Commit Graph

288 Commits

Author SHA1 Message Date
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
Christoph Oelckers 92a8f8518c fixed: bouncing on actors neither checked nor changed mo->bouncecount.
SVN r3506 (trunk)
2012-04-01 11:02:05 +00:00
Randy Heit 7783aec8a9 - Fixed: Missiles with MF6_STEPMISSILE set would be allowed to cross lines they could step over,
but their Z position would not actually be moved up, so the subsequent call to P_ZMovement()
  would destroy it because it was in the floor.

SVN r3491 (trunk)
2012-03-29 05:23:04 +00:00
Randy Heit 37a322e46b - Fixed: Teleports that were not initiated by walking would not trigger sector actions.
SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit e6a0fbe4db - Fixed: Missiles that exploded on a wall because they exhausted their bounce count did not leave decals.
SVN r3445 (trunk)
2012-03-16 01:17:12 +00:00
Randy Heit 10eb15fab9 - Fixed: Standing inside a "window" with a pushable exterior wall would trigger that wall if
your movement was blocked, even if it wasn't that wall that blocked you. Note that this is just
  a Z check against the actor and the floor and ceiling heights; it might still be possible to
  goof it up, but the common case is fixed.

SVN r3414 (trunk)
2012-03-09 01:49:26 +00:00
Randy Heit 1e21ebad5d - Let puke and pukename take up to four script parameters.
- Pass ACS_ExecuteWithResult's fifth argument as a fourth script parameter.
- Simplify P_StartScript()'s usage.

SVN r3394 (trunk)
2012-02-26 03:36:05 +00:00
Randy Heit 2918a87479 - Added Gez's thrupushups fix.
SVN r3378 (trunk)
2012-02-21 20:50:38 +00:00
Christoph Oelckers 893455ef61 - sync source with latest GZDoom:
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.


SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit 48c7423fbf - Added flag ALF_NOFRIENDS and a friend-basis pointer to P_AimLineAttack().
A_DeathBallImpact uses these to avoid aiming at friends when the death ball
  bounces. (The pointer is needed because the missile itself does the aiming,
  not the player that shot it, and missiles are nobody's friends.)



SVN r3315 (trunk)
2011-11-07 01:23:23 +00:00
Christoph Oelckers a0bb1c2546 - added Gez's patch for proper splash checks with 3D-floors.
SVN r3295 (trunk)
2011-09-21 19:39:12 +00:00
Christoph Oelckers d8ea5cdad9 - fixed: BlockLinesIterator::Next could get stuck in rare situations where validcount was altered while the iterator was still running. This should probably be dealt with by using another marking method but at least this prevents the engine from freezing.
SVN r3268 (trunk)
2011-07-07 22:09:09 +00:00
Christoph Oelckers fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers e4455c293f - added DavidPH's DOHARMSPECIES submission.
SVN r3236 (trunk)
2011-06-13 10:43:07 +00:00
Christoph Oelckers 44921297d3 - added DavidPH's PoisonDamageType submission.
SVN r3235 (trunk)
2011-06-13 10:39:14 +00:00
Christoph Oelckers a587ffed57 - added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors.
SVN r3234 (trunk)
2011-06-13 10:34:46 +00:00
Christoph Oelckers 4a7567107f - added DavifPH's submission for allowing THRUGHOST on puffs.
SVN r3232 (trunk)
2011-06-13 10:27:24 +00:00
Randy Heit 91f3f61ead SVN r3201 (trunk) 2011-05-11 04:29:19 +00:00
Randy Heit 44a3e94003 - Fixed: P_CheckPosition() should checks all lines contacted by the actor. Stopping once it finds
one blocking line will prevent any further lines with specials from activating their specials.

SVN r3198 (trunk)
2011-05-08 16:58:53 +00:00
Randy Heit fd225e168c - Fixed: PIT_CheckLine() always called CheckForPushSpecial() with the front of the line, even if
the actor was hitting it from the back.

SVN r3188 (trunk)
2011-04-22 03:38:09 +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.
SVN r3152 (trunk)
2011-02-13 10:18:28 +00:00
Christoph Oelckers a8167b3110 - fixed: 3DMidtextures did not work correctly in sectors with slopes.
SVN r3120 (trunk)
2011-01-23 09:03:55 +00:00
Christoph Oelckers 622d1ebe6a - fixed: Spawning things abuve a 3D midtexture did not provess the 'is above midtexture' state properly.
- fixed: When teleporting an actor the destination must be checked with the new z position, not the old one.


