Commit Graph

495 Commits

Author SHA1 Message Date
Christoph Oelckers 3c25b2c066 - some redesign of P_CheckSight to handle portals.
Portal stuff not tested yet.
2016-03-07 21:59:32 +01:00
Christoph Oelckers 7d7112f427 - added portal support to A_ThrustImpale, P_PushUp and P_PushDown. 2016-03-07 00:17:52 +01:00
Christoph Oelckers 5175d56129 - made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.

Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
2016-03-06 21:58:36 +01:00
Christoph Oelckers 6f28735b45 Merge branch 'zmaster' 2016-03-03 02:53:07 +01:00
Christoph Oelckers f5fd0df077 - made P_AimLineAttack work through sector portals.
Note: Test output not removed yet!
2016-03-02 20:44:02 +01:00
Christoph Oelckers e3c06e3df7 Merge commit '165d26baa1569685651baf4575e12e73c8cbfd2e'
# Conflicts:
#	bzip2/bzip2.vcproj
#	game-music-emu/game-music-emu.vcproj
#	gdtoa/gdtoa.vcproj
#	jpeg-6b/jpeg-6b.vcproj
#	src/p_spec.cpp
#	src/r_defs.h
#	tools/fixrtext/fixrtext.vcproj
#	tools/lemon/lemon.vcproj
#	tools/updaterevision/updaterevision.vcproj
#	tools/zipdir/zipdir.vcproj
#	wadsrc/static/xlat/eternity.txt
#	wadsrc/wadsrc.vcproj
#	zlib/zlib.vcproj
2016-03-01 17:23:35 +01:00
Christoph Oelckers b4a002a07f - preparations for allowing hitscans through portals.
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.

- fixed setup of target acquisition for the Mage Staff.

The pre-acquired seeker target was never passed to the spawned projectiles.
2016-03-01 16:39:31 +01:00
Christoph Oelckers 2584108200 - removed the one-sided line portals on polyobjects only limitation. Using Eternity's polyportal testmap shows that it expects one-sided crossable portals on non-polyobject walls.
- converted the P_TranslatePortal* functions to use floating point trigonometry. The combination of R_PointToAngle and finesine even created discrepancies with perfectly parallel portals which is just not acceptable.
- added a function to FPathTraverse to relocate the trace and restart from the new position.
- made P_UseLines portal aware. Traversal through line portals is complete (all types, even teleporters), whether sector portals need better treatment remains to be seen - at the moment it only checks the range at the player's vertical center.
2016-03-01 01:36:36 +01:00
Christoph Oelckers 07771bd56e - changed parameter of P_GetOffsetPosition to a simple coordinate so that it can be used for other things than actors. 2016-02-29 16:29:51 +01:00
Christoph Oelckers bb4bd76257 Merge branch 'zmaster' 2016-02-26 11:54:08 +01:00
Christoph Oelckers 60c2a55ec4 - added P_GetOffsetPosition calls to all needed functions. 2016-02-26 11:52:53 +01:00
Christoph Oelckers eafd2519b4 - fixed a few incorrect uses of AngleTo function.
- added portal offsetting to all AproxDistance, AngleTo and Vec*To members of AActor.
- optimized displacement retrieval so that the most common case with no offset retrieves a constant null-vector which can be optimized away fully by the compiler.
- early out in P_GetOffsetPosition if there's no portal lines nearby, so that the common case can skip the traverser completely even on maps with line portals.
2016-02-26 11:52:50 +01:00
Christoph Oelckers 954f03e531 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/actor.h
2016-02-25 01:40:36 +01:00
Christoph Oelckers e11da06e69 - some preparations for actor interpolation through wall portals. 2016-02-25 00:41:31 +01:00
Christoph Oelckers 8362a4516f Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-24 11:26:35 +01:00
Christoph Oelckers b01e0fa06e - removed debug output from portal transition code.
- handle the case where a portal transition crosses more than a single boundary in one move.
2016-02-24 10:08:23 +01:00
Christoph Oelckers 01bdd8a7da - actor transition through a sector portal is working. 2016-02-24 01:16:07 +01:00
Christoph Oelckers e107d8ff48 Merge remote-tracking branch 'remotes/zdoom/master'
# Conflicts:
#	src/portal.h
#	src/r_defs.h
2016-02-22 16:06:31 +01:00
Christoph Oelckers 02d7572343 - some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- Ĩontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00
Christoph Oelckers 3841a5f626 - implemented FMultiBlockLinesIterator for checking a position across portals. This is not fully tested yet. 2016-02-19 10:39:40 +01:00
Christoph Oelckers 56202c49f1 Merge branch 'master' of c:\programming\doom-dev\zdoom
# Conflicts:
#	.gitignore
2016-02-16 21:02:13 +01:00
Christoph Oelckers 22e8678903 - refactored P_CollectConnectedGroups to avoid frequent heap allocations for the common cases
* the temporary checking arrays are now static
 * the array that gets the returned values only starts allocating memory when the third touched sector group is found. The most common cases (no touched portal and one touched portal) can be handled without accessing the heap.

