Commit graph

364 commits

Author SHA1 Message Date
Christoph Oelckers
356e4a0fcc - Added A_Mushroom compatibility option for Dehacked.
- Added Gez's submission for interhubamount DECORATE property.


SVN r1747 (trunk)
2009-08-02 15:54:34 +00:00
Christoph Oelckers
641f946e32 - Fixed: The big endian version of PalEntry did not add the DWORD d field.
- Fixed: TObjPtr did not use a union to map its 2 pointers together.
- Added a compatibility mode for A_Mushroom. For DECORATE it is an additional
  parameter but to force it for Dehacked mods some minor hacks using the
  Misc1 variable were needed.


SVN r1746 (trunk)
2009-08-02 10:48:58 +00:00
Randy Heit
4134bc3c64 - Added extra states to dehsupp for the MBF additions.
SVN r1734 (trunk)
2009-07-23 06:25:47 +00:00
Randy Heit
8a2e03c9cb - Fixed: Redefining an existing skill would set that skills ACSReturn to be
the same as the next new skill defined, if neither definition explicitly set
  the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
  to be the default one selected in the menu. If none is specified as the
  default, then the middle skill is the default.


SVN r1731 (trunk)
2009-07-23 04:33:07 +00:00
Randy Heit
dba34d0761 - Renamed SXF_CLIENTSPAWN to SXF_CLIENTSIDE for Skulltag compatibility.
SVN r1730 (trunk)
2009-07-23 03:19:31 +00:00
Christoph Oelckers
2c54498d5c - fixed blue colormap
- Added parameters to A_VileAttack.
- Removed redundant definition of use_joystick from SDL/i_input.cpp.


SVN r1727 (trunk)
2009-07-17 08:08:02 +00:00
Randy Heit
9a16e4b6ea - Added HotWax's A_SetArg.
SVN r1721 (trunk)
2009-07-16 22:50:58 +00:00
Randy Heit
b1b258ec55 - Gez's patch for more A_WeaponReady flags:
* WRF_NOBOB (1): Weapon won't bob
  * WRF_NOFIRE (12): Weapon won't fire at all
  * WRF_NOSWITCH (2): Weapon can't be switched off
  * WRF_NOPRIMARY (4): Weapon will not fire its main attack
  * WRF_NOSECONDARY (8): Weapon will not fire its alt attack


SVN r1720 (trunk)
2009-07-16 22:40:04 +00:00
Christoph Oelckers
8e5b7373b8 - added submission for raising master/children/siblings.
- added submission for no decals on wall option.
- removed some useless code from SpawnMissile function.


SVN r1716 (trunk)
2009-07-13 22:07:18 +00:00
Christoph Oelckers
23e4c47b5b - Added Gez's A_WeaponReady enhancement submission.
SVN r1711 (trunk)
2009-07-06 15:48:31 +00:00
Christoph Oelckers
635d71e660 - Added code submissions for non-piercing railguns and new skill options.
SVN r1706 (trunk)
2009-07-04 18:17:44 +00:00
Randy Heit
fe19767ac2 - Added A_SetCrosshair.
SVN r1700 (trunk)
2009-07-01 02:00:36 +00:00
Randy Heit
8554ccf2a3 - Added A_WeaponBob.
SVN r1698 (trunk)
2009-07-01 00:58:26 +00:00
Randy Heit
98e3b2f5fc - Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.


SVN r1697 (trunk)
2009-07-01 00:17:39 +00:00
Randy Heit
f2b7417020 - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
  from being thrusted while taking damage. (Non-players were already
  unthrusted.)


SVN r1695 (trunk)
2009-06-30 23:23:12 +00:00
Randy Heit
37b6e547cd - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.


SVN r1694 (trunk)
2009-06-30 22:37:40 +00:00
Randy Heit
bbebed61f5 - Added Gez's PowerInvisibility changes.
SVN r1693 (trunk)
2009-06-30 22:10:51 +00:00
Randy Heit
bd4496a582 - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
SVN r1691 (trunk)
2009-06-30 21:24:29 +00:00
Randy Heit
e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00
Randy Heit
ed0d804792 - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
  may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
  crashed after giving you the warning.


