14 +00:00
Randy Heit 9451b7c1d3 - I think this is what this comment is supposed to say. It had 匤 for me, and with Western character encodings, it was complete garbage.
SVN r3544 (trunk)
2012-04-08 20:20:39 +00:00
Randy Heit 22a0c92ab8 - Fixed crash when teleporting. P_TeleportMove() must not pass FFCF_ONLYSPAWNPOS to
P_GetFloorCeilingZ(). I got confused because its bool parameter's meaning had been the
  opposite of P_FindFloorCeiling()'s bool parameter before they got changed to flags.

SVN r3543 (trunk)
2012-04-08 20:01:43 +00:00
Randy Heit d0bba7c3c3 - Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
  A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.

SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Randy Heit 4d6447a55b - Don't call secfriction() twice in the normal part of P_GetFriction().
- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to
  ORIG_FRICTION, so it only worked with lower frictions.

SVN r3538 (trunk)
2012-04-08 04:43:19 +00:00
Christoph Oelckers 34820aacd2 - added Xaser's modified version of kgsws's railgun enhancements patch.
SVN r3529 (trunk)
2012-04-07 12:57:44 +00:00
Christoph Oelckers 83620fca1f - added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.
SVN r3527 (trunk)
2012-04-07 12:40:50 +00:00
Christoph Oelckers 35f0b32a7f - fixed: The bounce on actors check handled infinite bouncers (bouncecount == 0) incorrectly.
SVN r3521 (trunk)
2012-04-07 08:21:44 +00:00
Randy Heit 5358fd594b - Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
The initial spawn did not, so this can prevent respawns of things that were initially
  spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
  also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
  onlymidtex.)

SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Christoph Oelckers 8dbfd21d91 - fixed wrong flag check from r3490.
SVN r3516 (trunk)
2012-04-03 15:13:55 +00:00