Commit graph

15816 commits

Author SHA1 Message Date
Marisa Kirisame
d6d3dd038e Fix RemoveInventory not calling DetachFromOwner when an item is the first in the owner's inventory.
Fix CheckAddToSlots not working because it uses GetReplacement incorrectly.
2018-12-03 17:29:08 +01:00
Christoph Oelckers
53291b0abf Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-12-03 15:54:09 +01:00
Christoph Oelckers
40a67b8c9a - fixed issues with Dehacked's ad-hoc script code generation
* The functions had no prototype and caused crashes.
* even after creating a prototype it didn't work because CreateAnonymousFunction was set up incorrectly for the case where a known return type was given.
2018-12-03 12:24:55 +01:00
Magnus Norddahl
1e30bc72fe - compare against the thing renderstyle since the local copy has been modified 2018-12-03 11:10:40 +01:00
Magnus Norddahl
4604c9379c - disable alpha test on models if the renderstyle isn't STYLE_Normal 2018-12-03 10:46:28 +01:00
Christoph Oelckers
39d90d022b - made the BUddha checks readable again. 2018-12-03 09:48:05 +01:00
Christoph Oelckers
d7bb1726ab - fixed compile warning 2018-12-03 09:14:11 +01:00
Christoph Oelckers
099b278f18 - removed assert that got triggered in an edge case that must pass here. 2018-12-02 23:35:18 +01:00
Christoph Oelckers
d222e82bbc - implemented missing 'exact' parameter for ThinkerIterator.Next. 2018-12-02 23:15:34 +01:00
Christoph Oelckers
d96d505520 - fixed accidentally misnamed parameter in A_Explode. 2018-12-02 21:39:28 +01:00
Christoph Oelckers
bfcd714186 - started replacing direct references to class AInventory.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
2018-12-02 21:35:55 +01:00
Major Cooke
6fd3bea38c - fixed: P_PoisonPlayer and P_PoisonDamage did not check for NODAMAGE.
- fixed: P_PoisonDamage's check for Buddha2 and the Buddha powerup were inverted.
- fixed: P_PoisonDamage checked the modified damage instead of the raw, allowing amplifiers to boost the damage beyond telefrag and circumventing regular buddha.
2018-12-02 21:14:22 +01:00
Christoph Oelckers
807df33e1a - scriptified AInventory::Tick.
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2018-12-02 20:58:15 +01:00
Magnus Norddahl
d88d173b38 - ptest is a SSE 4.1 instruction 2018-12-02 20:44:36 +01:00
Christoph Oelckers
2e383073e8 - scriptified the AutoUseHealth feature.
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2018-12-02 19:45:45 +01:00
Christoph Oelckers
3182569fb8 - scriptified the decision making of the invuseall CCMD.
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2018-12-02 18:43:38 +01:00
Christoph Oelckers
93f91d1039 - scriptified P_DropItem. 2018-12-02 18:31:18 +01:00
Christoph Oelckers
a5fc26b37c - scriptified the no-spawn flag check for armor and health items. 2018-12-02 18:04:44 +01:00
Christoph Oelckers
319f8743db - consolidated the check for "is actor an owned inventory item" into a subfunction.
This check occured 9 times in the source, better have it only once.
2018-12-02 16:53:12 +01:00
Christoph Oelckers
ee08412e49 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers
1f33ba2c4d - fixed incomplete null checks in A_RadiusThrust. 2018-12-02 16:06:04 +01:00
Christoph Oelckers
719598aae4 - scriptified AActor::ClearInventory 2018-12-02 15:24:44 +01:00
Christoph Oelckers
2cb0b2db87 - took the last methods aside from Tick and Serialize out of AInventory. 2018-12-02 14:56:10 +01:00
Christoph Oelckers
db814dc333 - properly hook up the alt HUD with the status bar. 2018-12-02 14:34:10 +01:00
Christoph Oelckers
d11b33e8fd - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
ba905321b0 - scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source. 2018-12-02 14:34:09 +01:00
Christoph Oelckers
fe39236ee1 - scriptified the AltHUD'S powerup drawer. 2018-12-02 14:34:09 +01:00
Christoph Oelckers
ddaab4d2ab - scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
4431ec06fd - scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD. 2018-12-02 14:34:09 +01:00
Christoph Oelckers
714ca9b2ce - scriptified the AltHUD's weapon drawer. 2018-12-02 14:34:08 +01:00
Christoph Oelckers
1406c11f8e - added the missing TNT1A0 check for icon-less keys.
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
fbc441673a - AltHUD ammo drawer scriptified. 2018-12-02 14:34:08 +01:00
Christoph Oelckers
0cd93c14af - allow %*d etc. format specifiers in ZScript, but only for numeric types. 2018-12-02 14:34:08 +01:00
Christoph Oelckers
4a1f011dc1 - Alt HUD scriptification, part 1. 2018-12-02 14:34:08 +01:00
Magnus Norddahl
edc05111cd - don't use SSE for integer min/max 2018-12-02 09:58:08 +01:00
Magnus Norddahl
706a923884 - Use SSE2 for min/max instead 2018-12-02 07:35:02 +01:00
Major Cooke
49f2a38799 Fixed A_JumpIfNoAmmo not working. 2018-12-02 07:28:20 +01:00
Christoph Oelckers
a291ed21fe - fixed the AngleToVector calls in stateprovider.txt.
This looks like a search & replace gone wrong.
2018-12-02 00:41:23 +01:00
Christoph Oelckers
c66dae9f2c - this was wrong... 2018-12-02 00:08:19 +01:00
Major Cooke
e9df56198c - Restored A_SpawnItemEx's "chance" to "failchance" to prevent mod breakage from named parameters. 2018-12-01 23:39:54 +01:00
Christoph Oelckers
117537339d - fixed script call in PickNewWeapon. 2018-12-01 23:36:48 +01:00
Christoph Oelckers
2d0b90deb1 - fixed: P_Massacre without a class restriction no longer worked. 2018-12-01 22:44:06 +01:00
Christoph Oelckers
577af8860c - scriptified invnext and invprev CCMDs. 2018-12-01 22:37:12 +01:00
Christoph Oelckers
5c647de70c - moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory. 2018-12-01 17:46:20 +01:00
Christoph Oelckers
bc1990b6d7 - moved AInventory::DoRespawn fully to the script side. 2018-12-01 17:29:37 +01:00
Christoph Oelckers
3922f817fb - made CallTryPickup a global function.
This one still gets called in too many places but stands in the way of moving Inventory fully to the script side.
2018-12-01 17:21:40 +01:00
Christoph Oelckers
7b63e088e1 - moved the GetBlend script call to the one single place where it is needed to get rid of one native AInventory method. 2018-12-01 17:21:20 +01:00
Christoph Oelckers
a14b0c58bf - re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.

# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2018-12-01 17:20:52 +01:00
Christoph Oelckers
7301bbc58e - scriptified GiveAmmo and the one remaining piece of native code still using it. 2018-12-01 17:20:23 +01:00
Christoph Oelckers
2c59172c42 - scriptified DropInventory. 2018-12-01 17:18:26 +01:00