- did some streamlining of AActor::LinkToSector:

 * there's only now version of this function that can handle everything
 * moved the FIXMAPTHINGPOS stuff into a separate function.
 * removed LinkToWorldForMapThing and put all special handling this function did into P_PointInSectorBuggy.
2016-02-16 12:51:10 +01:00
Christoph Oelckers 6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers 6df435c8c5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-11 22:58:16 +01:00
Christoph Oelckers 584147b8bb - removed all occurences of FVector2 and FVector3 from the playsim code. 2016-02-11 20:01:12 +01:00
Christoph Oelckers 1098093ead Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-10 20:49:32 +01:00
Christoph Oelckers a7254a4af5 - removed the conversion operators from the fixedvec structs (again)
They must have been accidentally left in by not properly resolving a merge conflict, I guess.
2016-02-10 14:43:04 +01:00
Christoph Oelckers 15d5a5256f Merge branch 'master' of ZDoom
# Conflicts:
#	.gitignore
#	src/win32/i_system.cpp
2016-02-09 14:41:31 +01:00
Randy Heit 8d159b8506 Add OF_StateChanged handling to NoDelay 2016-02-08 22:11:42 -06:00
Christoph Oelckers 0678a469de Merge remote-tracking branch 'remotes/zdoom/master'
# Conflicts:
#	src/win32/i_system.cpp
#	tools/re2c/re2c.vcproj
2016-02-08 21:47:19 +01:00
Christoph Oelckers dda73b531c Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/CMakeLists.txt
#	src/p_setup.cpp
#	src/r_defs.h
#	src/version.h