SVN r3111 (trunk)
2011-01-20 11:40:05 +00:00
Christoph Oelckers 5ad9e0c3b8 - added code submission for printing secret information.
- added missing TRXTCOLOR_CYAN #define.
- changed bridge things to be completely immobile towards sector plane movement. This problem again reared its ugly head in 007LTSD where the oversized bridges got messed up by some opening doors and lowering lifts. Now any plane trying to move such a thing will get blocked. Moving these things by other means still works normally, of course

SVN r3013 (trunk)
2010-11-30 08:18:11 +00:00
Christoph Oelckers 7dd8a0fce9 - replaced all calls to sqrtf with sqrt. Also changed P_RadiusAttack to use doubles for all floating point calculations.
SVN r2989 (trunk)
2010-11-07 14:39:09 +00:00
Christoph Oelckers 40c75b811d - fixed: When used on non-projectiles A_Explode ignored the HurtSource flag.
SVN r2963 (trunk)
2010-10-23 23:05:56 +00:00
Christoph Oelckers 6789b8936c - fixed: When moving a sector plane P_CheckPosition must do the same anti-overlap checks for monsters like P_Move to avoid monster pile-ups.
SVN r2801 (trunk)
2010-09-16 20:15:44 +00:00
Christoph Oelckers a3c8e0c042 - fixed: P_LineAttack mixed up two flags variables.
SVN r2627 (trunk)
2010-08-28 20:25:52 +00:00
Christoph Oelckers 9102200771 - added: Let the kill CCMD also kill replacements of the monster that is specified.
- add a GetReplacement method to PClass to clean up some really ugly code
- Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated.

SVN r2601 (trunk)
2010-08-26 20:59:15 +00:00
Christoph Oelckers 185bd2f15d - backported some 3D floor changes from GZDoom.
SVN r2517 (trunk)
2010-08-12 07:05:31 +00:00
Christoph Oelckers 30ffffd904 - fixed: Checks for poison damage were not correct.
SVN r2469 (trunk)
2010-07-29 06:53:20 +00:00
Christoph Oelckers 37f55c6539 - added DavidPH's A_RailAttack extension submission.
SVN r2454 (trunk)
2010-07-24 06:27:13 +00:00
Christoph Oelckers f430881a54 - Added DavidPH's Poison damage extension but changed it so that the metadata can be removed.
SVN r2450 (trunk)
2010-07-23 21:36:17 +00:00
Randy Heit 551f0d3148 - Remove fakedblocker, since it was unused.
SVN r2391 (trunk)
2010-06-27 20:49:02 +00:00
Christoph Oelckers e535b40a9e - fixed: All melee attack functions only used the target acquired by P_AimLineAttack for all subsequent calculations, not the actual victim of the attack.
SVN r2373 (trunk)
2010-06-13 11:14:01 +00:00
Christoph Oelckers eadc539bc6 - fixed: Poison clouds spawned by the PoisonShroom should not be pushable by the Disc of Repulsion.
SVN r2350 (trunk)
2010-05-30 20:12:32 +00:00
Christoph Oelckers 6c4d070095 - restored original Doom behavior for hitscans to only check actors which have their center in the blockmap cells being checked, compatibility optioned by COMPATF_HITSCAN.
SVN r2341 (trunk)
2010-05-28 21:07:45 +00:00
Christoph Oelckers 8f881be0fb - added a Boom (strict) compatibility mode.
- Restored some original Doom behavior that received complaints from users:
* reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN.
* re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN.


SVN r2340 (trunk)
2010-05-28 11:15:05 +00:00
Randy Heit 709414e606 - Fixed: Animated doors should only leave ML_BLOCKING set if the door was created with it set.
Otherwise, monsters will be unable to open it after it has been used once if it isn't set
  for push activation.

SVN r2336 (trunk)
2010-05-25 03:40:37 +00:00
Christoph Oelckers bdc5d941c2 - added a new 'playeruseback' linedef trigger type that allows using lines from the bxck side.
SVN r2302 (trunk)
2010-04-25 07:21:35 +00:00
Christoph Oelckers 1436f0a4fa - Fixed: It was no longer possible to talk to non-shootable NPCs. Also took
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.
- cleaned up P_CheckSight flag handling.


