Commit graph

121 commits

Author SHA1 Message Date
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers
88f0fa270a - added kgsws-cz's FBF_NOFLASH submission.
SVN r2655 (trunk)
2010-08-31 21:24:03 +00:00
Christoph Oelckers
d904d8276e - added TheShooter7's patch for NOPITCH flags for hitscan attacks.
SVN r2530 (trunk)
2010-08-13 06:22:49 +00:00
Christoph Oelckers
a373c3858e - fixed: A_Teleport's RNG had the same name as the one used by SelectTeleDest.
SVN r2458 (trunk)
2010-07-25 10:17:16 +00:00
Christoph Oelckers
2b381babed - added DavidPH's A_JumpIfTargetInLOS extension submission.
SVN r2455 (trunk)
2010-07-24 06:30:52 +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
58be666c9c - added DavidÜH's explicit angle submission for A_CustomBulletAttack function.
SVN r2452 (trunk)
2010-07-24 06:15:07 +00:00
Christoph Oelckers
bc47f7133b - Added DavidPH's A_Teleport submission but removed the now redundant GetSpotWithMinDistance functions.
SVN r2451 (trunk)
2010-07-23 21:55:01 +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
e2ce20a445 - fixed: A_Print and related functions should not make a use state chain succeed.
- fixed: APowerIronFeet must continuously reset the player's air supply.


SVN r2370 (trunk)
2010-06-13 10:38:38 +00:00
Christoph Oelckers
ec44397881 - added some options to A_CustomPunch, including calling Strife's dagger alert function.
SVN r2367 (trunk)
2010-06-13 09:06:12 +00:00
Randy Heit
ed81b4718b - Revert r2235 so that all DECORATE member accesses are consistent. It didn't work as intended
anyway.

SVN r2358 (trunk)
2010-06-06 05:41:09 +00:00
Randy Heit
5a71dea746 - Added A_JumpIfTracerCloser and A_JumpIfMasterCloser, based on DavidPH's A_JumpIfCloser patch.
SVN r2324 (trunk)
2010-05-14 02:34:25 +00:00
Randy Heit
2d4502018a - Added DavidPH's FBF_EXPLICITANGLE extension.
SVN r2323 (trunk)
2010-05-14 02:18:27 +00:00
Christoph Oelckers
b61b761e28 - added DavidPH's randomization patch for hitscan attacks.
SVN r2318 (trunk)
2010-05-12 07:11:56 +00:00
Christoph Oelckers
6a57a43277 - added DavidPH's LifeSteal patch for A_CustomPunch/A_Saw.
SVN r2317 (trunk)
2010-05-12 07:08:39 +00:00
Randy Heit
d070e04ff6 - Added Gez's patch for A_TakeInventory flag for taking ammo, with TIF_AMMO renamed to TIF_NOTAKEINFINITE.
SVN r2306 (trunk)
2010-04-26 02:05:11 +00:00
Randy Heit
36c4b39688 - Added DavidPH's A_FadeTo patch:
A_FadeTo(float target, float amount = 0.10, bool remove = false)
  Alters transparency towards target by amount. If remove is true, the actor is destroyed if it reaches target.

SVN r2305 (trunk)
2010-04-26 01:56:25 +00:00
Christoph Oelckers
674c63d66c - fixed: A_KeenDie should not drop items.
SVN r2300 (trunk)
2010-04-23 08:12:47 +00:00
Christoph Oelckers
d916127ecf - made the recent change to P_SeekerMissile an option because it affected critical gameplay behavior and may not be used for existing actors.
SVN r2278 (trunk)
2010-04-10 11:12:29 +00:00
Randy Heit
42ac75e894 - Sync scriptbranch with trunk.
SVN r2269 (scripting)
2010-04-04 04:09:24 +00:00
Christoph Oelckers
6f9b035df8 - Changed: The monster refiring functions should use the same sight checking mode as the code that triggers
the attack.


SVN r2266 (trunk)
2010-04-03 07:10:52 +00:00
Randy Heit
06995e26d9 - Be stricter about types accepted by spawning functions.
SVN r2265 (scripting)
2010-04-03 04:07:17 +00:00
Randy Heit
549ddf8035 - Use the standard DObject type system for the PSymbol hierarchy.
SVN r2264 (scripting)
2010-04-03 02:06:51 +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
Randy Heit
604b5ef673 - Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as
  normal fields.