This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
2016-02-05 12:31:41 +01:00
MajorCooke 35b7a5ccc1 Updated for scripting branch merge. 2016-02-04 22:41:02 -06:00
Edward Richardson f2025e6a2f Fixed possible issue with GCC/Clang 2016-02-05 12:52:29 +13:00
Randy Heit b3b0886b64 Merge branch 'scripting'
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_blastradius.cpp
	src/p_enemy.cpp
	src/p_enemy.h
	src/thingdef/thingdef.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
MajorCooke a1c1de9edb Fixed merge conflicts. 2016-02-02 18:26:20 -06:00
Christoph Oelckers d797415745 - fixed: dynamic lights did not relink themselves when their position changed. 2016-02-02 11:58:00 +01:00
Christoph Oelckers d8d4679471 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-25 21:13:04 +01:00
Christoph Oelckers c4377b7039 - removed the implicit fixedvec -> TVector conversions because they caused too many problems. Also reviewed all uses of these and made the necessary adjustments. Problems were present in P_SpawnMissileXYZ and P_Thing_Projectile.
- replaced some single precision float math with doubles.
2016-01-23 20:44:33 +01:00
Christoph Oelckers 1a631670fb Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-22 01:11:08 +01:00
Randy Heit 9744b9e0d9 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/dobject.h
	src/dobjgc.cpp
	src/p_local.h
	src/thingdef/thingdef_codeptr.cpp
2016-01-21 12:45:06 -06:00
alexey.lysiuk f10dd68ca6 Fixed actors intersection check 2016-01-21 16:21:09 +02:00
Christoph Oelckers 8f7be01dd4 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/r_data/r_interpolate.cpp
2016-01-21 12:09:12 +01:00
Christoph Oelckers c78344c19d Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/p_user.cpp
	src/thingdef/thingdef_expression.cpp
2016-01-20 15:16:06 +01:00
Christoph Oelckers 68c0f929dc - refactoring complete. The source compiles again with the renamed position variable. 2016-01-20 15:12:51 +01:00
Christoph Oelckers 25107ed421 - since I had to shuffle around the first variables in AActor, let's better commit that change. 2016-01-20 13:49:52 +01:00
Christoph Oelckers 4b9647e539 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_hexen/a_hexenspecialdecs.cpp
	src/g_strife/a_thingstoblowup.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-20 11:45:57 +01:00
Christoph Oelckers 7ea3e49332 - refactored p_mobj.cpp and the first half of p_map.cpp. 2016-01-20 01:48:57 +01:00
Christoph Oelckers b73e1e65f5 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/p_local.h
	src/thingdef/thingdef_codeptr.cpp
2016-01-19 20:17:34 +01:00
Christoph Oelckers 7658111566 - refactoriung of thingdef_codeptr.cpp - probably the ugliest file in the entire project... 2016-01-19 20:15:45 +01:00
Christoph Oelckers bc63b70d88 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/fragglescript/t_func.cpp
	src/g_doom/a_bossbrain.cpp
	src/g_doom/a_revenant.cpp
	src/g_heretic/a_hereticartifacts.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_knight.cpp
	src/g_hexen/a_bishop.cpp
	src/g_hexen/a_clericholy.cpp
	src/g_hexen/a_dragon.cpp
	src/g_hexen/a_firedemon.cpp
	src/g_hexen/a_flechette.cpp
	src/g_hexen/a_heresiarch.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/g_hexen/a_iceguy.cpp
	src/g_hexen/a_korax.cpp
	src/g_hexen/a_magelightning.cpp
	src/g_hexen/a_serpent.cpp
	src/g_hexen/a_spike.cpp
	src/g_hexen/a_wraith.cpp
	src/g_raven/a_minotaur.cpp
	src/g_shared/a_bridge.cpp
	src/g_shared/a_pickups.cpp
	src/g_shared/a_randomspawner.cpp
	src/g_strife/a_alienspectres.cpp
	src/g_strife/a_crusader.cpp
	src/g_strife/a_entityboss.cpp
	src/g_strife/a_inquisitor.cpp
	src/g_strife/a_loremaster.cpp
	src/g_strife/a_programmer.cpp
	src/g_strife/a_sentinel.cpp
	src/g_strife/a_spectral.cpp
	src/g_strife/a_strifestuff.cpp
	src/g_strife/a_strifeweapons.cpp
	src/g_strife/a_thingstoblowup.cpp
	src/p_local.h
	src/r_utility.cpp
2016-01-19 13:43:11 +01:00
Christoph Oelckers 9f78bcd1e6 - Strife game code refactored for coordinates. 2016-01-19 11:50:07 +01:00
Christoph Oelckers 6ae09334a3 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/r_defs.h
2016-01-19 10:51:42 +01:00
Christoph Oelckers 069889c5ce Merge remote-tracking branch 'remotes/zdoom/master' 2016-01-19 10:46:59 +01:00
Christoph Oelckers 2326928ff7 - the last bits of Hexen refactored
This also fixes a problem with some of Hexen's Wraith's effects which did some repositioning without properly linking them into the blockmap.
2016-01-19 01:10:57 +01:00
Christoph Oelckers c1b44a5694 - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls...
- restore proper actor.h file.
2016-01-18 21:01:52 +01:00
Christoph Oelckers 460751653d - refactored most of Heretic's game code. 2016-01-18 20:13:20 +01:00
Christoph Oelckers 57ab1387f2 - yet more refactoring.
Note about A_SkelMissile: The direct change of the missile's position was changed to use SetOrigin. If this is later supposed to be portal-aware, such direct coordinate changes are a no-go to ensure that everything is properly maintained.
2016-01-18 18:52:24 +01:00
Christoph Oelckers 2b5e5b6bc3 - next round of refactoring.
This contains some advance work for handling line-to-line portals in A_PainShootSkull.