SVN r2249 (trunk)
2010-03-27 07:42:31 +00:00
Christoph Oelckers a2cfbec3cf - added a CrushPainSound actor property for Strife.
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.


SVN r2234 (trunk)
2010-03-21 08:09:45 +00:00
Christoph Oelckers 113a438b01 - Fixed: Voodoo dolls must not check reactiontime in P_SlideMove.
SVN r2153 (trunk)
2010-02-11 17:10:01 +00:00
Christoph Oelckers fc2f95da0e - revert accidental commit.
SVN r2146 (trunk)
2010-01-30 19:28:41 +00:00
Christoph Oelckers 24a12a04b4 - added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag.
- fixed: Chex Quest's finale pic was wrong.


SVN r2143 (trunk)
2010-01-30 13:48:44 +00:00
Randy Heit 870628dda5 - Split conversation initiation out of P_UseTraverse() and into a separate function. It no
longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife,
  using P_AimLineAttack() to find something to talk to and includes some slight left and right
  "autoaim". I can think of a few consequences of this:
  * Using puzzle items on actors has been restored to its original range of 64.
  * Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can
    probably set up situations where you can talk to somebody that you couldn't talk to before
    because some special line was in the way.
  * You don't need to stick a guard flush against the wall to block players from using a switch
    behind them, because now the autoaim will get the player.

SVN r2102 (trunk)
2010-01-06 04:36:38 +00:00
Christoph Oelckers fa452ffd41 - My ActorMover fix from earlier today was causing problems with moving sectors
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
Christoph Oelckers 26c33afafb - fixed: Movement performed by actor movers was not interpolated because
it happened outside the moved actor's Tick function. This got particularly
  obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
  example.)


SVN r2059 (trunk)
2009-12-30 12:20:47 +00:00
Christoph Oelckers fdec06ff9b - fixed:P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
But that's insufficient because it doesn't factor in any subsequent velocity
  change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
  multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
  NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.


SVN r2026 (trunk)
2009-12-16 16:09:48 +00:00
Christoph Oelckers ee4b9ed09b - added some code that prevents overlapping monsters from getting stuck in
each other. PIT_CheckThing will return true under the following contitions 
  now:
  * It was called from P_Move
  * The actor that is blocking the move already overlaps with the monster
    that is being moved.
  * the move will take the 2 actors further apart.  


SVN r2018 (trunk)
2009-12-06 22:10:25 +00:00
Christoph Oelckers f94c9ce81d - Fixed: Not all places checking for player start spots above 4 did it correctly.
The editor number for player start spot 5 is now stored in the game info
  so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles unlike Skulltag's original
  implementation.


SVN r1997 (trunk)
2009-11-24 06:55:38 +00:00
Christoph Oelckers 424c6e8963 - fixed: P_NowayTraverse was called with a trace distance of 128 instead of
the 64 that should have been used.


SVN r1986 (trunk)
2009-11-17 23:09:21 +00:00
Christoph Oelckers 53a717673f - reverted the change that makes 0-damage projectiles call P_DamageMobj.
Both Hexen and Heretic depend on such projectiles not doing it as do many
  mods that create snow/rain effects plus any terrain splash mod.


SVN r1984 (trunk)
2009-11-17 07:18:19 +00:00
Randy Heit de8ec46c06 - Fixed: R_GetOneSkyColumn() and R_GetTwoSkyColumns are mulscaling an
unsigned integer that can use all 32 bits. They must therefore use
  the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
  variable warnings flagged by GCC.


SVN r1965 (trunk)
2009-11-08 02:51:22 +00:00
Randy Heit 059be338b4 - Guess we don't need this FORCEPAIN check in PIT_CheckThing() anymore.
SVN r1945 (trunk)
2009-10-28 23:28:09 +00:00
Randy Heit e5d6256c2d - Fixed: 0 damage projectiles did not call P_DamageMobj.
SVN r1944 (trunk)
2009-10-28 23:25:27 +00:00
Randy Heit efaa26959e - Changes to both A_MonsterRail() and A_CustomRailgun(): Save actor's pitch,
use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
  this is non-NULL, then all actors between the shooter and the target will
  be ignored.