SVN r1688 (trunk)
2009-06-30 19:20:39 +00:00
Christoph Oelckers
43a71eba31 - Added Gez's submissions for A_M_Saw customization, area damage and
pitch for A_FireCustomMissile.


SVN r1685 (trunk)
2009-06-27 19:37:53 +00:00
Christoph Oelckers
3ab370b6ee - added a compatibility option to restore the original Heretic bug where
a Minotaur couldn't spawn floor flames when standing in water having its
  feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
  come from the same definition unit (i.e both containing file and use type
  are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
  more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
  to use floats to prevent overflows. The prevention of the overflows was the
  only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.


SVN r1668 (trunk)
2009-06-14 13:47:38 +00:00
Christoph Oelckers
523cf6acb2 - Added Gez's Skulltag feature patch, including:
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
    * WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
    * A_FireSTGrenade codepointer, extended to be parameterizable
    * The grenade (as the default actor for A_FireSTGrenade)
    * Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.


SVN r1661 (trunk)
2009-06-09 17:13:03 +00:00
Christoph Oelckers
a425214432 - fixed: sv_smartaim 3 treated the player like a shootable decoration.
- Added A_CheckIfInTargetLOS
- Removed redundant A_CheckIfTargetInSight.


SVN r1656 (trunk)
2009-06-08 23:39:08 +00:00
Christoph Oelckers
4b9d0c6dff - added parameter to A_FadeOut so that removing the actor can be made an option.
SVN r1652 (trunk)
2009-06-07 22:13:16 +00:00
Christoph Oelckers
6ba839a0e9 - added PERSISTENTPOWER and TRANSFERPOINTERS submissions by Gez.
SVN r1651 (trunk)
2009-06-07 20:10:05 +00:00
Christoph Oelckers
d04ffd57f8 - added Gez's infinite ammo powerup and random spawner fix patches.
- reduced size of Hexen's flames to fix bug in Deathkings MAP01.
- added checks for sidedef scaling values 


SVN r1648 (trunk)
2009-06-07 16:38:19 +00:00
Christoph Oelckers
476e0bce2a - Added a 'resetinventory' MAPINFO option.
- Added MF6_NOFEAR flag.
- Added A_MonsterRefire(probability, jumptarget).
- Added A_JumpIfTargetInSight(state) action function.
- Changed: Puffs set their angle to face the originator of the attack.
- Strife's burning hands originally make the level view fullbright.
  changed in ZDoom to do partial brightening.

SVN r1642 (trunk)
2009-06-06 12:46:35 +00:00
Christoph Oelckers
d30e304a7f - Added MF6_FORCEPAIN flag that forces the target to go into the pain state
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.


SVN r1638 (trunk)
2009-06-05 21:44:34 +00:00
Christoph Oelckers
8c3a816428 - Added Gez's GetArmorType submission
SVN r1636 (trunk)
2009-06-05 20:23:47 +00:00
Christoph Oelckers
9d4c87c18f - added 'deflate only' option to all configurations of wadsrc.vcproj
SVN r1634 (trunk)
2009-06-04 23:06:42 +00:00
Christoph Oelckers
9c4cbedc26 - Added 'EndTitle' nextmap option which goes to the regular title loop after
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
  targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
  by setting the level's air supply to 0.

SVN r1619 (trunk)
2009-05-30 08:56:40 +00:00
Randy Heit
956b7d5ea3 - Added Skulltag's PowerDoubleFiringSpeed.
SVN r1608 (trunk)
2009-05-26 01:16:39 +00:00
Randy Heit
e95be7eff7 - SBARINFO fix:
- Fullscreen Doom HUD clamped the display of digits.