This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
2016-01-18 16:49:24 +01:00
Christoph Oelckers b63eb391f7 - refactored two mire files.
- fixed: FraggleScript's SetObjPosition function did not properly set the moved actor's properties. Better use SetOrigin for changing the position.
2016-01-18 12:37:39 +01:00
Christoph Oelckers 43314f0c0d - started refactoring p_map.cpp
- added AActor::Top function to replace the frequent occurences of actor->z + actor->height.
2016-01-18 00:59:16 +01:00
Christoph Oelckers b735138332 - forgot the changes to actor.h. 2016-01-17 22:56:16 +01:00
Christoph Oelckers 3f34083e88 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/actor.h
2016-01-17 22:16:27 +01:00
Christoph Oelckers bf747075e8 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_hexen/a_clericstaff.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers fbaab5044d Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
Conflicts:
	src/d_dehacked.cpp
	src/decallib.cpp
	src/g_hexen/a_clericstaff.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers c611456397 - more refactoring of AActor coordinate access. 2016-01-17 18:36:14 +01:00
Christoph Oelckers 5b610390e1 - some more inline functions. 2016-01-17 16:49:15 +01:00
Christoph Oelckers bf5ee5e542 - added X(), Y(), Z() access functions to AActor.
This commit is just preparation for upcoming changes to completely encapsulate the coordinate info in AActor because I'm going to have to work with an altered version of actor.h that cannot be committed without breaking the engine.
With this file present in the repo before work is started the changes can be committed piece by piece.
2016-01-17 12:23:49 +01:00
Christoph Oelckers ef7bcb3a66 - implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with. 2016-01-11 15:07:58 +01:00
Christoph Oelckers ab1bf2bca3 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/actor.h
2016-01-10 22:43:34 +01:00
Christoph Oelckers 2c0f64cf9f - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
Christoph Oelckers 1e2ce9a622 - some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +01:00
Christoph Oelckers f391216ab9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-09 19:48:01 +01:00
Christoph Oelckers 71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers a5b43dfb66 Merge branch 'master' of https://github.com/rheit/zdoom 2015-11-03 23:55:41 +01:00
MajorCooke 75100d76fb - Added Threshold Manipulation.
- Added 'threshold' and 'defthreshold' to DECORATE expression exposure.
- ChaseThreshold sets the default threshold for how long a monster must chase one target before it can switch targets. Default is 100, must not be negative.
- A_SetChaseThreshold can be used to alter the current or default threshold of an actor <pointer>.
- Changing current threshold has no effect on what the default will be once it hits 0 and something makes it infight with another.
2015-10-12 11:06:55 -05:00
MajorCooke 380b5c1eb7 - Added ICESHATTER flag.
- Any inflictor with this flag can break ice corpses
2015-10-11 09:10:33 -05:00
Christoph Oelckers 7ba577e1b0 Merge branch 'master' into scripting
Conflicts:
	src/g_heretic/a_hereticweaps.cpp
	src/thingdef/thingdef_codeptr.cpp
2015-06-07 09:43:54 +02:00
Christoph Oelckers fbefe13bb2 Merge branch 'master' of https://github.com/rheit/zdoom 2015-06-04 09:27:17 +02:00
MajorCooke 22570e079e * Added LAXTELEFRAGDMG. This flag forces all damage to be factored, regardless being above or below the telefrag threshold.
- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
2015-06-02 12:10:45 -05:00
Edoardo Prezioso 4546df7dc3 - Fixed SetActorPitch and ChangeActorPitch issue.
The code did not take into account the player's limited pitch.
2015-05-28 00:41:07 +02:00
Christoph Oelckers bb85625d52 Merge branch 'master' of https://github.com/rheit/zdoom 2015-05-01 00:08:42 +02:00
Christoph Oelckers 5f1c4d157c Merge branch 'master' into scripting
Conflicts:
	src/g_shared/a_sharedglobal.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_data.cpp
2015-04-30 12:30:36 +02:00
Christoph Oelckers 84351419a3 Merge branch 'master' of https://github.com/crimsondusk/zdoom
Conflicts:
	src/actor.h
2015-04-30 10:03:50 +02:00
Christoph Oelckers 9880af1b0c - this line got lost during conflict resolution. 2015-04-30 09:18:13 +02:00
Christoph Oelckers 405fc31e81 Merge branch 'master' of https://github.com/DaZombieKiller/zdoom
Conflicts:
	src/actor.h
2015-04-30 09:14:31 +02:00
Christoph Oelckers 21993b3481 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-29 16:27:46 +02:00
Christoph Oelckers 646c135eff Merge branch 'master' into scripting
Conflicts:
	src/m_cheat.cpp
	src/p_acs.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp
2015-04-28 23:04:10 +02:00
Edoardo Prezioso b51fac344d Little TakeInventory refactoring.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
2015-04-28 15:45:11 +02:00
Christoph Oelckers 065c0a79cd Merge commit '4f7ec3ad891d556c0d3f680e209a120ed38e9cdb' into scripting
Conflicts:
	src/d_main.cpp
	src/info.cpp
	src/info.h
	src/p_acs.cpp
	src/p_interaction.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp

(scripting branch update part 5)
2015-04-28 12:48:33 +02:00
Christoph Oelckers 792cad89b3 Merge commit '3849cb86231ce24131a86e9c29795a8cf3706a3d' into scripting
Conflicts:
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/p_acs.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_expression.cpp

(Scripting branch update part 4)
2015-04-28 11:59:33 +02:00
Christoph Oelckers d6e3fc0567 Merge commit 'fb9231a38db2025eb77bfd246f36d985cbbccd2e' into scripting
Conflicts:
	src/info.cpp
	src/thingdef/thingdef_expression.cpp
	wadsrc/static/actors/constants.txt

(Scripting branch update part 2)
2015-04-28 09:57:01 +02:00
Teemu Piippo ca012bc9be - adapted AActor to use TFlags 2015-04-04 19:40:43 +03:00
Christoph Oelckers f0886ce1f1 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/version.h
2015-04-03 09:45:04 +02:00
Randy Heit d37f9cbcae Add flies (doomed #112) from the Hexen retail beta
...because it brought back memories of adding Strife support.
- The search function is radically different, but the flying mechanics are
  the same.
2015-04-02 17:52:54 -05:00
Christoph Oelckers 97947f9e10 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	dumb/vc6/dumb_static/dumb_static.vcproj
	wadsrc/static/compatibility.txt
2015-03-15 11:42:59 +01:00
Randy Heit d84c85d40f Remove warnings warned by Clang 2015-03-08 17:21:15 -05:00
Christoph Oelckers 714a9aa2c9 Merge branch 'master' of https://github.com/rheit/zdoom 2015-02-11 09:56:58 +01:00
Christoph Oelckers 337682934c - fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
2015-02-10 23:40:53 +01:00
Randy Heit 775e33ede7 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_doom/a_archvile.cpp
	src/g_shared/a_morph.cpp
	src/p_enemy.h
	src/p_local.h
	src/p_mobj.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_exp.h
	src/thingdef/thingdef_expression.cpp
	src/thingdef/thingdef_states.cpp
	wadsrc/static/actors/actor.txt
2015-01-29 20:53:08 -06:00
Benjamin Moir 6dff8da503 Added +NODECAL and +FORCEDECAL actor flags
Added FHF_NOIMPACTDECAL for LineAttack
2015-01-20 12:05:00 +10:30
Christoph Oelckers 1c3561d71e Merge branch 'master' of https://github.com/rheit/zdoom 2015-01-08 09:27:30 +01:00
nashmuhandes 2b12db153b New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
Christoph Oelckers 4d34e0f548 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-31 10:55:55 +01:00
MajorCooke 4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
Randy Heit b5e4153c78 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
2014-12-21 21:15:11 -06:00
Christoph Oelckers 58a3b86813 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-21 13:49:23 +01:00
Randy Heit 2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
MajorCooke 93ca8502dd - Rewrote a bunch of things for stability. 2014-12-17 21:47:00 -06:00
MajorCooke 30acb72006 - Added per-actor teleport fog modifications.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
2014-12-17 16:11:07 -06:00
Christoph Oelckers 4f00aa3957 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-16 17:38:37 +01:00
Christoph Oelckers 6afe9cc048 Merge branch 'hitpointer2' of https://github.com/MajorCooke/zdoom
Conflicts:
	src/actor.h
	src/thingdef/thingdef_data.cpp
2014-12-10 11:48:32 +01:00
MajorCooke 533ae95933 - Added three missile impact pointer changing flags.
- HITTARGET, HITMASTER, and HITTRACER.
- A missile that dies hitting an actor will set this impacted actor as the new target/master/tracer, depending on specifications.
2014-12-09 12:30:14 -06:00
MajorCooke e5340ad637 - Splitting the pull request in half.
- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work.
- THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags.
- MIRRORREFLECT causes missiles to perform a direct 180 turn-around.
- AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
2014-12-09 12:09:36 -06:00
Christoph Oelckers a7a2d55695 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/sdl/iwadpicker_cocoa.mm
2014-11-25 16:39:56 +01:00
Edward Richardson 99b2cfa147 Added APROP_DamageMultiply
- Used with Set/GetActorProperty, adds a generic multiplier for damage a
source deals.
2014-11-20 18:57:40 +13:00
Christoph Oelckers c25325efa4 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	wadsrc/static/compatibility.txt
2014-11-16 09:02:17 +01:00
MajorCooke b54b18c8c5 -Added: CAUSEPAIN. Actors which deal damage (even if 0) while having this flag can cause other actors to trigger pain chances.
-Fixed: ALLOWPAIN should not trigger pain states if the damage is 0, but still allow for infighting to occur.
-Fixed: an unneeded logic call was processing damage modification when it was 0 to begin with.
2014-11-12 14:08:26 -06:00
Christoph Oelckers 48fbab819b Merge branch 'master' of https://github.com/rheit/zdoom 2014-11-08 09:40:17 +01:00
MajorCooke 2e085b2318 - Added ALLOWPAIN flag.
Monsters with this flag can enter pain states, regardless of
invulnerability or damage absorption.
- Fixed: god2 cheat wasn't being considered for drowning and thrusting.
2014-11-01 00:00:29 -05:00
Christoph Oelckers 1a8da51857 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-29 22:53:58 +01:00
Christoph Oelckers 6073adbeef - renamed FULLMASS to DONTTHRUST. 2014-10-28 08:40:34 +01:00
MajorCooke f802d7a44c - Added +FULLMASS.
Actors will be excluded from damage/radius thrusting of all sorts by
explosions or damage of any kind. They will also never deal impact
damage to other enemies, nor will they damage themselves from being too
close to a wall.
2014-10-27 21:35:55 -05:00
Christoph Oelckers fc0025963b Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-25 15:11:29 +02:00
Christoph Oelckers d4c50b1662 - fixed: AActor::IsTeammate must consider monsters friendly to a specific player as members of the same team as the owning player. Such monsters cannot be made members of a designated team, though, because their association needs to change if the player changes teams. 2014-10-25 14:59:30 +02:00
MajorCooke d1dc6fd59a - Added: BUDDHA and FOILBUDDHA.
- Fixed: mugshot didn't take the god2 cheat into account.
2014-10-25 09:39:00 +02:00
Christoph Oelckers 5ac7e4fc38 - added HARMFRIENDS flag. 2014-10-25 00:30:36 +02:00
Christoph Oelckers 57895d69f9 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-14 08:54:41 +02:00