SVN r2242 (scripting)
2010-03-25 20:38:00 +00:00
Randy Heit
f88f601230 - Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
2010-03-24 02:49:37 +00:00
Randy Heit
41df8242c1 - Changed A_SetUserVar and A_SetUserArray so they affect the actor that called it, which
is not necessarily "self". The only visible change from this should be that inventory items
  now set their own variables and not their owners'.

SVN r2235 (trunk)
2010-03-21 21:05:27 +00:00
Randy Heit
8ecafcc15a - Added A_CheckSightOrRange, with changes.
SVN r2179 (trunk)
2010-02-26 00:08:25 +00:00
Randy Heit
913555aa4e - Synced the scripting branch with trunk.
SVN r2166 (scripting)
2010-02-17 04:46:11 +00:00
Randy Heit
6f1bf257e9 - State code now properly calls action functions and has a RET instruction. As expected,
running with the checked VM can be quite slow, since it has asserts everywhere. Some other
  fixes were needed before the code actually worked:
  - A_CallSpecial needs to have its arguments cast to ints.
  - Some functions that set pnum/paramnum directly did not decrement it by 1. This also applies
    to A_Jump, though it just uses the value of paramnum instead of changing it.
  - Renamed pnum in the PARAM macros to paramnum, since pnum is already used in a few other
    places for something different, so this makes searching for it easier.
  This has not been tested especially thoroughly, but a first glance seems to indicate success.

SVN r2163 (scripting)
2010-02-14 19:59:21 +00:00
Randy Heit
739e684549 - Converted all action functions be directly callable by the VM (though they are not yet
usable).

SVN r2154 (scripting)
2010-02-12 06:04:57 +00:00
Randy Heit
bcbf4c3c84 - Fixed: A_ThrowGrenade used the same code as the old fighter flechette, so
it was just as broken at aiming up and down.


SVN r2062 (trunk)
2009-12-31 06:13:47 +00:00
Christoph Oelckers
85c683e0c7 - Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.


SVN r2045 (trunk)
2009-12-25 11:09:56 +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
Randy Heit
28c23edb2f - Added a DMG_NO_FACTOR flag for P_DamageMobj(). A_KillChildren, A_KillMaster,
and A_KillSiblings now use it.


SVN r2024 (trunk)
2009-12-13 05:04:12 +00:00
Randy Heit
b3d2a1f074 - Added a damage type parameter to A_KillChildren, A_KillMaster, and
A_KillSiblings. 


SVN r2023 (trunk)
2009-12-13 04:59:19 +00:00
Randy Heit
1c3de33585 - Make A_MonsterRail() and A_CustomRailgun() aim at the target anyway even
if P_AimLineAttack() decides it has no chance of hitting.

SVN r1942 (trunk)
2009-10-27 04:16:55 +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
Randy Heit
19b23f2cf3 - Removed the Actor uservar array and replaced it with user-defined variables.
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
  instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
  have been added to access elements in user-defined arrays.


SVN r1933 (trunk)
2009-10-25 02:19:51 +00:00
Christoph Oelckers
0c39b5c66a - Fixed: The rail sound used the shooter's position for calculating the sound origin
but should use the camera position instead to get the correct position for
  the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.

SVN r1926 (trunk)
2009-10-17 11:30:44 +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
efd3e7f94e - added better earthquake functions for ACS and DECORATE.
SVN r1912 (trunk)
2009-10-15 08:25:07 +00:00
Christoph Oelckers
4a81f55fb0 - Added Gez's seeker missile submission.
SVN r1905 (trunk)
2009-10-09 20:54:28 +00:00
Christoph Oelckers
45842e28bd - added PinkSilver's A_Respawn enhancement patch.
SVN r1837 (trunk)
2009-09-15 21:57:51 +00:00
Christoph Oelckers
923bf08cdc - Added PinkSilver's A_LookEx fix.
SVN r1828 (trunk)
2009-09-14 23:54:55 +00:00
Christoph Oelckers
4a057c1fdc - Added Gez's cleanup patch for MBF support but undid the deletion of the MF6_JUMPDOWN flag which will be implemented later.
SVN r1827 (trunk)
2009-09-14 23:50:21 +00:00
Christoph Oelckers
4d55f01c3a - added resources needed for MBF support.
- removed unused score items from DECORATE file.
- added 2 MBF code pointers I forgot in the last commit.

SVN r1825 (trunk)
2009-09-14 23:28:24 +00:00
Christoph Oelckers
a59de25107 - Next round of things from Gez's experimental build:
* 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)
2009-09-14 21:41:44 +00:00