Christoph Oelckers
584dd78ba9
Merge branch 'master' of https://github.com/Edward850/zdoom
2014-04-16 16:42:43 +02:00
Edward Richardson
897d87a6a3
Invisibility would could P_LookForPlayers early
2014-04-17 01:13:18 +12:00
Edward Richardson
d855bd66b3
Fixed P_LookForPlayers scanning redundancies
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- Players could be scanned multiple times, repeating expensive tests
- Players could be skipped completely and become invisible as a result
2014-04-17 00:46:33 +12:00
Christoph Oelckers
4e683d360d
Merge branch 'master' of https://github.com/Edward850/zdoom
2014-04-15 09:22:50 +02:00
Edward Richardson
4270838613
CANRAISE state definition
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CANRAISE state for allowing a monster to be resurrected without an
infinite frame
2014-04-12 22:02:19 +12:00
Gaerzi
4cac599b88
Less flags, more generic properties
2014-04-11 00:58:59 +02:00
Randy Heit
fc843c28ba
Merge branch 'maint'
2013-09-18 22:06:31 -05:00
Randy Heit
ad7aefff20
- Fixed: Do not apply AVOIDMELEE logic when moving toward a goal
2013-09-18 21:52:29 -05:00
Christoph Oelckers
116defbb35
- fixed: LookForEnemiesInBlock needs to check for MF7_NEVERTARGET.
2013-08-18 09:11:40 +02:00
Christoph Oelckers
aa03609b69
- added IF_TOSSED inventory flag.
2013-08-12 21:00:23 +02:00
Christoph Oelckers
f2c250d35d
- flags7 variable added to AActor.
2013-08-12 20:09:21 +02:00
Randy Heit
5b74e1acba
- Fixed: A_Face() should use other instead of self->target when calculating pitch.
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SVN r4267 (trunk)
2013-05-17 00:49:45 +00:00
Randy Heit
d86b16d540
- Added a DropAmmoFactor field to WeaponGiver so that ModifyDropAmount() can record the drop
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amount modifier into it without fiddling with the actual AmmoGiveX fields.
SVN r4246 (trunk)
2013-05-02 00:24:53 +00:00
Randy Heit
ecdde24bda
- Fixed: WeaponGiver did not give half ammo when dropped.
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SVN r4238 (trunk)
2013-04-30 03:07:39 +00:00
Randy Heit
cbe11657f0
- Fixed: A_Face should take into account the target's height when aiming pitch.
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SVN r4214 (trunk)
2013-04-10 00:13:55 +00:00
Randy Heit
4fe9b6112a
- Fixed: The change in r3951 knew nothing about 3D floors.
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SVN r4152 (trunk)
2013-02-20 02:26:36 +00:00
Randy Heit
11862ac06b
- Sync A_LookEx with A_Look, with regards to COMPATF_SOUNDTARGET.
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SVN r4036 (trunk)
2013-01-23 04:04:21 +00:00
Braden Obrzut
3e1aa40461
- Fixed: If AInventory::SpecialDropAction returns true the item should be destroyed.
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- Fixed: Building with SSE disabled triggered an error.
SVN r4028 (trunk)
2013-01-17 19:42:52 +00:00
Randy Heit
4f811b89e5
- Remove testing bit inadvertently left in for r3951.
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SVN r3953 (trunk)
2012-11-09 17:18:47 +00:00
Randy Heit
181cfd80b2
- Fixed: Monsters stepping down in A_Chase() should trigger SECSPAC_HitFloor actions.
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SVN r3951 (trunk)
2012-11-09 05:14:47 +00:00
Randy Heit
6a91335841
- Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE
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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
23c950ba98
- Fix typo: MF6_SEEINVISIBLE is in flags6, not flags.
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SVN r3777 (trunk)
2012-07-21 02:33:08 +00:00
Christoph Oelckers
6d993b8c04
- re-fix of r3655: 180° in angle_t needs to be specified as ANGLE_180.
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SVN r3656 (trunk)
2012-05-15 22:33:08 +00:00
Randy Heit
0fae305224
- Fixed: A_LookEx did not default to a 180 degree cone.
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SVN r3655 (trunk)
2012-05-15 22:05:14 +00:00
Randy Heit
393b2177a9
- Fixed: When P_ZMovement() handled MF_FLOAT, it reset the actor's z velocity to 0. I'd like to
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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)
2012-05-13 00:27:51 +00:00
Christoph Oelckers
40c906f10d
- fixed new A_Facetarget pitch code which made some incorrect assumptions about variables' signedness.
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- fixed a few compiler warnings.
SVN r3535 (trunk)
2012-04-07 20:44:28 +00:00
Christoph Oelckers
3aa759714a
- added DavidPH's A_FaceTarget with pitch submission.