ChillyDoom 5de6b535ae - Removed unnecessary 'id' variable from AActor.
- Removed unused 'backpack' variable from player_t.
- Removed duplicate code from b_move.cpp.
- General cleanup.
2014-10-13 08:45:36 +01:00
Christoph Oelckers 60ff6c5f07 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-14 23:06:57 +02:00
Christoph Oelckers ee6e87d94b - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
Christoph Oelckers 09ae52e26b Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-31 00:44:59 +02:00
Randy Heit ea7ba9dba3 Add per-actor friction
- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
2014-07-28 23:15:50 -05:00
Christoph Oelckers 6d4eb7f62d - changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned. 2014-07-27 10:07:37 +02:00
Christoph Oelckers 6988156d0f Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-08 09:49:00 +02:00
Christoph Oelckers 2223c12938 - added new ChangeActorAngle/ChangeActorPitch ACS functions because the new required 'interpolate' parameter cannot be added to the existing SetActorAngle/SetActorPitch functions without breaking old scripts. 2014-05-08 09:43:58 +02:00
Christoph Oelckers 93aa1ea2c4 fixed some issues with reviving monsters
- fixed: Thing_Raise didn't properly set the spawn health.
- fixed: Thing_Raise did not the CanRaise state flag.
- fixed: Reviving a monster must also reset the damage type.
- fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing.
- consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
2014-05-05 11:24:20 +02:00
Christoph Oelckers 97c7f2c5ce Merge branch 'master' of https://github.com/rheit/zdoom 2014-04-18 12:13:29 +02:00
Gaerzi 83182b703d Added slow monsters, the inverse of fast monsters
This is a skill setting only, no "always slow" or "never slow" actor
flags, and no DM flags.
2014-04-15 21:01:49 +02:00
Christoph Oelckers dbefac81d8 Merge branch 'master' of https://github.com/rheit/zdoom 2014-04-15 09:26:05 +02:00
Gaerzi 4cac599b88 Less flags, more generic properties 2014-04-11 00:58:59 +02:00
Christoph Oelckers b91d5d5eb5 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	CMakeLists.txt
	src/CMakeLists.txt
2013-11-03 16:55:00 +01:00
Randy Heit 1f723c10ae Add CF_INTERPVIEW for players.
- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
  similar ACS APROPs set this when changing an angle. This forces the
  renderer to interpolate the view angles instead of updating with the
  latest mouse positions. The effect lasts one tick.
2013-10-09 21:50:24 -05:00
Christoph Oelckers daf5b97ff9 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/version.h
2013-09-28 23:37:41 +02:00
Randy Heit e021fba5e1 Improve NoDelay reliability.
- Instead of tying NoDelay behavior to OF_JustSpawned, use a new actor
  flag, MF7_HANDLENODELAY. This only gets cleared once it has actually
  been checked by Tick(). This is necessary because freeze mode delays the
  initial run of Tick() past the initial spawn, so OF_JustSpawned will no
  longer be set when it does the initial tick.
- Delay NoDelay processing if an actor is spawned dormant. Actors spawned
  dormant have Deactivate() called before they tick, so MF7_HANDLENODELAY
  will remain set as long as an actor is dormant. This allows the NoDelay
  handling to occur as expected once it is activated.
2013-09-17 20:44:13 -05:00
Christoph Oelckers 3e4678765b Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/thingdef/thingdef_codeptr.cpp
2013-08-18 12:18:59 +02:00
Christoph Oelckers 42c9b68d47 Merge branch 'master' of https://github.com/rheit/zdoom 2013-08-14 00:32:35 +02:00
Christoph Oelckers 7a87e08107 - added MF7_ALWAYSTELEFRAG flag that causes an actor to be telefragged by everything that teleports into the same place. 2013-08-13 21:01:14 +02:00
Christoph Oelckers 16f239536a Merge branch 'master' of https://github.com/rheit/zdoom 2013-08-12 21:16:41 +02:00
Christoph Oelckers be1a00c537 Merge branch 'maint' 2013-08-12 20:42:21 +02:00
Christoph Oelckers e14590d8ce - moved NOTELESTOMP to flags7. When committing I was accidentally on maint instead of master and in master flags6 was already full. 2013-08-12 20:41:33 +02:00
Christoph Oelckers 44a1b94ad9 - added MF6_NOTELESTOMP flag that prevents an actor from telefragging under all possible circumstances. 2013-08-12 20:23:54 +02:00
Christoph Oelckers f2c250d35d - flags7 variable added to AActor. 2013-08-12 20:09:21 +02:00
Christoph Oelckers c88bf3108c Merge branch 'master' of https://github.com/rheit/zdoom 2013-08-10 10:21:00 +02:00
Christoph Oelckers 25ec3fb8fe - added MF6_RELATIVETOFLOOR flag. 2013-08-10 09:32:55 +02:00
Christoph Oelckers 211d293002 - added MF6_NOTONAUTOMAP flag to exclude things from being shown with the scanner powerup. The IDDT cheat will not be affected by this. 2013-08-10 08:53:37 +02:00
Christoph Oelckers 951782578f Merge branch 'master' of https://github.com/rheit/zdoom 2013-08-09 20:37:38 +02:00
Christoph Oelckers a78ad3188b - added MF5_NOFORWARDFALL flag to prevent attacks from making its victim fall forward randomly. 2013-08-09 20:20:23 +02:00
Randy Heit 4deeb8d8ae Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/p_local.h
	src/p_map.cpp
	src/sdl/i_main.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-06-25 19:28:25 -05:00
Christoph Oelckers 0980f6645c Merge branch 'master' of https://github.com/rheit/zdoom 2013-06-24 16:54:37 +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
Christoph Oelckers b2bb24ea0a - GZDoom project files and GZDoom related changes to main ZDoom code 2013-06-23 10:46:31 +02:00
Randy Heit 459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +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 a5d770b433 - Dropped items with the DONTGIB flag set will no longer be destroyed by crushers.
SVN r4215 (trunk)
2013-04-16 17:55:17 +00:00
Randy Heit 6e88529324 - Added a RETI instruction for returning 15-bit signed immediate values.
- Changed Actor's Damage property into an actual function. All access to the damage property
  must now be done through GetMissileDamage. actor->GetMissileDamage(0, 1) is equivalent
  to the former actor->Damage, for the case where actor->Damage was not an expression. (I
  suppose I will probably need to make a thunk for DECORATE expressions that want to read it.)
- Cleaned up some decorate expression evaluation functions that are no longer used.