SVN r1941 (trunk)
2009-10-27 03:59:29 +00:00
Christoph Oelckers 5ab4159e76 - fixed damage calculation for OLDRADIUSDMG case of P_RadiusAttack.
SVN r1937 (trunk)
2009-10-25 23:12:00 +00:00
Christoph Oelckers 8b27bd1434 - added 'defaultterrain' option to terrain parser for mods that want to have
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
  that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.


SVN r1921 (trunk)
2009-10-16 16:04:19 +00:00
Christoph Oelckers ce2e85c7b2 - added ACS CheckActprClass function
- fixed: When a blasted actor collided with another one this other actor's
  DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
  by this factor in addition to damage type specific damage factors.


SVN r1915 (trunk)
2009-10-15 20:09:22 +00:00
Christoph Oelckers 9dfef79702 - fixed: puff checks for MF6_NOTRIGGER need to resolve actor replacements.
SVN r1909 (trunk)
2009-10-11 17:44:50 +00:00
Christoph Oelckers 4529108b8f - Added MF6_NOTRIGGER flag that disables all line actions for an actor.
SVN r1907 (trunk)
2009-10-10 12:42:57 +00:00
Christoph Oelckers 819158a8fe - Added Gez's thing activation submission.
SVN r1904 (trunk)
2009-10-09 20:35:07 +00:00
Christoph Oelckers 19ef8399a8 - added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed previous commit.


SVN r1903 (trunk)
2009-10-09 20:18:31 +00:00
Christoph Oelckers 59d932b972 - Fixed some GCC warnings.
- fixed: The BossCube could be blocked by floors and ceiling resulting
  in incorrect movement. I changed it so that A_BrainSpit now sets the
  MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
  flag. For travelling cubes active collision detection makes no sense
  and only causes problems. This should also make the boss brain
  work in the other games which previously were excluded by a game mode
  check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
  overlapping each other (common mapping bug, check Herian 2 MAP30.)

SVN r1891 (trunk)
2009-10-01 14:54:29 +00:00
Christoph Oelckers 5910d90a19 - added RandomSpawner update from Gez's experimental build.
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
  a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
  flag.


SVN r1835 (trunk)
2009-09-15 14:16:55 +00:00
Christoph Oelckers 4d18698f43 - fixed: pr_bounce was declared statically in o_mobj.cpp and redeclared externally
in p_map.cpp resulting in a CRC conflict.


SVN r1832 (trunk)
2009-09-15 06:35:46 +00:00
Christoph Oelckers ea8c94d637 - Fixed: Argument count for UsePuzzleItem was wrong.
- 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)
2009-09-14 20:47:53 +00:00
Christoph Oelckers 238d4c3fac - More things from Gez's experimental build:
* 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)
2009-09-14 19:44:14 +00:00
Christoph Oelckers 914d993aa1 - Added a few things from Gez's experimental build:
* Beta Lost Soul (added DoomEdNum 9037 to it)
  * A_Mushroom extensions
  * Vavoom compatible MAPINFO keynames.
  * Vavoom's Sector_SetContents fixes to inactive 3D floor code.


SVN r1818 (trunk)
2009-09-14 09:41:09 +00:00
Christoph Oelckers 14a42bbada - changed line_t's sidenum into sidedef pointers.
SVN r1801 (trunk)
2009-09-06 20:45:56 +00:00
Randy Heit c1a578ba08 - Split the bounce types completely into separate flags and consolidated
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)
2009-09-06 01:49:17 +00:00
Christoph Oelckers ba28749df7 - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
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)
2009-08-30 10:43:51 +00:00
Christoph Oelckers 385350efae - Fixed: A_SorcOffense2 depended on args being bytes and overflowing.
- 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)
2009-08-12 18:57:31 +00:00
Randy Heit 2a9351fa61 - Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
SVN r1768 (trunk)
2009-08-11 01:03:58 +00:00
Randy Heit 16846fe36d - Added TELEFRAG_DAMAGE constant, and changed the two places that still used
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)
2009-08-07 03:57:03 +00:00
Randy Heit a1554799d9 - Added MF6_NOTELEPORT flag.
SVN r1754 (trunk)
2009-08-07 03:41:23 +00:00