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SVN r3528 (trunk)
2012-04-07 12:48:56 +00:00
Randy Heit
49aaf9b451
- Added A_ClearLastHeard action function.
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SVN r3464 (trunk)
2012-03-22 21:40:26 +00:00
Christoph Oelckers
6ba0689b8d
- added DavidPH's A_AlertMonsters range submission.
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SVN r3233 (trunk)
2011-06-13 10:30:30 +00:00
Christoph Oelckers
3277b508cd
- added SEEINVISIBLE submission.
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SVN r3215 (trunk)
2011-05-26 23:25:02 +00:00
Christoph Oelckers
b8f4592ad5
- added A_FaceTracer/A_FaceMaster submission.
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SVN r3161 (trunk)
2011-03-06 14:21:44 +00:00
Christoph Oelckers
1ea5cc8bd8
- added a function to execute action specials and changed all calls to use this function. This was done to make it easier to check such calls.
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SVN r3152 (trunk)
2011-02-13 10:18:28 +00:00
Christoph Oelckers
fae8ed444c
- merged 3dfloors2 branch into trunk.
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SVN r3124 (trunk)
2011-01-29 11:09:38 +00:00
Christoph Oelckers
c22ce824a5
- fixed some incorrect P_CHeckSight flag use in p_enemy.cpp.
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SVN r3115 (trunk)
2011-01-23 00:22:08 +00:00
Braden Obrzut
d9d94d04ba
- Added DesingatedTeam property from Skulltag. Allows friendly fire calculations to be applied to monsters/objects and allows the friendly AI to be aware of teams.
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SVN r3113 (trunk)
2011-01-22 03:35:33 +00:00
Christoph Oelckers
74525ab1d6
- moved some info into the GAMEINFO section:
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* 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)
2010-09-19 10:39:34 +00:00
Randy Heit
eb031d73e7
- Change the time when walking monsters step down steps to just after the step rather than just before.
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This allows for thrusting walking monsters vertically without them suddenly warping to the ground.
SVN r2819 (trunk)
2010-09-18 02:55:08 +00:00
Randy Heit
a2573e4bb3
- Fixes to compile with GCC 4.5.0.
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SVN r2660 (trunk)
2010-09-01 03:30:18 +00:00
Christoph Oelckers
cbff41f481
- assws PinkSilver's LOF_NOJUMP submission for A_LookEx.
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SVN r2626 (trunk)
2010-08-28 20:22:35 +00:00
Christoph Oelckers
096edb0817
- move vid_listadapters CCMD into common code.
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SVN r2509 (trunk)
2010-08-11 06:31:47 +00:00
Randy Heit
3416a7fc47
- Fix compilation with MinGW + w32api and clean up warnings.
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SVN r2505 (trunk)
2010-08-11 03:56:31 +00:00
Christoph Oelckers
545a892faa
- added Firebrand's patch to rename 'swap' due to naming conflicts in newer MSVC compilers.
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SVN r2449 (trunk)
2010-07-23 21:19:59 +00:00
Christoph Oelckers
862d6551bc
- fixed: Heretic's 666 lower floor must be of type LowerToHighest unlike Doom which is LowerToLowest.
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SVN r2342 (trunk)
2010-05-28 21:29:28 +00:00
Christoph Oelckers
942108f7ea
- added DavidPH's A_FaceTarget patch but modified it so that if a turn angle is set the MF_SHADOW flag is ignored.
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SVN r2316 (trunk)
2010-05-12 07:02:23 +00:00
Christoph Oelckers
674c63d66c
- fixed: A_KeenDie should not drop items.
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SVN r2300 (trunk)
2010-04-23 08:12:47 +00:00
Randy Heit
d53fdb418b
- Fixed: P_LookForMonsters() had not been updated for the new species check.
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SVN r2268 (trunk)
2010-04-04 03:03:01 +00:00
Christoph Oelckers
1436f0a4fa
- Fixed: It was no longer possible to talk to non-shootable NPCs. Also took
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the opportunity to merge the various boolean parameters to P_AimLineAttack into one flag parameter.
SVN r2254 (trunk)
2010-03-28 10:51:35 +00:00
Christoph Oelckers
a357a70f82
- fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
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- cleaned up P_CheckSight flag handling.
SVN r2249 (trunk)
2010-03-27 07:42:31 +00:00
Christoph Oelckers
0246f2bf4d
- fixed: Being resurrected by an Arch Vile did not restore flags5 and flags6 to the defaults.
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SVN r2142 (trunk)
2010-01-30 13:08:52 +00:00
Christoph Oelckers
fa452ffd41
- My ActorMover fix from earlier today was causing problems with moving sectors
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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)
2009-12-30 18:53:14 +00:00