SVN r3919 (scripting)
2012-10-28 04:36:52 +00:00
Randy Heit 38d7b7d203 - Fixed errors and warnings when compiling with GCC. (Unfortunately, the VC++ debug builds
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
  fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
  version of the main VM loop, because I don't relish the thought of being stuck with GDB
  for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
  names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
  DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.


SVN r3893 (scripting)
2012-10-18 03:19:27 +00:00
Randy Heit e7efa1d802 - Update to latest version in trunk.
SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit 625482aaeb - Added actors' BounceSound, WallBounceSound, and CrushPainSound to preloading.
- Moved marking of actor sounds for precaching into a virtual Actor function.

SVN r3838 (trunk)
2012-08-22 23:17:49 +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 8c465df44e - Added ACS function IsTIDUsed(tid): It returns whether any actors using the given TID exist. This
is more efficient than ThingCount(tid, T_NONE), because it only needs to check for one actor
  with the TID and not all of them. It also makes no distinction between dead things and live
  things like ThingCount does.
- Added ACS function UniqueTID(tid, limit): It returns a new TID that is not currently used by
  any actors. It has two modes of operation. If tid is non-zero, then it checks TIDs one-by-one
  starting at the given tid until if finds a free one. If tid is zero, then it returns a completely
  random TID. If limit is non-zero, then it will only check that many times for a free TID, so
  it might not find a free one. If no free TID is found, 0 is returned. If limit is zero, then
  the search is effectively unlimited.