SVN r1606 (trunk)
2009-05-26 00:46:55 +00:00
Christoph Oelckers
e61b4b3c76 - Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Changed bounce flags into a property and added real bouncing sound properties.
  Compatibility modes to preserve use of the SeeSound are present and the old
  flags map to these.


SVN r1599 (trunk)
2009-05-23 08:30:36 +00:00
Christoph Oelckers
6fd62b68a8 - fixed a few Heretic actors:
* The pod generator's attacksound was wrong
  * The teleglitter generators need different flags if they are supposed to work 
    with z-aware spawning of the glitter.
  * The knight's axes need the THRUGHOST flag.


SVN r1582 (trunk)
2009-05-15 07:05:25 +00:00
Christoph Oelckers
571d28281b - Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
  are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
  a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
  "misc/podgrow".


SVN r1575 (trunk)
2009-05-11 21:05:40 +00:00
Randy Heit
b224765351 - Added customizable mage lightning patch.
SVN r1574 (trunk)
2009-05-11 15:24:44 +00:00
Randy Heit
1c61ef89eb - Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.


SVN r1573 (trunk)
2009-05-11 15:15:06 +00:00
Randy Heit
41a416f068 This commit is 90% contributed content:
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
  specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
  * Added the ability to center things with fullscreenoffsets enabled.  Due
    to some limitations the syntax is [-]<integer> [+ center].
  * Fixed: the translucent flag on drawinventorybar didn't work quite right.
  * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code.  The
    fullscreen inventory bar wasn't scaled correctly.


SVN r1571 (trunk)
2009-05-09 02:31:49 +00:00
Christoph Oelckers
0d1d15eba8 - Added more compatibility settings, submitted by Gez.
SVN r1569 (trunk)
2009-05-03 07:19:21 +00:00
Christoph Oelckers
4d5692bf80 - Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
  the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
  defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.

SVN r1567 (trunk)
2009-05-02 09:14:01 +00:00
Christoph Oelckers
19c4e3caed - Added Gez's A_CheckCeiling submission.
- Fixed: AM_NewResolution crashed when called from outside a level.
- Added support for Quake PAK files.
- Improved warning messages for WAD files with incorrect marker usage.


SVN r1556 (trunk)
2009-04-23 23:20:21 +00:00
Christoph Oelckers
cc066bc409 - complete restructuring of resource file handling for more flexibility and future
extensions.
- Removed merging of special namespaces. For the texture manager this has
  become totally useless so there is no need to do this anymore. Not merging
  the namespaces also allows a much more reliable detection of lumps belonging
  to special namespaces so the ScanForFlatHack function is no longer needed.
  Instead, any lump up to F_END with a length of 4096 will be marked for 
  inclusion as a flat texture if no F_START marker is found.
- Made the counting of intermission stats in Doom a GAMEINFO option so that
  it can be activated in all games.


SVN r1555 (trunk)
2009-04-23 22:49:38 +00:00
Randy Heit
1954f9ee84 - Gave the intermission screen sounds their own SNDINFO entries.
SVN r1551 (trunk)
2009-04-18 01:31:08 +00:00
Christoph Oelckers
9040710e62 - Updated UDMF spec to 1.1.
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
  compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
  internal sound code.



SVN r1544 (trunk)
2009-04-14 09:06:03 +00:00
Christoph Oelckers
be9a05e32b - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their
NOBLOCKMAP flag taken away previously to make them move with a sector.
  This should fix the performance problem Claustrophobia had with recent
  ZDoom versions.


SVN r1537 (trunk)
2009-04-09 06:58:28 +00:00
Randy Heit
ac2f5aa632 - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk
  now uses both of these flags.


SVN r1536 (trunk)
2009-04-09 02:25:37 +00:00
Christoph Oelckers
78fb48302c - fixed: Any player class inheriting directly from PlayerPawn was left with
empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
2009-04-04 17:46:33 +00:00
Christoph Oelckers
9d47afb304 - added 'damage' to the actor variables exported to DECORATE's expression
evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.


SVN r1520 (trunk)
2009-04-04 09:28:10 +00:00