SVN r3798 (trunk)
2012-08-01 03:12:43 +00:00
Randy Heit eea532ce48 - Move the float bob offset calculation into a separate function.
SVN r3789 (trunk)
2012-07-27 01:53:21 +00:00
Randy Heit fcceeb814a - Changed state calls to use the VM's standard return value mechanism. StateCallData has been
removed as a result, so now action functions take a minimum of three parameters rather than four.

SVN r3770 (scripting)
2012-07-17 05:31:41 +00:00
Randy Heit 562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit e1641da881 - Make APoisonCloud::DoSpecialDamage() and P_PoisonDamage() respect damage factors.
- Pass the damage type to AActor::DoSpecialDamage().

SVN r3717 (trunk)
2012-06-29 04:21:31 +00:00
Christoph Oelckers ff25785781 - removed the MF5_FASTER and MF5_FASTMELEE flags and replaced them with a 'Fast' state flag.
SVN r3692 (trunk)
2012-06-16 08:35:51 +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
Randy Heit 086d0a797e - Added AActor::SetFriendPlayer() to make setting FriendPlayer cleaner to read when doing it with
a player_t pointer.

SVN r3681 (trunk)
2012-06-09 04:15:56 +00:00
Christoph Oelckers 9c4a565366 - fixed: Inventory clearing after changing a level with the ACS ChangeLevel command did not properly clear the inventory. This will now use the same code as the ACS ClearInventory command.
SVN r3673 (trunk)
2012-05-31 09:46:07 +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 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
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
Christoph Oelckers e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Braden Obrzut faa122ede3 - Adjust VisibleToPlayerClass to accept multiple classes as well as work with inheritance.
SVN r3291 (trunk)
2011-09-10 04:24:40 +00:00
Braden Obrzut c013e72caa - Backported VisibleToTeam and VisibleToPlayerClass from Skulltag with some modifications.
SVN r3290 (trunk)
2011-09-08 01:28:26 +00:00
Christoph Oelckers 5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers 5bf6398d85 - moved render style and border drawing code out of r_draw.cpp.
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Christoph Oelckers 4d7fcbf1b8 - added Major Cooke's Death/Paintype submission.
SVN r3237 (trunk)
2011-06-13 17:15:09 +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 ab60afd0b8 - added DavifPH's fix for poisoning invulnerable players.
SVN r3231 (trunk)
2011-06-13 10:25:03 +00:00
Christoph Oelckers 5d65ab6e6c - cleaned up setPointer interface.
- ZDoom part of setPointer/setActivator, submitted by FDARI.


SVN r3230 (trunk)
2011-06-13 10:22:47 +00:00
Christoph Oelckers 61dfb608f4 - added DavidPH's ProjectileKickback submission.
SVN r3228 (trunk)
2011-06-13 09:16:57 +00:00
Christoph Oelckers 2e4e5bdb28 - added DavidPH's damage type specific damage color submission.
SVN r3220 (trunk)
2011-06-06 22:23:43 +00:00
Christoph Oelckers 6053627c5c - added DONTCORPSE submission.
SVN r3216 (trunk)
2011-05-26 23:27:58 +00:00
Christoph Oelckers 3277b508cd - added SEEINVISIBLE submission.
SVN r3215 (trunk)
2011-05-26 23:25:02 +00:00
Christoph Oelckers 820554d636 - added FDARI's pointer operation submission.
SVN r3167 (trunk)
2011-03-18 08:02:23 +00:00
Christoph Oelckers 07eed2f2be - added Gez's fix for timing of the boss cube while a time freezer is active.
SVN r3118 (trunk)
2011-01-23 08:33:30 +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.
SVN r3113 (trunk)
2011-01-22 03:35:33 +00:00
Christoph Oelckers 789c937635 - use FSharedStringArena to handle AActor's tag strings properly. They were names before which are not case sensitive and could cause problems.
- fixed FSharedStringArena::FreeAll did not NULL TopBlock.
- bumped savegame version for above changes.


SVN r3100 (trunk)
2011-01-12 00:17:13 +00:00
Christoph Oelckers f0f17e531c - move static AM color initialization into the AM_StaticInit function.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)


SVN r3036 (trunk)
2010-12-14 00:50:02 +00:00